EECS 183. Winter 2020
eecs183.org
Table of Contents
The load_grid_file() function
Non-default constructor
The start() function
File Locations
battleship.cpp
Sample run 1
Sample run 2
Sample run 3
Sample run 4
Sample run 5
Bugs To Expose
Battleship
Test Suite
*UPDATED:* due Friday, 27 March Friday, 20 March 2020 at 6:00 p.m.
In this project, you will use C++ to create the classic Battleship game. You will implement it as a one-player game so a user will always be playing against the CPU. If you’re not a familiar with the game, take a look at the
wikipedia page
. Your game program will be able to read the player and CPU grids –containing the locations of war ships– using text files. Once the grids are setup, a user will continuously play the game by typing the moves they wish to play against the CPU. In turn, the CPU will retaliate with its own move. The game ends when all ships from either the user or the CPU are taken down, or when the maximum number of rounds is reached.
Start with the Distribution Code. |
Beware the autograder-cheat-detector magic machine, see Honor Code for further information. |
To learn how to use more advanced techniques in C++, such as classes and
separate compilation.
To reinforce your knowledge of classes and file input/output operations.
All students in the class are presumed to be decent and honorable, and all students in the class are bound by the College of Engineering Honor Code.
You may not seek to gain an unfair advantage over your fellow students;
You may not consult, look at, or possess the unpublished work of another without their permission;
You are not allowed to look at or in any way derive advantage from the existence of project specifications or solutions either for the current semester or for past semesters; and
You must appropriately acknowledge your use of another’s work.
Any violation of the honor policies appropriate to each piece of coursework will be reported to the Honor Council, and if guilt is established penalties may be imposed by the Honor Council and Faculty Committee on Discipline. Such penalties can include, but are not limited to, letter grade deductions or expulsion from the University.
We run every submission against every other submission and determine similarities using a program called MOSS, developed at Stanford University specifically for the purpose of detecting software plagiarism. Code shared between students will cause MOSS to identify both students’ programs as “too similar”.
We also search the web for solutions posted online and compare them to your solutions. Searching the web, by the way, is something that we are very good at.
All projects that are “too similar” are forwarded to the Engineering Honor Council.
Note that on all cases forwarded to the Engineering Honor Council the LSA Dean of Academic Affairs is also notified. Furthermore, please be aware that by LSA administrative policy students involved in honor violations cannot withdraw from nor drop the course.
Testing (10 points)
Write a test suite in
test.cpp
. To receive a 5% bonus for this part, submit it
no later than 25 March. To receive a 2.5% bonus, submit no later than
26 March.
Correctness (60 points)
Implement functions in
Position.cpp
,
Ship.cpp
,
Player.cpp
, and
Game.cpp
.
To what extent does your code implement the features required
by our specification? To what extent is your code consistent with our
specifications and free of bugs? To receive a 5% bonus for this part, submit it
no later than 25 March. To receive a 2.5% bonus, submit no later than
26 March.
Style (10 points)
To what extent is your code written well? To what extent is your code readable?
Consult the project style rubric and
the EECS 183 Style Guide for some tips!
And some reminders:
We grade your LAST submit only.
The functions will be graded individually.
This project may be completed individually or with a partner.
For Project 4, you may choose to work with one other student who is currently enrolled in EECS 183.
Although you are welcome to work alone if you wish, we encourage you to consider partnering up for Project 3. If you would like a partner but don’t know anyone in the class, we encourage you to use the Search for Teammates post on Piazza if you want to find someone! Please make sure to mark your search as Done once you’ve found a partner.
As a further reminder, a partnership is defined as two people. You are encouraged to help each other and discuss the project in English (or in some other human language), but don’t share project code with anyone but your partner.
Both partners’ names and uniqnames must be in the header comments in all files in both students’ submissions, and BOTH partners must do the final submission. Your code may be identical to your partner’s or be different, whatever you want. We will grade them all individually for correctness; partnering means we will ignore any similarities between the two partners. This also means that if only one partner submits, only that one will get credit.
If you do this project with a partner, we will randomly choose one of the partners’ code to grade for style. Both partners will receive the same style score.
If you decide to work with a partner, be sure to review the guidelines for working with a partner.
We’ve written some code to get you started. You can download it by clicking here
on
project4.zip
.
After uncompressing project4, you’ll find the following files:
Position.h and Position.cpp
Representation of a single position on the grid.
Ship.h and Ship.cpp
Representation of a ship.
