CSE1OFX - Object Oriented Programming Fundamentals - Battleship Game Assignment Help

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CSE1OFX - Object Oriented Programming Fundamentals Assignment Help

Battleship Game Assignment

Assessment Objectives

  • Discuss the concepts of classes, objects, encapsulation and inheritance relating to object-oriented programming paradigm and apply them to solve a real-world problem.
  •  Analyse mathematical, scientific and other types of problems and design logical solutions for each suitable for implementing as a computer program.
  •  Use an object-oriented programming language, and associated class libraries, to develop object-oriented programs.
  •  Use a development environment to develop, test, and debug programs that solve a given problem.
  •  Design and develop test plans to ensure that a given programming solution works the way as anticipated in both expected and unexpected scenarios.
  •  Construct appropriate diagrams and textual descriptions to communicate the static structure and the dynamic behaviour of any object-oriented programming solution.

 

Task Overview

You are required to complete the tasks in the order below. Do not start a task until the preceding tasks are finished.

Tasks 1-4: UML

Create a complete UML class diagram in Visio 2016 for the Battleship Game. Marks will be awarded for the packages (Task 1), classes (Task 2), enumeration (Task 3) and relationships (Task 4). The marking rubric below gives more details about the components we are expecting.

Task 5: Test scenario 1

Fill in a copy of the test case template (from the Learning Portal) for the test scenario of placing a fleet of ships with one ship only (the Aircraft Carrier, length 5) for the Player.placeFleet() method.

This test scenario must cover the following test cases that generate valid outcomes:

1. Place the ship horizontally.

2. Place the ship vertically.

… and the following test cases that generate invalid outcomes:

3. Place the ship before the start of the grid.

4. Place the ship after the end of the grid.

5. Place the ship such that it is partially in the grid and partially outside of the grid.

Task 6: Test scenario 2

Fill in another copy of the test case template (from the Learning Portal) for the test scenario of placing a fleet of ships with two ships only (the Aircraft Carrier, length 5, and the Battleship, length 4) for the Player.placeFleet() method.

The test scenario must cover a minimum of two test cases that you design yourself. At least one test case must represent a valid outcome and at least on test case must represent an invalid outcome.

Tasks 7-12: Implementation

Implement the BattleshipGame program as a NetBeans 8.2 project using Java 8.

Your solution must also include the following general features:

a) Error handling for user input.

b) Consistent code indentation with one level of indentation per block.

c) Code commenting for each class, all methods, and some inline comments.

d) Good naming conventions.

e) Reasonable code line lengths.

Task 13: Human versus computer game log

Play a full game and save the output in a text file called “xxx_cse1ofx_assessment3_log1.txt” and include this with your submission. (xxx is your student ID.) This game log represents the output when running your solution to Tasks 7-12.

Task 15: Computer versus computer game log

Play a full game and save the output in a text file called “xxx_cse1ofx_assessment3_log2.txt” and include this with your submission. (xxx is your student ID.) This game log represents the output when running your solution to Task 14.

Task 16: Artificial intelligence extension

Upgrade the takeGuess() methods of the ArtificialPlayer class to give the artificial player some “intelligent” guessing rather than random guessing.

Here is a suggested rough and minimal implementation:

1. Scan the ocean for coordinates that have been hit and choose one adjacent coordinate (north, east, south or west) as the guess if available. Scan left to right and top to bottom.

2. If (1) fails, revert to random guessing.

 

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