C代写 | C++代写 | Project代做 | 作业Linux – CS246 Chess Game

C代写 | C++代写 | Project代做 | 作业Linux | Assignment – 这是一个利用C++实现chess game的程序设计任务

CS246 assignment 5, Group project Chess Game

g++ window.cc graphicsdemo.cc -o graphicsdemo -lX

The Game of Chess

In this project, you and a partner will work together to produce a chess game. The rules of chess are readily available online, so we outline them only briefly here. Chess is played on an 8×8 checkerboard, arranged so that there is a white square at the bottom right. Players take turns making one move at a time. The player controlling the white pieces makes the first move. There are six types of pieces:

1
• King (K)Moves one square in any direction.
• Queen (Q)Moves in any of the eight possible directions, any distance, but cannot move past any piece that blocks its path.
• Bishop (B)Moves in any of the four diagonal directions, any distance, but cannot move past any piece that blocks its path.
• Rook (R)Moves in any of the four vertical/horizontal directions, any distance, but cannot move past any piece that blocks its path.
• Knight (N)If it sits on square (x, y), it can move to square (x 2 , y1) or (x 1 , y2). Can jump over any piece that blocks its path.
• Pawn (P)Moves one square forward. A piece captures another piece by moving onto the square occupied by that piece. The captured piece is then permanently removed from the board. A piece that could capture another piece is said to attack that piece. A piece may only capture a piece of the opposite colour. The object of the game is to place your opponents king under attack, such that your opponents king cannot escape in one move. This is known ascheckmate. An attack on the king, whether it can escape or not, is known ascheck. The following additional rules govern the movement of pieces:
• The pawn is the only piece whose standard move is different from its capturing move. A pawn moves only forward, but it captures on the forward diagonals (one square). Thus, on capturing, a pawn must move diagonally forward, one square, to take over a square occupied by another piece.
• A pawn, on its first move, may move either one square forward or two squares forward.
• If a pawn, by moving two squares forward, avoids capture by another pawn (i.e, if moving one square forward would have put it under attack by another pawn), the would-be attacking pawn may still capture it by moving one square diagonally forward to the square the other pawn skipped over. This is known as pawn captureen passant. This option is only available immediately following the two-square move by the opposing pawn. If you wait, you cant do it.
• A pawn, upon reaching the other end of the board is replaced by either a rook, knight, bishop, or queen (your choice).
• A move known ascastling helps to move the king to a safer square while simultaneously mobilizing a rook. To execute it, the king moves two squares towards one of the rooks, and that rook then occupies the square skipped over by the king. This happens in one move. For castling to be legal, the king and rook used must not previously have moved in the game; there must be no pieces between the king and rook used; and the king must not be in check on either its starting position, its final position, or the position in between (to be occupied by the rook).
• It is not legal to make any move that puts your king in check.
• If any player ever has no legal moves available, but is not in check, it is known asstalemate, and the game is a draw.

Display

You need to provide both a text-based display and a graphical display of your game board. A sample text display follows:

8 rnbqkbnr 7 pppppppp 6 _ _ _ _ 5 _ _ _ _ 4 _ _ _ _ 3 _ _ _ _ 2 PPPPPPPP 1 RNBQKBNR

``````abcdefgh
``````

In this display, capital letters denote white pieces, and lower case letters denote black pieces. Unoccupied squares are denoted by a blank space for white squares, and an underscore character for dark squares. The above board also represents the initial configuration of the game. After every move, the board must be redisplayed. If one player or the other is in check, additionally displayWhite is in check.orBlack is in check., as appropriate. If one player has won the game, displayCheckmate! White wins!orCheckmate! Black wins!If the game is stalemated, outputStalemate!If the game is resigned, outputWhite wins!orBlack wins!, as appropriate. Your graphical display should be set up in a similar way. Do your best to make it visually pleasing. It is permitted to represent the pieces as letters in your graphical display.

Players

Your system should accommodate both human and computer players. In particular, human vs. human, human vs. computer, and computer vs. computer should all be possible. When both players are human, the role of your program is to provide the game board, to detect checkmate and stalemate, and to prohibit illegal moves. Computer players should operate at one of several difficulty levels:

• Level 1: random legal moves.
• Level 2: prefers capturing moves and checks over other moves.
• Level 3: prefers avoiding capture, capturing moves, and checks.
• Levels 4+: something more sophisticated.

For levels 4 and above, try to come up with more sophisticated strategies for your player to use. Attempt level 4 (or any higher levels) only when the rest of the project is done.

Question:Chess programs usually come with a book of standard opening move sequences, which list accepted opening moves and responses to opponents moves, for the first dozen or so moves of the game. Although you are not required to support this, discuss how you would implement a book of standard openings if required.

Question: How would you implement a feature that would allow a player to undo his/her last move? What about an unlimited number of undos?

