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CSE 1325: Object-Oriented Programming University of Texas at Arlington Summer 2021 Dr. Alex Dillho Project Phase I Description In this phase, you will create a table top RPG combat simulator based on a simple set of rules described below. This application should have support for 2 players. Each player can create their own custom character before playing. Players can ght each other with enough randomness and optional choices to make it interesting each time. This rst phase will require implementing concepts involving classes, objects, logging, and UML diagram creation. Features This application will include the following features: ˆ Player Creation – Players can create their own character with a name, some basic stats, and a weapon. ˆ Combat System – A basic combat system based on a simplied version of a popular table top game will be implemented. ˆ File I/O – The program will interface with les both for logging and for reading external data. UML Diagrams All classes created for this project must have an accompanying UML diagram. Please submit a published format of the diagrams (image or PDF) that does not require an additional program to view. Players Player characters have a name, creation date, and the following stats: ˆ Hit Points (HP) ˆ Armor Class (AC) ˆ Strength (STR) ˆ Dexterity (DEX) ˆ Constitution (CON) CSE 1325: Project Phase I Dillho Character Stats Character stats can be assigned a value in the range [0, 10]. Associated with each stat is a modier value which can augment certain rolls and abilities. A stat value of 5 has NO modier value (+0). For each point below 5, subtract 1 from the modier. For example, a value of 3 has a modier of (-2). For each point above 5, add 1 to the modier. For example, a value of 9 has a modier of (+4). When creating a character, a player has 10 points to put into their stats however they choose. Their choice of stats will aect how much bonus HP and AC they have. Each player starts with 50 HP and 15 AC by default. After selecting their stats, the player’s total HP is calculated as HP = 50 + CON modier and their total AC is calculated as AC = 15 + DEX modier Weapons A player may select out of the following list of weapons. This list will be provided for you to use with your program in CSV format. You must create a Weapon class to represent them in your code. Each weapon has a name, a damage statistic, and a hit bonus. Typically, weapons that do more damage will be slower and have a lower chance of hitting. Name Greataxe Longsword Warhammer Shortsword Dagger Weapons Damage Bonus To-Hit 1d12 0 1d10 1 1d8 2 1d6 3 1d4 4 The Map By the end of this project, the application will utilize a graphical framework to display the characters and the map that they move on. For this phase, the map is a simple 25 by 25 grid. Each character will have an instance eld which keeps track of its own position relative to the map they are in. Combat System When initiating combat, the two players will roll a d20 and add their dexterity modier. The player with the higher number will go rst. If the rolls are equal, they must re-roll until the tie is broken. 2 CSE 1325: Project Phase I Dillho Once the initiatives are set, the rst round of combat begins. A round of combat consists of all eligible players taking at most 1 action and moving up to 5 grid units. Actions In Phase I, the actions will be limited. A player can either attack or attempt to disarm the other player. Attacking To attack, the player must rst roll to see if they strike. They roll a d20 and add their DEX modier and weapon bonus. This roll is compared to the target’s AC value. If the attack roll is equal to or higher than the target’s AC, the attack is successful and the attacker may roll their damage dice determined by their weapon. Each weapon has some damage value, such as d6, which is rolled whenever an attack is made. The player’s STR modier is added to this roll when calculating the amount of damage done to the target. Disarming Instead of attacking, a player can attempt to disarm the other player. If the player chooses this option, both the target and the attack must roll a d20 and add their STR modier. If the attacker’s roll is STRICTLY higher than the target’s roll, then the target is disarmed for 2 rounds of combat. During this time, the target cannot perform any attack or disarm actions. They are still able to move. Movement In addition to their action, each player may move up to 5 units during their turn. They may not move into the same space as another player nor may they move anywhere outside of the map area. The Application All of these components will be utilized as part of an application, starting with the main menu: 1. Start Game 2. Create Characters 3. Exit Creating Characters When creating a character, start by prompting for the name. A sub-menu should then prompt the user to either enter their stats manually or randomly assign them. Enter Character Name: Player 1 3 CSE 1325: Project Phase I Dillho 1. Manual Stats 2. Random Stats Manual or Random Stats? 1 If the user picks manually, the following menu will loop until all stats are assigned. STR: 0 DEX: 0 CON: 0 Remaining: 10 1. Add STR 2. Add DEX 3. Add CON 4. Reset 5. Finish > 1 Weapon Selection After selecting their stats, the player will select a weapon. 1. Greataxe, Damage: 1d12, Bonut To-Hit: 0 … Select weapon: 1 After all selections are made, the user should be shown a Character summary based on their choices. They can choose to either conrm or start over. Once they conrm, the second character should be created. Once both characters are created, the main menu is shown again. Grading Requirements This section describes the requirements, based on the features above, that will be considered when grading projects. Player Class ˆ Should have at least 2 constructors. ˆ Includes instance elds based on the descriptions above. ˆ Creation Date should be private. ˆ Includes methods which calculate modier values based on internal instance elds. ˆ Includes an instance eld for the Weapon class. ˆ Must have appropriate accessors and mutators for elds needed by other classes. Weapon Class 4 CSE 1325: Project Phase I Dillho ˆ Should have at least 2 constructors. ˆ The instance elds should reect the properties listed in the table above. ˆ Must have appropriate accessors and mutators for elds needed by other classes. The Map ˆ Dened as a 25 by 25 grid. ˆ Can query to see if a particular space is occupied. Combat System ˆ Implement initialization. ˆ Implement Actions (attack and disarm). ˆ Should print to the terminal each action and movement that occurred. Application ˆ Implement menus and program control ow based on the descriptions above. ˆ Should be implemented as a separate le. Code ˆ Code should be formatted consistently. ˆ The project should compile without warnings or errors. UML Diagrams ˆ Each class in your project should have a corresponding class diagram. ˆ The main diagram should show the relationship between all classes in your project. Submitting Submit all class les, UML diagrams, and other code les on Canvas as a compressed zip le named LASTNAME_ID_P1.zip, where LASTNAME is your last name and ID is your student ID starting with 1xxx. 5 Greataxe 1d12 Longsword 1d10 Warhammer 1d8 Shortsword1d6 Dagger 1d4 0 1 2 3 4

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