INFO1110 / COMP9001 Assignment 2AdventureDeadline: 11:59 PM, Sunday 26th of May 2019 AEST.Weighting: 15% of the final assessment mark.At the heart of each adventurer burns a passion: a passion for gold, for glory, for treasure or fame, or anintense, burning desire for the world to be alright so that they could be left the hell alone. And each adventurer- no matter how noble, no matter how fickle or selfish they may be, is defined by the journey upon which theyembark.And yours, it appears, has taken you here: to the foot of a temple to a forgotten god, long since lost to time.Seek you knowledge? Seek you fame? Seek you treasures beyond compare? Herein lay trials for you toovercome, dear adventurer, and the only way to go is in.Credits: Pixabay, Uploaded by Enrique Meseguer on Nov. 13, 2017 .OverviewDescriptionFor this assignment, you will write a simulation of a fantasy adventure, or a dungeon crawl. The user will begiven controls that allows them to move through rooms and locations in search of trials and tribulations toovercome (for fun and profit).Implementation detailsYour program will be written in Python 3. The only Python modules allowed for import are sys .To help you begin, a scaffold has been provided. Your entire program must be contained in the files room.py ,simulation.py , item.py , quest.py , and adventurer.py . You should implement the functions in these filesto the best of your ability. You may create new functions to help you as you see fit, but you cannot modify anyexisting function signatures (i.e. you cannot change the amount of arguments that an existing function cantake).Help and feedbackYou are encouraged to ask questions about the assignment on the discussion board, on Ed.During your tutorial in Week 12, you can also ask your tutor to review your code. Your tutor may providefeedback either during the class, or outside the class on Ed.Please ensure your code is comprehensible before requesting feedback. We recommend that your codeadheres to the PEP 8 style guide, and is commented appropriately.Staff may make announcements on Ed regarding any updates or clarifications to the assignment. You can askquestions on Ed using the assignments category. Please read this assignment description carefully beforeasking questions. Please ensure that your work is your own and you do not share any code or solutions withother students.SubmissionYou will submit your code on the assignment page, on Ed. You are encouraged to submit multiple times. Aftereach submission, the marking system will automatically check your code against public test cases.These public tests do not cover all parts of the specification and your code. The complete test suite containsboth public and hidden test cases, and your code will not be run through this suite until after the assignmentdeadline.Please ensure you carefully follow the assignment specification. Your program output must exactly match theoutput shown in the examples.Warning: Any attempts to deceive or disrupt the marking system will result in an immediate zero for theentire assignment. Negative marks can be assigned if you do not properly follow the assignmentspecifications, or your code is unnecessarily or deliberately obfuscated.MilestoneTo ensure you are making regular progress on this assignment, you must have achieved a minimum level offunctionality in your submission by May 19th, 11:59 PM AEST (Week 11 Sunday) to receive a portion of themarks. See the Milestone Submission section at the end of this document for further details.Program DetailsUnless otherwise specified, all string values discussed in this program specification can be assumed to besingle-line strings.The AdventurerThe user is represented by an Adventurer class, which you can define in the given adventurer.py scaffold.An Adventurer object represents the character that the user controls. It has three primary attributes:An inventory , which keeps track of all the items that the user has collected throughout the course ofthe game. When an Adventurer object is first created, this attribute is empty.A skill level. This represents the characters ability to overcome physical challenges within the game.This integer value begins at 5 , and never goes lower than 0 .A measure of will power. This represents the characters ability to overcome mental challenges, resistmind-affecting effects, and influence other creatures. This integer value also begins at 5 , and never goeslower than 0 .The adventurer.py scaffold specifies a few methods that should be implemented for the purposes ofhandling this object. This is true for all other scaffold files provided for this assignment. Feel free to addas many more methods as you feel is necessary.RoomsEach room - or location - in the game is represented by an object of the Room class, which you can define inthe given room.py scaffold. A Room object has the following attributes:A nameA quest that can be/has been completed in this room. In some rooms, no such quest exist (i.e. thisattribute has value None ). The rooms appearance changes based on whether or not the quest has beencompleted, or if a quest exists in it at all.An attribute for each of the cardinal directions: north , south , east , and west . Each of these attributesmight be:Another Room object that can be reached from this room by moving in the appropriate direction, orThe value None , in the case that no other rooms can be reached from this room by going in thespecified direction.When the user enters a Room for the first time or when the LOOK command is invoked, a displayrepresenting the Room is printed to standard output . Such a display consists of:A visualisation of the room and its possible exits: a box that is 11 lines tall and 22 characters wide.When an exit is present from any cardinal position (north, south, east, west), the centre of thecorresponding wall on the map is replaced with letters, like so:A line indicating the name of the room. It follows the form: You are standing at the .A separate, single line containing a short description of the room. This description changes based onwhether or not a relevant quest has been completed in this room.If there are no quests that are relevant to this Room , its description should read: There is nothingin this room.You are standing at the Foyer.There is nothing in this room.