Question:Variations on chess abound. For example, four-handed chess is a variant that is played by four players (search for it!). Outline the changes that would be necessary to make your program into a four-handed chess game.

Command Interpreter

You interact with the system by issuing text-based commands. The following commands are to be supported:

• game white-player black-playerstarts a new game. The parameterswhite-playerand black-playercan be eitherhumanorcomputer[1-4].
• resignconcedes the game to your opponent. This is the only way, outside of winning or drawing the game, to end a game.
• A move consists of the commandmove, followed by the starting and ending coordinates of the piece to be moved. For example: move e2 e4. Castling would specified by the two- square move for the king: move e1 g1 ormove e1 c1for white. Pawn promotion would additionally specify the piece type to which the pawn is promoted: move e7 e8 Q. In the case of a computer player, the commandmove(without arguments) makes the computer player make a move.
• setupenters setup mode, within which you can set up your own initial board configurations. This can only be done when a game is not currently running. Within setup mode, the following language is used: – + K e1places the pieceK(i.e., white king in this case) on the squaree1. If a piece is already on that square, it is replaced. The board should be redisplayed. – – e1removes the piece from the squaree1and then redisplays the board. If there is no piece at that square, take no action. – = colourmakes itcolours turn to go next. – doneleaves setup mode.
``````Upon completion of setup mode, you must verify that the board contains exactly one white
king and exactly one black king; that no pawns are on the first or last row of the board; and
that neither king is in check. The user cannot leave setup mode until these conditions are
satisfied. We recommend doing setup mode early, as it may facilitate testing.
``````

It would be in your best interest (and will help during your demo) to make sure that your program does not break down if a command is misspelled.

The board should be redrawn, both in text and graphically, each time a move command is issued. For the graphic display, redraw as little of the screen as is necessary to make the needed changes (within reason).

Scoring

A win awards one point to the winner and zero points to the loser. A draw awards half a point to each team. When the program ends (ctrl-D is pressed), it should print the final score to the screen. For example:

Final Score: White: 2 Black: 1

Correctness and Completeness 60% Does it work? Does it implement all of the requirements? Documentation 20% Plan of attack; final design document. Design 20% UML; good use of separate compilation, good object-oriented practice; is it well-stuctured, or is it one giant function? Even if your program doesnt work at all, you can still earn a lot of marks through good documentation and design, (in the latter case, there needs to be enough code present to make a reasonable assessment).

If Things Go Wrong

If you run into trouble and find yourself unable to complete the entire assignment, please do your best to submit something that works, even if it doesnt solve the entire assignment. For example:

• cant handle castling, en passant, or pawn promotion
• program only produces text output; no graphics
• only one level of difficulty implemented
• cant detect check or checkmate

You will get a higher mark for fully implementing some of the requirements than for a program that attempts all of the requirements, but doesnt run. A well-documented, well-designed program that has all of the deficiencies listed above, but still runs, can still potentially earn a passing grade.

Plan for the Worst

Even the best programmers have bad days, and the simplest pointer error can take hours to track down. So be sure to have a plan of attack in place that maximizes your chances of always at least having a working program to submit. Prioritize your goals to maximize what you can demonstrate at any given time. We suggest: save the graphics for last, and first do the game in pure text. One of the first things you should probably do is write a routine to draw the game board (probably

aBoardclass with an overloaded friendoperator<<). It can start out blank, and become more sophisticated as you add features. You should also do the command interpreter early, so that you can interact with your program. You can then add commands one-by-one, and separately work on supporting the full command syntax. Work on your pieces one at a time. Once you figure out the right interface and implemenation for one piece type, the remaining piece types will be easier to build. Take the time to work on a test suite at the same time as you are writing your project. Although we are not asking you to submit a test suite, having one on hand will speed up the process of verifying your implementation. You will be asked to submit a plan, with projected completion dates and divided responsibilities, as part of your documentation for Due Date 1.

If Things Go Well

If you complete the entire project, you can earn up to 10% extra credit for implementing extra features. These should be outlined in your design document, and markers will judge the value of your extra features. Your project must be runnable with and without extra features enabled. Recompiling with different flags isnotpermitted. Some possibilities include:

• Actually implementing some of the questions from this project specification.
• Accept input in standard chess notations (algebraic and descriptive); be able to dynamically change the input format.
• Print a history of all moves made, again in the format of the users choosing.
• An alarm that triggers if the same board configuration is ever encountered three times.
• Suggestions on possible next moves.

To earn significant credit, enhancements must be algorithmically difficult, or solve an interesting problem in object-oriented design. Trivial enhancements will not earn a significant fraction of the available marks.

Submission Instructions

Seeprojectguidelines.pdffor instructions about what should be included in your plan of attack and final design document.