Player.h and Player.cpp
Representation of a player.
Game.h and Game.cpp
Representation of a game.
utility.h and utility.cpp
Contains constants and helper functions.
Contains the battleship function to start and the game.
start.cpp
Contains the main function for selecting testing or playing battleship.
Contains functions for testing classes in the project.
grid1.txt and grid2.txt
Input text files for creating player grids.
The files must be named exactly as they appear above, including capitalization. — Don’t change the file names. |
Altering the function declarations (prototypes) will cause you to fail the autograder. |
To get started, just create a project as you have done before and add
each of these into the project, one file at a time.
Start with test.cpp. This will hold all tests for the
member functions of different classes.
Create tests for each class and test each
thoroughly before going onto the next class.
DO NOT ALTER any of the .h files, utility.cpp, or the functions already implemented in the .cpp files. |
Ultimately, you’ll need to edit the following files, and allow us to suggest
that you prioritize your coding per this ordering:
It is strongly recomended to start with test.cpp! |
To handle text files in your project make sure that any .txt file is in the same
directory as the .cpp and .h files. You can make use of a
filestream
to read .txt
files from your code.
Testing
Classes
When it comes to a class, getting it to compile is only the beginning. There are
many errors that do not show up at all until you call the different member
functions. Therefore, in your testing, make sure you call every constructor and
every member function.
To test class files, the best way is to set up a “driver” to test all member
functions including the constructors. Consider the following snippet of code as
an example:
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#include
#include
#include
#include
#include “Position.h”
#include “Ship.h”
#include “Player.h”
#include “Game.h”
#include “utility.h”
using namespace std;
void test_position();
void test_ship();
void test_player();
void test_game();
void startTests() {
test_position();
test_ship();
test_player();
return;
}
void test_position() {
// test of default constructor
Position p1;
// test of the other constructor
Position p2(3, 9);
// test of member function: set_row(int row_in)
p1.set_row(5);
// test of member function: set_col(int col_in)
p1.set_col(3);
// test of member functions get_row() and get_col()
cout << "( " << p1.get_row()
<< ", " << p1.get_col()
<< " )" << endl;
// you can also do cin >> p1;
p1.read(cin);
cout << p1 << endl;
return;
}
void test_ship() {
// Write your tests here
return;
}
void test_player() {
// Write your tests here
return;
}
void startTests() {
}
Whenever you open a file for reading or writing, it will open to the start of the file. If you open a file in a function, then reopen the same file in another function it will start at the beginning of the file again.
Position
The Position class represents a single set of coordinates on the player grid.
Positions can be read in using two different text formats:
Left parenthesis followed by a row position, a comma, a column
position and then closing a right parenthesis, e. g., (1,A).
A row position concatenated together with a col position, e. g., 1A.
Note that no commas or parenthesis are used in this format.
Positions in Battleship will be used to represent ships and moves.
Every position has underlying integer values to represent an index in the grid.
For a position (1,A), its underlying integer value will be 0 for the row and 0
for the col. The grid below has the underlying integer values of the positions
in the first row, column, and diagonal.
A Position of (1,A) will be stored as having row being 0 and col being 0
A valid position is any position on a valid grid (grid of max size MAX_GRID_SIZE * MAX_GRID_SIZE).
The RME for Position::read() states: col is NOT case senstive, so reading should work for, e.g., "(1,a)" or "1a".
A useful function to help with this is toupper(), which you can find in zyBooks Chapter 4 Section 12. Be careful though - toupper() returns an int. Make sure to explicitly cast it to a char before using it!
Ship
The Ship class will be used to represent a ship in the Battleship game. Each ship has a start and
end position that determines its size. For instance, if the starting position
is (1,A) and the ending position is (1,C), the size of this ship will be 3.
In the previous example, the start and end positions had the same row value,
which indicates that the ship will be horizontal on the grid. Conversely, if
the start and end positions of a ship had the same col value, the ship will
be vertical on the grid. Note that the end position can come before the start
position. For instance start can be (8,E), end can be (4,E), and this
ship should have a size of 5. This means that the start position could have a
greater value than the end position.
Hint: you may find it useful to use the abs() function when calculating ship sizes
Ships will be represented by its start and end positions in a file as follows,
(8,A) (8,B), where (8,A) is the start position and (8,B) is the end
position. A valid ship will have length [2-5] inclusive.