>>> WESTYou move to the west, arriving at the Workshop.You are standing at the Workshop.There is nothing in this room.>>>ItemsEvery item in the game is represented by an object of the Item class, which you can define in the givenitem.py scaffold. An Item object has the following attributes:A name . This can be quite lengthy (e.g. a foul-smelling bouquet of flowers .)A shortname . This is usually a key word from the items full name . (e.g. bouquet , or flowers .)skill_bonus - An integer value. When an Adventurer is carrying an item in their inventory , itsskill_bonus is added to the Adventurer s skill level.will_bonus - An integer value. Works just like skill_bonus , but for the Adventurer s will powerinstead.When a user invokes the CHECK command, they can attempt to examine an Item more closely by specifyingan item by its name or shortname . So long as the Item exists in the players inventory , doing so allowsthem to see the Item s full name , its skill_bonus , and its will_bonus . For example:QuestsYou, the player, are an adventurer with a purpose: an adventurer with a quest, or perhaps many quests - tasksfor you to complete in exchange for a reward (fame, glory, money, more treasure, you name it). In ourprogram, such tasks can be represented by Quest objects. A Quest object has the following attributes:A reward - some Item that is added to the players inventory once the Quest is complete.A quest action - a special action that can only be activated in the Room that the Quest can becompleted in. More on this later.A quest description - a brief description of what the quest might entail, like a hint.before_text - This is what is printed as part of a Rooms description if the Quest can be completed inthat room, but the Quest is not yet complete.after_text - This is what is printed as part of a Rooms description if the Quest can and has beencompleted in that room.requirements to complete the quest. You can expect this to always be a single string in two parts: For example: SKILL 10 , WILL 6 , etc.You can and probably should make some extra variables for the Quest object that may not beincluded in the scaffold.fail_msg - This is printed when an Adventurer attempts to complete a Quest , but their skill orwill values are too low.pass_msg - This is printed when an Adventurer attempts to complete an Quest and succeeds!>>> CHECKCheck what? ShieldShimmering ShieldGrants a bonus of 5 to SKILL.Grants a bonus of 2 to WILL.A room that the Quest can be completed in (i.e. a Room object that is affected by this Quest sbefore_text and after_text ).This is a lot to take in, so lets illustrate this with an example:Okay! Lets assume that this quest exists, and lets see what we might see when we enter the Library . Letsassume that our Adventurer is currently carrying no items.Reward: Tiny CatAction: FEED CATDescription: FEED a hungry cat!Before_text: A tiny cat mewls at you pathetically from a corner of the room. It lookshungry.After_text: There is nothing of note here - just books.Requirements: WILL 7Fail_msg: You offer the cat some food, but it runs away from you!Pass_msg: You offer the cat some food. It happily accepts, and climbs up on your shoulders.Looks like you made a friend!Room: LibraryYou are standing at the Library.A tiny cat mewls at you pathetically from a corner of the room. It looks hungry.>>> FEED CATYou offer the cat some food, but it runs away from you!>>> L�You are standing at the Library.A tiny cat mewls at you pathetically from a corner of the room. It looks hungry.Oh no, it looks like we dont have enough WILL to complete the quest! Lets try another example, but thistime, we are carrying some items that boost our Adventurer s WILL to a value of, say, 8 .Note that when a Quest is complete, the relevant Room s description changes!>>>�You are standing at the Library.A tiny cat mewls at you pathetically from a corner of the room. It looks hungry.>>> FEED CATYou offer the cat some food. It happily accepts, and climbs up on your shoulders. Lookslike you made a friend!>>> LOOK�You are standing at the Library.There is nothing of note here - just books.