For many of us old school gamers, we started out playing good old fashioned board games. Many of us learned strategy from games like Risk and Battleship. For your project, you will be developing a simple battleship type game to test your knowledge of the concepts we have learned in Object Oriented Programming.
The purpose of this project is to have you design of a fairly complicated project using concepts we have learned and then implement the solution using some of the code that we wrote in the previous projects along with new code, and then test your game.
You need to first start with the design of the project. The design documentation, due as shown on the syllabus, will be worth one homework grade and when corrected and submitted will be 20% of your final project grade. If your design is carefully thought through, the coding of the game should be relatively straightforward since many of the classes and concepts closely match previous assignments. You will need to first read these requirements and make a design document (ensuring that all the requirements are met in the design). A sample design document is posted in Canvas and should be used as your design TEMPLATE (example). Create a design document complete with the class diagram and activity (flow) diagram, as well as any decisions you made on the best use of classes, inheritance, polymorphism, and exception handling.
After you have completed your design, then you will be ready to implement the game and test. I cannot stress enough that a good design document and understanding of the requirements will make the actual coding of the game much faster and more simple.
Please don't leave things until the last two weeks. Get started now, and please ask your instructor for help BEFORE you get too lost. Get the big picture done first. Worry about the structure and implementation of the major functionality. Then if you have time, work on the little details, and minor error checking.
So now onto the requirements. You sunk my battleship!….
For your CSCI 2312 Project, you will develop a simple battleship game. Battleship is a guessing game for two players. It is played on four grids. Two grids (one for each player) are used to mark each players' fleets of ships (including battleships). The locations of the fleet (these first two grids) are concealed from the other player so that they do not know the locations of the opponent’s ships. Players alternate turns by ‘firing torpedoes’ at the other player's ships. The objective of the game is to destroy the opposing player's entire fleet. In our game, ‘firing a torpedo’ will be allowing the player to take a guess at where on the grid their opponent may have placed a ship.
In the requirements, we will set forth other simplifying rules to limit the scope of this project.
Requirements
Given the requirements as a rough specification, you are to design the classes and implement the game. In our imaginary game company, the requirements below were developed by the Product Development Team and your instructor is the Product Owner. You are in full control of the choice of classes (please use classes appropriately or points will be deducted), data structures, algorithms, internal file format, detailed user interface scheme, or any other pertinent design decisions you need to make. As the Product owner, I care that it compiles and runs like it is supposed to, meets all the functionality and requirements I have set forth, and is easy to play and understand.
The Battleship game you are designing and implementing is a simplified version of the electronic Battleship game played in one player mode.
The game is played on four grids, two for each player. The grids are typically square and in our case will be 10 by 10. The individual squares in the grid are identified by the x coordinate (indicated by a letter) followed by the y coordinate (indicated by a number). The following is an example of a 5 by 4 grid with an X in the position B3.
A B C D E
X
1
2
3
4
Each player uses two grids. Each player uses one of their grids to arrange their ships and record the torpedoes fired by the opponent. On the other grid, the player records their own shots and whether they hit or missed.
Before play begins, each player secretly arranges their ships on their primary grid. Each ship occupies a certain number of consecutive squares on the grid (sizes of ships are in the following table), arranged either horizontally or vertically. The number of squares for each ship is determined by the type of the ship. The ships cannot overlap so only one ship can occupy any given square in the grid. The types and numbers of ships allowed are the same for each player.
Ship Type
Number of Grid Squares
Carrier
5
Battleship
4
Cruiser
3
Submarine
3
Detroyer
2
The game is played in rounds. In each round, each player takes a turn to fire a torpedo at a target square in the opponent's grid. The opponent then indicates whether the shot was a hit (a ship occupied the square) or a miss (there was not ship in the square). If the shot is a “miss", the player marks their primary grid with a white peg (X in our game); if a "hit" they mark this on their own primary grid with a red peg (O in our game). The attacking player then indicates the hit or miss on their own "tracking" grid with the appropriate color peg (red (0) for "hit", white (X) for "miss") so that they can understand where the opponent’s ship might be.
In the board game, once all of the coordinates of a ship have been hit, the ship is sunk, and the ship's owner announces “You sunk my battleship! (Or whatever the particular ship that was destroyed). For our purposes, we will consider a battleship sunk if the opponent has a single hit. When all of one player’s ships are sunk, the other player wins the game.
For your game, you will create a one-person version of the game where ‘the computer’ will play for the second player.
At the beginning of the game, you will read a file called ship_placement.csv which contains the type of ship, the first grid square for the ship placement, and whether the ship is placed vertically or horizontally (V or H in the field). The file will be in csv format (comma separated values). This is a common format and is comma separated (instead of being on separate lines). There will be commas between the values. Blank values will just have a comma noting to go to the next field (the game input should not have blank fields so you should handle the case where a field is blank). If you want to view the file, often this will be opened by a spreadsheet unless you specifically open it with a text editor. Do not open it with Microsoft Word, as this may change the format. The first line of a CSV file notes the data descriptions as follows:
TypeOfShip,Location,HorizOrVert
I have provided several sample files which contain good scenarios and scenarios with placement issues that you will need to handle using exception handling. Your game should run with any of these files, but should also be able to run with any valid file in the correct format. You will need to check whether all ships were included in the input file (and appropriate action to take if not), whether all ships have been placed, whether they fit on the board in the configuration given, and whether more than one ship occupies a space (which is not allowed) when you read the input file from the user and how to recover if an error occurs.
You will then need to randomly position the computer’s ships on the grid taking into consideration the same factors as you did for the player’s input.
You will need to prompt for and allow for the user to input their next guess in the form of a letter (A through J) and a number (1 – 10) indicating where they are targeting for their torpedo and you should error check the input. In our simplified game, you will determine if the torpedo shot was a hit or a miss. If the shot was a hit, consider the ship to be sunk. You should display a hit or miss, whether the ship was sunk and which one, and display their tracking grid so they know what they have guessed and where they have made hits. The entire ship which was hit will display as sunk.