A ship also keeps tracks of the number of times it was hit by the num_hits
member variable. num_hits will be utilized when a ship is attacked and to
determine whether or not a ship has sunk
A single ship can either be only in one column or one row (No 'L'-shaped or diagonal-placed ships).
There cannot be diagonal or 'L'-shaped ships.
Ships can not overlap the same location or intersect.
Player
A Player represents a player in the Battleship game. Below are explanations
of each of the member variables in the Player class.
name
Name of the player.
num_ships
Number of ships the player has on their grid. When a ship is added to a player,
and this value should be incremented. num_ships should not be changed during
gameplay and should only be modified in add_ship().
remaining_ships
Remaining ships of the player. remaining_ships should be equal to num_ships
at the start of the game. If a ship is sunk, remaining_ships will be
decremented.
ships[MAX_NUM_SHIPS]
An array of all the ships of the player.
grid[MAX_GRID_SIZE][MAX_GRID_SIZE]
The grid of the player.
guess_grid[MAX_GRID_SIZE][MAX_GRID_SIZE]
Keeps track of hits/misses on the opponent’s grid from the player’s point of view.
This grid represents the player’s opponent, without the locations of the opponent’s ships marked.
That is, guess_grid records the guesses of a player from attacks on the opponent.
If a player has the ships represented by the following positions,
(1,D) (1,E)
(3,A) (5,A)
(5,C) (7,C)
(3,E) (3,H)
(8,D) (8,H)
their grid can look as follows,
The asterisks (*) denotes a position that is a part of a ship and a dash
(-) denotes an empty position.
Suppose your opponent attacks you at positions (1, A) and (4, A). Since
(1, A) was not a part of your ships, that is a miss ('X'). On the other hand,
(4, A) is a part of one of your ships of size 3, that is a hit ('O'). The
result of the two moves are shown in the grid below.
You can find the mapping of characters in utility.h.
Unfortunately, your grid on the console will not be color coded.
If hitting the ship causes that ship to sink, decrement the opponent’s remaining_ships,
and use announce_ship_sunk() to print appropriate message.
Announcing ships by name,
A ship of size 2 is called a Destroyer
A ship of size 3 is called a Submarine
A ship of size 4 is called a Battleship
A ship of size 5 is called a Carrier
The load_grid_file() function
As part of the Player class, you will implement a function to read in the start
and end positions for each ship to be added to the player’s grid. Below are two
examples of valid .txt files containing the ship inputs for a grid. These are
also included in the distribution code.
grid1.txt
-----------
(8,A) (8,B)
(6,H) (8,H)
(1,G) (1,H)
(3,F) (3,H)
(3,A) (7,A)
grid2.txt
-----------
3F 3G
(1,A) (1,C)
1E 1G
(3,A) (6,A)
(8,D) (8,H)
To play a full game, a grid file should contain
One ship of size 2, two ships of size 3, one ship of size 4 and one ship of size 5.
On each row of the file, the first position is the start and the second position is the end of a ship.
For each position, the row value must be in the range of [1, 8] and the col value should be between
'A' and 'H' inclusive.
Five ships are needed to play a full game. However, there could be any number of ships listed in the file. Therefore,
your function should read the entire contents of the file. You should add to the grid the first k
ships that are listed in the file, where k is less than or equal to 5.
pay close attention to the relevant function RME’s to understand the scope of input validation.
Specifically, note that positions can be read using two different formats (see Position section).
Game
A Game represents a gameplay of Battleship. Each game has two players, player1
and player2.
player 2 will always be the CPU, and have the name CPU.
Non-default constructor
The Game class has a non-default constructor, which takes on two string-type parameters
grid1 and grid2 along with two Player-type parameters called
player1 and player2. grid1 and grid2 are names for the files that will be used
to initialized the player1 and player2 grids, respectively. Note that a human user
will always be player1 and the computer will always be player2. If grid1 or grid2
are empty strings, the grid should be randomly generated for the respective
players using the already-defined generate_random_grid function.
There are four possible combinations as listed below,
grid1 is not empty and grid2 is not empty
With this combination, both player1's and player2's grids
will be initialized by reading the files named grid1 and grid2, respectively.
grid1 is not empty and grid2 is empty
With this combination, player1's grid with be initialized from reading the file named
grid1 and player2's grid will be initialized using the generate_random_grid function.
grid1 is empty and grid2 is not empty
With this combination, player2's grid with be initialized from reading the file named
grid2 and player1's grid will be initialized using the generate_random_grid function.
grid1 is empty and grid2 is empty
With this combination, both player1's and player2's grids
will initialized using the generate_random_grid function.