>>> INVYou are carrying:- A Will-Booster- A Tiny Cat>>>The CONFIG filesWhen the program begins, it creates a series of rooms, items, and quests with different attributes based onthe configuration files passed to it through the command line. Your program will receive the followinginformation (in the order given) as command line arguments:path_config - the name of a file containing the list of all connections between rooms in the program.Use this file to determine how many Room objects you have to create! Each line is of the form:Where START and DESTINATION are t代做INFO1110作业、代写COMP9001作业、Python程序作业代做、代写Python课程设计作业 代写R语言程he names of rooms, and DIRECTION indicates a cardinal direction(north, south, east, west) that the user can use to move between START and DESTINATION . For example:When the program starts, the Adventurer begins in the FIRST room specified by this file.item_config - the name of a file defining all the items to be found in the adventure on each line. Eachline is of the form:Where item_name indicates the items full name, and shortname indicates an abbreviation ofitem_name that the user can use to refer to it when entering commands. For example:quest_config - the name of a file defining all of the quests to be completed throughout the course ofthe game. Each line is of the form:Examples of these configuration files are available in the provided scaffold. Check for the files paths.txt ,items.txt , quests.txt respectively.If fewer than 3 arguments are supplied, print: Usage: python3 simulation.py and exit the program.If any one of the configuration files are invalid, print: Please specify a valid configuration file.and exit the program.Similarly, if an empty path_config file is given, print: No rooms exist! Exiting program... and exitthe program. If an empty item_config or quest_config file is given, the program should run normally.START > DIRECTION > DESTINATIONEntrance > NORTH > FoyerFoyer > SOUTH > Entranceitem_name | shortname | skill_bonus | will_bonusSinging Sword | sword | 10 | 2Reward | quest action | quest description | before_text | after_text | requirements |fail_message | pass_message | roomCommandsUnless stated otherwise, all commands are case insensitive.QUITAt any point, the user may end the simulation.HELPThe simulation lists all valid commands and their usage.On each line of this output, the left side before the dash is always padded so that it is 10 characters in width.LOOK and LDisplays the room that you are currently in.>>> QUITBye!>>> HELPHELP - Shows some available commands.LOOK or L - Lets you see the map/room again.QUESTS - Lists all your active and completed quests.INV - Lists all the items in your inventory.CHECK - Lets you see an item (or yourself) in more detail.NORTH or N - Moves you to the north.SOUTH or S - Moves you to the south.EAST or E - Moves you to the east.WEST or W - Moves you to the west.QUIT - Ends the adventure.>>> LOOK�You are standing at the Entrance.There is nothing in this room.>>>QUESTSShows a list of all the quests in the game.Each line of the list comes in four parts:A two-digit number of the form #XX , padded by 0 s.A quest name, padded out to 20 characters.A quest description, andIf the quest is complete, a tag that says [COMPLETED] at the end.>>> L�You are standing at the Entrance.There is nothing in this room.>>>>>> QUESTS#00: Singing Sword - PULL the sword from the stone.#01: Shimmering Shield - SHINE an old shield until it shimmers.#02: Trembling Tome - CALM a trembling tome in the workshop.#03: Glistening Goblet - STEAL a glistening goblet from a distracted denizen.>>> QUESTS#00: Singing Sword - PULL the sword from the stone.#01: Shimmering Shield - SHINE an old shield until it shimmers. [COMPLETED]#02: Trembling Tome - CALM a trembling tome in the workshop.#03: Glistening Goblet - STEAL a glistening goblet from a distracted denizen.If ALL quests are complete, print the list normally. Print a new line, then: === All quests complete!Congratulations! === , and end the program.INVShows a printout of the users inventory.If the user is carrying nothing, it instead says:CHECKAllows the user to examine items. it will ask them for a second input, which can be an items name or its shortname.>>> QUESTS#00: Singing Sword - PULL the sword from the stone. [COMPLETED]#01: Shimmering Shield - SHINE an old shield until it shimmers. [COMPLETED]#02: Trembling Tome - CALM a trembling tome in the workshop. [COMPLETED]#03: Glistening Goblet - STEAL a glistening goblet from a distracted denizen.[COMPLETED]=== All quests complete! Congratulations! ===>>> INVYou are carrying:- A Shimmering Shield- A Singing Sword>>> INVYou are carrying:Nothing.>>> CHECKCheck what? Shimmering ShieldShimmering ShieldGrants a bonus of 5 to SKILL.Grants a bonus of 2 to WILL.>>> CHECKCheck what? ShieldShimmering ShieldGrants a bonus of 5 to SKILL.Grants a bonus of 2 to WILL.>>>If no such item exists in the users inventory, it will instead print:Inputting ME the second time around allows one to examine their in-game statistics, and will print out thestatistics of any item they are carrying, as well.The final line talks about what the users statistics are after all bonuses from items have been applied.>>> CHECKCheck what? Grass SwordYou dont have that!>>>>>> CHECKCheck what? MEYou are an adventurer, with a SKILL of 5 and a WILL of 5.You are carrying:Shimmering ShieldGrants a bonus of 5 to SKILL.Grants a bonus of 2 to WILL.With your items, you have a SKILL level of 10 and a WILL power of 7.NORTH or N | SOUTH or S | EAST or E | WEST or WMoves the user to a connecting room in that specified direction.If there is no room that can be accessed from by moving in the specified direction, they will instead print:>>> EASTYou cant go that way.Invalid CommandsIf the user enters an invalid command, print You cant do that. and ask for another command.>>> CRYYou cant do that.>>>You are standing at the Foyer.There is nothing of note here.>>> EASTYou move to the east, arriving at the Parlour.�You are standing at the Parlour.A couple of fat cats are here, playing cards.