我有一个compsci实验室,我们必须完成文本冒险游戏" Zuul世界"。为此,我们必须完成几个步骤,例如创建更多房间,创建项目类以及向房间添加项目。最后一步是为游戏添加一个Teleport房间。以下是项目表中的文字:
实施一个有入口但没有出口的“传送室”。该 简短说明是“在一个有空白墙的房间,没有明显的出口”。 当您在传送室中执行look命令时,有75% 你只是留在传送室看到的机会 以上描述。你有25%的机会传送 随机进入其他N个房间之一然后你会看到一个 那个房间的描述。您需要考虑重新组织 Room类和Game类之间的关系 这发生了。
我无法弄清楚如何做到这一点。非常感谢任何帮助。
房间等级:
import java.util.Set;
import java.util.HashMap;
import java.util.HashSet;
/**
* Class Room - a room in an adventure game.
*
* This class is part of the "World of Zuul" application.
* "World of Zuul" is a very simple, text based adventure game.
*
* A "Room" represents one location in the scenery of the game. It is
* connected to other rooms via exits. For each existing exit, the room
* stores a reference to the neighboring room.
*
* @author Michael Kölling and David J. Barnes
* @version 2011.08.08
*/
public class Room
{
private String description;
private HashMap<String, Room> exits; // stores exits of this room.
private HashSet<Item> items;
/**
* Create a room described "description". Initially, it has
* no exits. "description" is something like "a kitchen" or
* "an open court yard".
* @param description The room's description.
*/
public Room(String description)
{
this.description = description;
exits = new HashMap<String, Room>();
items = new HashSet<Item>();
}
/**
* Define an exit from this room.
* @param direction The direction of the exit.
* @param neighbor The room to which the exit leads.
*/
public void setExit(String direction, Room neighbor)
{
exits.put(direction, neighbor);
}
/**
* Add items into a room
* @param item The item which will be added to the room
*/
public void addItem(Item item)
{
items.add(item);
}
/**
* @return The short description of the room
* (the one that was defined in the constructor).
*/
public String getShortDescription()
{
return description;
}
/**
* Return a description of the room in the form:
* You are in the kitchen.
* Exits: north west
* @return A long description of this room
*/
public String getLongDescription()
{
return "You are " + description + ".\n" + getExitString() + "\n" + getItemString();
}
/**
* Return a string describing the room's exits, for example
* "Exits: north west".
* @return Details of the room's exits.
*/
private String getExitString()
{
String returnString = "Exits:";
Set<String> keys = exits.keySet();
for(String exit : keys) {
returnString += " " + exit;
}
return returnString;
}
/**
* Return a string describing the room's items and descriptions, for example
* "Items: Book, (insert description here".
* @return Details of the room's items.
*/
private String getItemString()
{
String itemString = "items: ";
if(items.size() < 1) {
itemString = itemString += "There are no items here.";
}
else {
for(Item item : items) {
itemString+= item.getName() + "; " + item.getDescription() + ". ";
}
}
return itemString;
}
/**
* Return the room that is reached if we go from this room in direction
* "direction". If there is no room in that direction, return null.
* @param direction The exit's direction.
* @return The room in the given direction.
*/
public Room getExit(String direction)
{
return exits.get(direction);
}
}
游戏类:
public class Game
{
private Parser parser;
private Room currentRoom;
/*
* Create the game and initialise its internal map.
*/
public Game()
{
createRooms();
parser = new Parser();
}
/**
* Create all the rooms and link their exits together.
*/
private void createRooms()
{
Room outside, theater, pub, lab, office, labyrinth, teleport_room;
Item book, stick, knife, spoon;
// create the rooms
outside = new Room("outside the main entrance of the university");
theater = new Room("in a lecture theater");
pub = new Room("in the campus pub");
lab = new Room("in a computing lab");
office = new Room("in the computing admin office");
labyrinth = new Room("in the University Labyrinth");
teleport_room = new Room("in a room with blank walls and no obvious exit");
//create the items
book = new Item("Book", "A book containing useless information", 5);
stick = new Item("Stick", "A large stick, can be used for protection", 10);
knife = new Item("Knife", "A dull butter knife", 5);
spoon = new Item("Spoon", "A tablespoon, good for consumption of cereal", 5);
// initialise room exits
outside.setExit("east", theater);
outside.setExit("south", lab);
outside.setExit("west", pub);
outside.setExit("north", labyrinth);
theater.setExit("west", outside);
pub.setExit("east", outside);
pub.setExit("west", labyrinth);
lab.setExit("north", outside);
lab.setExit("east", office);
office.setExit("west", lab);
office.setExit("north", teleport_room);
labyrinth.setExit("south", pub);
labyrinth.setExit("east", outside);
//initialize room items
outside.addItem(book);
labyrinth.addItem(stick);
lab.addItem(knife);
office.addItem(spoon);
currentRoom = outside; // start game outside
}
/**
* Main play routine. Loops until end of play.
*/
public void play()
{
printWelcome();
// Enter the main command loop. Here we repeatedly read commands and
// execute them until the game is over.
boolean finished = false;
while (! finished) {
Command command = parser.getCommand();
finished = processCommand(command);
}
System.out.println("Thank you for playing. Good bye.");
}
/**
* Print out the opening message for the player.
*/
private void printWelcome()
{
System.out.println();
System.out.println("Welcome to the World of Zuul!");
System.out.println("World of Zuul is a new, incredibly boring adventure game.");
System.out.println("Type 'help' if you need help.");
System.out.println();
System.out.println(currentRoom.getLongDescription());
}
/**
* Given a command, process (that is: execute) the command.
* @param command The command to be processed.
* @return true If the command ends the game, false otherwise.
*/
private boolean processCommand(Command command)
{
boolean wantToQuit = false;
if(command.isUnknown()) {
System.out.println("I don't know what you mean...");
return false;
}
String commandWord = command.getCommandWord();
if (commandWord.equals("help")) {
printHelp();
}
else if (commandWord.equals("go")) {
goRoom(command);
}
else if (commandWord.equals("look")) {
System.out.println(currentRoom.getLongDescription());
}
else if (commandWord.equals("quit")) {
wantToQuit = quit(command);
}
// else command not recognised.
return wantToQuit;
}
// implementations of user commands:
/**
* Print out some help information.
* Here we print some stupid, cryptic message and a list of the
* command words.
*/
private void printHelp()
{
System.out.println("You are lost. You are alone. You wander");
System.out.println("around at the university.");
System.out.println();
System.out.println("Your command words are:");
parser.showCommands();
}
/**
* Try to in to one direction. If there is an exit, enter the new
* room, otherwise print an error message.
*/
private void goRoom(Command command)
{
if(!command.hasSecondWord()) {
// if there is no second word, we don't know where to go...
System.out.println("Go where?");
return;
}
String direction = command.getSecondWord();
// Try to leave current room.
Room nextRoom = currentRoom.getExit(direction);
if (nextRoom == null) {
System.out.println("There is no door!");
}
else {
currentRoom = nextRoom;
System.out.println(currentRoom.getLongDescription());
}
}
/**
* "Quit" was entered. Check the rest of the command to see
* whether we really quit the game.
* @return true, if this command quits the game, false otherwise.
*/
private boolean quit(Command command)
{
if(command.hasSecondWord()) {
System.out.println("Quit what?");
return false;
}
else {
return true; // signal that we want to quit
}
}
}
答案 0 :(得分:0)
你基本上必须创建一个类&#34; TeleporterRoom&#34;继承自&#34; Room&#34; 然后你覆盖方法&#34; getExit&#34;在你的新班级。这是您计算换到另一个房间的概率的地方。