See the `load_grid_file()`function in Player to see how a grid should be initialized from file.
When generating grids randomly, the Player class member functions
print_grid() and print_guess_grid() may come in handy for debugging,
since you will not know the positions of those player’s ships. These functions
will print the grid of those players with the positions of their ships.
The start() function
The start() will start the game and keep on going until either one of the
player has all their ships sunk (i.e. destroyed) or the number of completed rounds has
reached max_num_rounds. The following functions should be called inside the start function:
get_move()
The human player will enter moves in the format
Prompt for input:
Example input: 2B
Other examples of the input format are included in the sample runs portion of the spec.
check_valid_move() (error handling)
The move is not valid if:
The input is not a string of length 2
Error message:
row is not a number in the range [1, 8] or col is not a letter from [A to H]
inclusive
Error message:
You must call get_move() first and then re-prompt the user for an input while the input is invalid.
Think of how you can utilize the return value of check_valid_move()
in a conditional.
str.length() is a string library function that returns an int that is the
value of the length of str.
Making the move
If your input is valid, then
p2 will be attacked at that position. You will have to make use of the
member function attack() to do so.
p2 will attack you. This will be handled by calling the member function
opponent_make_move(). You should pass difficulty that was passed into the
start() function into opponent_make_move().
Printing the grids
After both p1 and p2 makes their moves, you must print out their grids in
the following format:
Your grid
CPU’s grid
You should utilize the member functions print_grid() and
print_guess_grid() to print the grids.
End of game
If either one of the players has had all of their ships sunk (i.e. destroyed) or the
number of completed rounds has reached max_num_rounds, print a message with the name of the
winner and the number of rounds that have passed. If there is no winner, the name
printed should be no one. The format of the message is as follows (the <> characters will not be printed).
Game over, winner is
The round in which either the p1 or p2 win should be counted. Also, the grids for both players should be printed regardless of whether the round is a winning round.
If either player has won during a round, the following player should not be able to make a move since they already lost.
Operator Overloading
In the distribution header file Position.h you will notice the following code:
istream &operator>>(istream &ins, Position &pos);
ostream &operator<<(ostream &outs, Position pos);
These are special function declarations that are used to “overload” the
functionality of the >> and << operators. Here are a few notes on how
to interpret the first declaration:
The function returns a object of type istream (the & just means that you
are actually returning a reference to an istream).
operator>> is actually just the name of the function. However, this
function name is special because it tells C++ that you want this function to be called
whenever a developer uses the >> operator like cin >> x;.
Notice that, when you use the >> operator, there are two operands involved
(e. g., cin and x in the previous sample statement). The two declared
function parameters (the first of type istream and the second of type Position)
let C++ know that these are the left and right operands to be used,
respectively, when calling >>.
Just like any other function, its implementation looks like:
istream &operator>>(istream &is, Position &pos) {
pos.read(is);
return is;
}
In general, this practice is known as operator overloading and its pretty
standard and useful in C++. The notes above will apply to any operator
overloading that you use in this project.
Example use of operator overloading for Position:
cout << "Please enter a position, in the form (row, col)"
<< endl << "where row is an integer between 1 and 8"
<< endl << "and col is a letter between A and H: ";
Position test_pos;
cin >> test_pos;
cout << test_pos << endl;
The above code would produce the following output:
Please enter a position, in the form (row, col)
where row is an integer between 1 and 8
and col is a letter between A and H: (1, A)
(1, A)
(File) I/O
File Locations
Xcode
There are a few things that must be done for Xcode. First, ensure that Derived
Data is stored relative to your project folder. Select Xcode > Preferences in
the menu bar, click on Locations icon at the top on the window and choose
Relative next to Derived Data. This will ensure that executables are saved in
your Project folder.
Then, tell Xcode to look for files in the folder where all other project files
are stored. From the menu bar, choose Product > Scheme > Edit Scheme.
Select Run on the left, Options on top and then select the checkbox Use
custom working directory and navigate to your Project folder where you will
store input files.
Now you can place input txt files right with your .h and .cpp files.
You’ll find bmp files created by your program in the same place.
If you move your project folder, you’ll have to reset the project’s
working directory.