>>>Submission and Mark BreakdownSubmit your assignment on Ed in the Assignments section of the Assessments tab. The marking breakdown ofthis assignment is as follows (15 marks total).3 marks will be awarded as a progress mark, as described in the Milestone Submission section below.4 marks will be awarded for code correctness, assessed by automatic test cases on Ed. *(Tentative)Some test cases will be hidden and will not be available before the deadline.8 marks will be given through hand-marking.2 of these marks will be for code style, readability, and appropriate code comments.A further 2 marks will be on general code/logical correctness (does your program basically functionas it should, but fails the automarking for some reason?)The remaining 4 marks will be awarded for the submission of test cases.Submitting Test CasesA test case is numbered, and consists of the following files (where XX is the number associated with that testcase, e.g. 01 ):XX_input.txt - The input for your test case.XX_path.txt , XX_item.txt , XX_quest.txt - path, item, and quest configuration files for your test case.XX_expected.txt - The expected output for your test case.Such test cases should be placed in a tests directory, which should be included when you upload yourprogram for submission on Ed. Justifications for each test case must be written in a README.txt file in thistests directory.For the sake of clarity, an example test case (numbered 00 ) and the README.txt file has also beenincluded the scaffold, inside the tests directory.You are expected to build a suite of at least 9 test cases. If youre unsure of where to start, it is recommendedthat you attempt to build one trivial and one non-trivial test case for each command, because a portion of themarks awarded will be for the amount of coverage offered by your test cases.Using Test CasesFor reference, this is how we expect to use your test cases. You can do the same thing in your terminal inorder to test your code yourself:python3 simulation.py XX_path.txt XX_item.txt XX_quest.txt XX_actual.txtdiff XX_expected.txt XX_actual.txtThe first line creates a new file, XX_actual.txt , that contains the output of your program given your testcases input. The second line compares the contents of XX_actual.txt and XX_expected.txt , and will notifyyou if they are any different (i.e. the program fails your test case).If the second line produces no output, the program has passed your test case ( XX_actual.txt andXX_expected.txt are the same).Milestone Submission2 marks will be awarded for a submission before May 19th, 11:59 PM AEST (Week 11 Sunday) that meet thefollowing criteria:1. The program runs without crashing.2. The program can successfully detect the existence of configuration files (and appropriately handles caseswhere no configuration files exist).3. The draw() function in room.py can draw an empty room, with no exits.4. The take() function in adventurer.py actually changes the contents of the Adventurer s inventory.5. Given a complete path_config file and empty item_config and quest_config files, the game canreceive commands (in any order) without crashing. The following commands should print the first lineof output correctly:HELPQUITLOOK and LINV (Since the user has no way to receive any items, you only have to account for the case wherethe user is carrying nothing).CHECK1 mark will be awarded for submitting a suite of three test cases. Make a test case for each of the followingcases:There are 3 quests to complete. It is possible to complete all 3 quests, but only if you do them in aspecific order.There are 3 quests to complete. It is possible to complete one of the quests, but due to the requirementsof the other two, no more can be completed.There are 3 quests to complete. It is possible to complete all 3 quests and end with a WILL value of 0 .Academic declarationBy submitting this assignment, you declare the following:I declare that I have read and understood the University of Sydney Student Plagiarism: Coursework Policy andProcedure, and except where specifically acknowledged, the work contained in this assignment/project is my ownwork, and has not been copied from other sources or been previously submitted for award or assessment.I understand that failure to comply with the Student Plagiarism: Coursework Policy and Procedure can lead to severepenalties as outlined under Chapter 8 of the University of Sydney By-Law 1999 (as amended). These penalties maybe imposed in cases where any significant portion of my submitted work has been copied without properacknowledgment from other sources, including published works, the Internet, existing programs, the work of otherstudents, or work previously submitted for other awards or assessments.I realise that I may be asked to identify those portions of the work contributed by me and required to demonstratemy knowledge of the relevant material by answering oral questions or by undertaking supplementary work, eitherwritten or in the laboratory, in order to arrive at the final assessment mark.I acknowledge that the School of Computer Science, in assessing this assignment, may reproduce it entirely, mayprovide a copy to another member of faculty, and/or communicate a copy of this assignment to a plagiarismchecking service or in-house computer program, and that a copy of the assignment may be maintained by theservice or the School of Computer Science for the purpose of future plagiarism checking.转自:http://www.7daixie.com/2019052140782358.html
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