Visual Studio
Fortunately, Visual Studio’s working directory is the project folder itself. So
head to the project folder that is named the same as the project. There should
be another folder with that same name. Place the input files in that second folder.
battleship.cpp
This file has already been implemented for you. You will not submit battleship.cpp to the autograder and should not modify this file.
The driver for the game of battleship has been implemented as the battleship() function in battleship.cpp.
A menu choice 3 indicates that the human player would like to emulate the CPU. This may help you during debugging. This logic is implemented for you already in the opponent_make_move function in Game.cpp. For the base project, if the menu choice provided is 2 (indicating that the user selected Play against medium AI), print the following message and prompt the user again with Menu Options.
Under Construction
Only the S’more version needs to handle a menu option of 2 and implement medium AI.
CPU emulation will NOT be tested in the autograder. It is for you to use during debugging. As such, there is no validation on input for CPU emulation.
Sample Run
Sample run 1
In the following sample run, both the player’s board are generated randomly.
Note that the game does not end in this sample run, and the CPU’s move are determined
randomly.
—————————————-
EECS 183
Battleship
—————————————-
Enter your name: Alice
Read your grid from file grid1.txt? (y or n): n
Read CPU grid from file grid2.txt? (y or n): n
Generating random grid for Alice
Generating random grid for CPU
Menu Options
——————————
1) Play against easy AI
2) Play against medium AI (S’more)
3) Play while emulating CPU (CPU moves entered by player)
4) Quit
Choice –> 1
Starting game with EASY AI
Alice enter your move: 1A
Alice (1,A) hit
CPU (2,D) hit
You received an attack at (2,D)
Your grid
A B C D E F G H
1 – – – – – – – –
2 – – – O – – – –
3 – * – * – – * –
4 – * – – – – * –
5 – * – – * – * –
6 – * * – * – * –
7 – – * – * – * –
8 – – * – – – – –
CPU’s grid
A B C D E F G H
1 O – – – – – – –
2 – – – – – – – –
3 – – – – – – – –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 2D
Alice (2,D) miss
CPU (5,D) miss
You received an attack at (5,D)
Your grid
A B C D E F G H
1 – – – – – – – –
2 – – – O – – – –
3 – * – * – – * –
4 – * – – – – * –
5 – * – X * – * –
6 – * * – * – * –
7 – – * – * – * –
8 – – * – – – – –
CPU’s grid
A B C D E F G H
1 O – – – – – – –
2 – – – X – – – –
3 – – – – – – – –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 5F
Alice (5,F) miss
CPU (1,D) miss
You received an attack at (1,D)
Your grid
A B C D E F G H
1 – – – X – – – –
2 – – – O – – – –
3 – * – * – – * –
4 – * – – – – * –
5 – * – X * – * –
6 – * * – * – * –
7 – – * – * – * –
8 – – * – – – – –
CPU’s grid
A B C D E F G H
1 O – – – – – – –
2 – – – X – – – –
3 – – – – – – – –
4 – – – – – – – –
5 – – – – – X – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Sample run 2
In the following sample run, both the player’s board are generated from files.
Note that the game does not end in this sample run.
—————————————-
EECS 183
Battleship
—————————————-
Enter your name: Bob
Read your grid from file grid1.txt? (y or n): y
Read CPU grid from file grid2.txt? (y or n): y
Menu Options
——————————
1) Play against easy AI
2) Play against medium AI (S’more)
3) Play while emulating CPU (CPU moves entered by player)
4) Quit
Choice –> 3
Starting game with CPU EMULATION
Bob enter your move: 12B
Bob you entered an invalid input
Bob enter your move: 3P
Bob you entered an invalid position
Bob enter your move: 1C
Bob (1,C) hit
Enter CPU emulation move: 1D
CPU (1,D) miss
You received an attack at (1,D)
Your grid
A B C D E F G H
1 – – – X – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – *
7 * – – – – – – *
8 – * * – – – – *
CPU’s grid
A B C D E F G H
1 – – O – – – – –
2 – – – – – – – –
3 – – – – – – – –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Sample run 3
In the following sample run, both the player’s board are generated from a file.
Note that the game does not end in this sample run.
—————————————-
EECS 183
Battleship
—————————————-
Enter your name: Alice
Read your grid from file grid1.txt? (y or n): y
Read CPU grid from file grid2.txt? (y or n): y
Menu Options
——————————
1) Play against easy AI
2) Play against medium AI (S’more)
3) Play while emulating CPU (CPU moves entered by player)
4) Quit
Choice –> 3
Starting game with CPU EMULATION
Alice enter your move: 3F
Alice (3,F) hit
Enter CPU emulation move: 8B
CPU (8,B) hit
You received an attack at (8,B)
Your grid
A B C D E F G H
1 – – – – – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – *
7 * – – – – – – *
8 – O * – – – – *
CPU’s grid
A B C D E F G H
1 – – – – – – – –
2 – – – – – – – –
3 – – – – – O – –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 3G
Alice (3,G) hit
Congratulations Alice! You sunk a Destroyer
Enter CPU emulation move: 8C
CPU (8,C) hit
Congratulations CPU! You sunk a Destroyer
You received an attack at (8,C)
Your grid
A B C D E F G H
1 – – – – – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – *
7 * – – – – – – *
8 – O O – – – – *
CPU’s grid
A B C D E F G H
1 – – – – – – – –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Sample run 4
In the following sample run, both the player’s board are generated from a file.
—————————————-
EECS 183
Battleship
—————————————-
Enter your name: Bob
Read your grid from file grid1.txt? (y or n): y
Read CPU grid from file grid2.txt? (y or n): y
Menu Options
——————————
1) Play against easy AI
2) Play against medium AI (S’more)
3) Play while emulating CPU (CPU moves entered by player)
4) Quit
Choice –> 4
—————————————-
Thanks for playing
Battleship
—————————————-
Sample run 5
In the following sample run, both the player’s board are generated from a file. Alice wins after 17 rounds.
—————————————-
EECS 183
Battleship
—————————————-
Enter your name: Alice
Read your grid from file grid1.txt? (y or n): y
Read CPU grid from file grid2.txt? (y or n): y
Menu Options
——————————
1) Play against easy AI
2) Play against medium AI (S’more)
3) Play while emulating CPU (CPU moves entered by player)
4) Quit
Choice –> 3
Starting game with CPU EMULATION
Alice enter your move: 3F
Alice (3,F) hit
Enter CPU emulation move: 8B
CPU (8,B) hit
You received an attack at (8,B)
Your grid
A B C D E F G H
1 – – – – – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – *
7 * – – – – – – *
8 – O * – – – – *
CPU’s grid
A B C D E F G H
1 – – – – – – – –
2 – – – – – – – –
3 – – – – – O – –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 3G
Alice (3,G) hit
Congratulations Alice! You sunk a Destroyer
Enter CPU emulation move: 8C
CPU (8,C) hit
Congratulations CPU! You sunk a Destroyer
You received an attack at (8,C)
Your grid
A B C D E F G H
1 – – – – – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – *
7 * – – – – – – *
8 – O O – – – – *
CPU’s grid
A B C D E F G H
1 – – – – – – – –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 1A
Alice (1,A) hit
Enter CPU emulation move: 6H
CPU (6,H) hit
You received an attack at (6,H)
Your grid
A B C D E F G H
1 – – – – – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – *
8 – O O – – – – *
CPU’s grid
A B C D E F G H
1 O – – – – – – –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 1B
Alice (1,B) hit
Enter CPU emulation move: 7H
CPU (7,H) hit
You received an attack at (7,H)
Your grid
A B C D E F G H
1 – – – – – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – *
CPU’s grid
A B C D E F G H
1 O O – – – – – –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 1C
Alice (1,C) hit
Congratulations Alice! You sunk a Submarine
Enter CPU emulation move: 8H
CPU (8,H) hit
Congratulations CPU! You sunk a Submarine
You received an attack at (8,H)
Your grid
A B C D E F G H
1 – – – – – * * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – – – – –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 1E
Alice (1,E) hit
Enter CPU emulation move: 1F
CPU (1,F) hit
You received an attack at (1,F)
Your grid
A B C D E F G H
1 – – – – – O * *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O – – –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 1F
Alice (1,F) hit
Enter CPU emulation move: 1G
CPU (1,G) hit
You received an attack at (1,G)
Your grid
A B C D E F G H
1 – – – – – O O *
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O – –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 1G
Alice (1,G) hit
Congratulations Alice! You sunk a Submarine
Enter CPU emulation move: 1H
CPU (1,H) hit
Congratulations CPU! You sunk a Submarine
You received an attack at (1,H)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 * – – – * * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 – – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 3A
Alice (3,A) hit
Enter CPU emulation move: 3E
CPU (3,E) hit
You received an attack at (3,E)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 * – – – O * * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 – – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 4A
Alice (4,A) hit
Enter CPU emulation move: 3F
CPU (3,F) hit
You received an attack at (3,F)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 * – – – O O * *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 – – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 5A
Alice (5,A) hit
Enter CPU emulation move: 3G
CPU (3,G) hit
You received an attack at (3,G)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 * – – – O O O *
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 O – – – – – – –
6 – – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 6A
Alice (6,A) hit
Congratulations Alice! You sunk a Battleship
Enter CPU emulation move: 3H
CPU (3,H) hit
Congratulations CPU! You sunk a Battleship
You received an attack at (3,H)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 * – – – O O O O
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – –
7 – – – – – – – –
8 – – – – – – – –
Alice enter your move: 8D
Alice (8,D) hit
Enter CPU emulation move: 3A
CPU (3,A) hit
You received an attack at (3,A)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 O – – – O O O O
4 * – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – –
7 – – – – – – – –
8 – – – O – – – –
Alice enter your move: 8E
Alice (8,E) hit
Enter CPU emulation move: 4A
CPU (4,A) hit
You received an attack at (4,A)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 O – – – O O O O
4 O – – – – – – –
5 * – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – –
7 – – – – – – – –
8 – – – O O – – –
Alice enter your move: 8F
Alice (8,F) hit
Enter CPU emulation move: 5A
CPU (5,A) hit
You received an attack at (5,A)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 O – – – O O O O
4 O – – – – – – –
5 O – – – – – – –
6 * – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – –
7 – – – – – – – –
8 – – – O O O – –
Alice enter your move: 8G
Alice (8,G) hit
Enter CPU emulation move: 6A
CPU (6,A) hit
You received an attack at (6,A)
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 O – – – O O O O
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – –
7 – – – – – – – –
8 – – – O O O O –
Alice enter your move: 8H
Alice (8,H) hit
Congratulations Alice! You sunk a Carrier
Your grid
A B C D E F G H
1 – – – – – O O O
2 – – – – – – – –
3 O – – – O O O O
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – O
7 * – – – – – – O
8 – O O – – – – O
CPU’s grid
A B C D E F G H
1 O O O – O O O –
2 – – – – – – – –
3 O – – – – O O –
4 O – – – – – – –
5 O – – – – – – –
6 O – – – – – – –
7 – – – – – – – –
8 – – – O O O O O
Game over, winner is Alice in 17 rounds
—————————————-
Thanks for playing
Battleship
—————————————-
Function Table
Below are functions that make use of other functions.
File
Function
Other functions it should call
Position.cpp
Position() (1st non-default)
Position::check_range()
Position.cpp
Position() (2nd non-default)
Position::check_range()
Position.cpp
set_row()
Position::check_range()
Position.cpp
set_col()
Position::check_range()
Position.cpp
read()
Position::check_range()
Ship.cpp
Ship() (1st non-default)
Position::get_col(), Ship::is_horizontal()
Ship.cpp
is_horizontal()
Position::get_row()
Ship.cpp
has_position()
Position::get_row(), Position::get_col(), Ship::is_horizontal()
Player.cpp
Player() (default)
Player::init_grid()
Player.cpp
Player() (1st non-default)
Player::init_grid()
Player.cpp
add_ship()
Ship::get_start(), Ship::get_end(), Position::get_row(), Position::get_col(), Ship::is_horizontal()
Player.cpp
position_not_hit()
Position::get_row(), Position::get_col()
Player.cpp
attack()
Player::position_not_hit(), Ship::has_position(), Ship::hit(), Ship::has_sunk(), Player::announce_ship_sunk(), Position::get_row(), Position::get_col()
Player.cpp
load_grid_file()
Position::Position() (default), Ship::Ship() (1st non-default), Player::add_ship()
Game.cpp
Game() (default)
Player::Player() (default)
Game.cpp
Game() (non-default)
Game::generate_random_grid(), Player::load_grid_file(), Player::get_name()
Game.cpp
start()
Position::Position() (2nd non-default), Player::destroyed(), Game::get_move(), Game::check_valid_move(), Player::get_name(), Player::attack(), Player::print_grid(), Player::print_guess_grid(), Game::opponent_make_move()
battleship.cpp
battleship()
We have implemented this function for you
::print_initial_header(), ::print_closer(), ::get_menu_choice(), Game::Game() (default and non-default), Game::start()
There are two non-default constructors for Position. One that accepts row and col in int form and a second constructor that expects row and col as char.
Testing
Bugs To Expose
There are a total of 20 unique bugs to find in our implementations. Your tests do not need to expose all of the bugs to receive full points. The autograder will tell you the names of the bugs that you have exposed, from the following set:
POSITION_DEFAULT_CONSTRUCTOR
POSITION_NON_DEFAULT_CONSTRUCTOR_1
POSITION_NON_DEFAULT_CONSTRUCTOR_2
POSITION_READ
SHIP_DEFAULT_CONSTRUCTOR
SHIP_NON_DEFAULT_CONSTRUCTOR
SHIP_HAS_POSITION
SHIP_HIT
PLAYER_DEFAULT_CONSTRUCTOR
PLAYER_NON_DEFAULT_CONSTRUCTOR
PLAYER_ADD_SHIP_1
PLAYER_ADD_SHIP_2
PLAYER_ADD_SHIP_3
PLAYER_POSITION_NOT_HIT
PLAYER_ATTACK_1
PLAYER_ATTACK_2
PLAYER_LOAD_GRID_FILE
GAME_NON_DEFAULT_CONSTRUCTOR
GAME_GETTERS
GAME_CHECK_VALID_MOVE
the autograder test suite will not be exhaustive of all the possible bugs in your program. Therefore, you should prepare more robust suites that include a larger number of test cases.
How to submit
Battleship
Remember, a computer does not interpret. If you misspell a word, you will fail all autograder test cases. If you omit punctuation, you will fail all autograder test cases. We strongly suggest you test your code. An easy way is to use diffchecker.com, quickdiff.com, or diffnow.com or your favorite diff program.
Write your program using Visual Studio or Xcode as described in lecture and discussion section. Your program must be written and documented to comply with EECS 183 Style Guide.
To submit function implementations, head to https://autograder.io/web/project/605.
You must submit all of Position.cpp, Ship.cpp, Player.cpp, and Game.cpp, with correct names. We will use your last submit to determine
your final score.
Ensure that you’ve included your (and your partner’s) name, your (and
your partner’s) uniqname and a small description of the program in the header
comments.
Both partners’ names and uniqnames go in both students’ submits, and
BOTH must do the final submit.
You have 2 submits per day with feedback, and one additional “wildcard”
submission, for this part of the project. As always, you have an infinite number
of blind submissions.
Test Suite
To submit your test suite, head to https://autograder.io/web/project/606.
The file you submit to the autograder MUST be called test.cpp. The autograder will
list the bugs you have exposed, nothing else. If your test
suite does not expose all bugs, create more rigorous test cases. You may also
submit up to two extra text files for use in your test cases. These MUST be
called grid1.txt and grid2.txt, and may prove useful in testing some of your
functions.
Although both grid1.txt and grid2.txt that you submit to the
autograder must contain valid positions for ships that form a valid grid, you
may find it helpful to test locally with a smaller grid to expedite the game.
(I.e. to test locally, it may be useful to create files such as grid3.txt that is a smaller grid)
Ensure that you’ve included your (and your partner’s) name, your (and
your partner’s) uniqname and a small description of the program in the header
comments.
Both partners’ names and uniqnames go in both students’ submits, and
BOTH must do the final submit.
You have 2 submits per day with feedback, and one additional “wildcard”
submission, for this part of the project. As always, you have an infinite number
of blind submissions.
S’more
Have time for a quick challenge? As we mentioned earlier,
the S’mores version of this project will have implement
a medium-difficulty AI for the Battleship game.
You will be modifying the large if-statement inside of opponent_make_move() in Game.cpp.
Specifically, the else if clause that checks whether difficulty is set to MEDIUM.
The easy AI simply makes a random move, which is not very smart — no wonder
the CPU is having hard time beating you! You can use existing heuristics or come
up with your own to implement a smarter AI that takes into account the current state
of the CPU’s grid. For example, your AI can make a move that corresponds to the right,
bottom, left or top of a previously hit position.
Here are a few tips:
Make use of get_random_number() if you want to generate a random integer.
If you want to see the CPU’s grid from the current player’s perspective,
call get_guess_grid_at() on p2.
Make sure you print the coordinate p1 is attacked at, just like how it is
done in the easy AI.
You will submit your S’mores project to a separate autograder: Autograder for S’more not yet available Don’t forget to submit your regular version of the project, even if you submit a S’More version.
Last updated 2020-03-14 10:43:26 -0400
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