C#代写:CAB201 Yahtzee Part D

Introduction

这次需要代写的作业是Yahtzaa的第四部分,快接近尾声了。完成这部分,整体游戏框架就搭好了,只剩下游戏规则以及游戏的细节问题处理了。

The Objective of Part D

This objective of part D of the assignment is to add the additional classes that will provide the game logic to the assignment. Though at the end of Part D the game will play!
The game logic in Part D will not implement the rules for Yahtzee Bonus and Yahtzee Jokers. We will refer to this version of the game as the basic version. It is expected that most student will implement the basic version to varying levels of completeness. A later specification will implement the additional rules.

Adding Controls to Panel2

As can be seen in the previous screenshot, Panel 2 has three (3) Labels, a Numeric Up-Down control and a DataGridView control. Place these controls onto the Panel2 region of Form1.
You will need to add a set block to the Property of Name in the Player class as follows:

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set {name = value;}

Add the following directive to Game.cs;

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using System.ComponentModel;

In Part C, players in the Game class was specified as an array of Players. For the DataGridView control to function we need to replace the array declaration of players with

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private BindingList<Player> players;

and players is instantiated by the statement

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players = new BindingList<Player>();

You will also need to add the following Property for players

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public BindingList<Player> Players {
get {
return players;
}
}

A BindingList is a type of List with the additional functionality that when used with a DataGridView control, any update to the BindingList object is reflected in the DataGridView and any changes made to the editable fields of the DataGridView the corresponding data of the BindingList object are updated.
A List is a dynamic array that can grow to any size as elements are added. Elements are added to the end of the list via the Add(object) method, for example

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players.Add(player); // where player is a Player object

The number of elements in a List is accessed via the Property Count: players.Count
List elements are accessed by their index in the same way as array elements.
Until you are sure that your game plays correctly for two players, do not implement the event handler for the Numeric Up-Down control.
Now at the start of the game your GUI should look similar to the following screenshot.
After you have added the event handler for the Numeric Up-Down control whenever the user changes the number of players then the DataGridView will show that number of players.

UML Partial System Diagram

The UML diagram on the next page shows the classes which provide the logic of the game. There are nine (9) classes shown in the UML diagram. The details shown in the class diagram give the public methods and the essential private instance variables for each class.
The triangle shaped arrowhead indicates a subclass relationship. For example, the Combination class is a subclass of the Score class. Another example, TotalOfDice class is a subclass of the Combination class.
You will need to declare constants in some of these classes as well as private helper methods. But you MUST use this design when implementing your project.
A brief explanation of the various subclasses of Score and Combination classes and their instance variables and methods follows.
As advised in Part B and C, start by adding instance variables and method headings only for each and every class. Any class which has a Label object as an instance variable or as a parameter will need to add the following using directive:

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using System.Windows.Forms;

Do not attempt to write the bodies of any methods until a skeleton of each class exists and the project compiles without error.

Combination class

An abstract class which is a subclass of Score. It represents single dice combination.

Instance Variables

The two instance variables will only be used in the advanced version of the game. They have no purpose in the basic version of the game played in Part D.

Methods

  • Combination(Label) is a constructor which only needs to pass Label parameter to its parent’s constructor where the Label object represents a Score on the GUI.
  • CalculateScore(Array of int) is an abstract method which must be implemented by all the subclasses of this class. Each subclass will know how to calculate its own score. The parameter to this method is the dice values that are to be used when calculating the score.
  • The Sort method is a “service” method. This method offers some functionality that may be used by Combination subclasses. This method will sort an array of integers into ascending order. This method can call the Array System Sort method or if you are interested you can implement your own sort algorithm.
  • IsYahtzee, YahtzeeNumber and CheckForYahtzee are for the advanced version of the game, so need not be included in the basic version.

CountingCombination class

This is a subclass of the Combination class. It represents a scoring combination that counts the number of a single die value in the five dice. These combinations are the six scoring combinations in the Upper Section on the GUI.

Instance Variable

  • dieValue is the die value that this combination will count to calculate the score for this combination.

Methods

  • The CountingCombination constructor has two parameters. The first is the ScoreType that represents this scoring combination. From the ScoreType, the dieValue that this combination needs to count can be determined. The second parameter is the Label that represents this Score object on the GUI.
  • CalculateScore will calculate the score for this combination given the dice values (the parameter). To calculate the score for this CountingCombination, you will count how many of the dice values match the dieValue for this CountingCombination and then multiply that count by the dieValue.

FixedScore class

This is a subclass of the Combination class. It represents all the scoring combinations that have a fixed number as their score. This includes the Small Straight, Large Straight, Full House and Yahtzee scoring combinations.

Instance Variable

  • scoreType is the ScoreType value representing this dice combination.

Methods

  • The FixedScore constructor has two parameters. The first is the ScoreType value for this scoring combination and the second is the Label representing this score on the GUI.
  • CalculateScore(Array of int) will calculate the score for this Combination given the dice values. Each of the possible fixed scoreType have a constant value as their score. This method will check if the dice values are valid for the particular scoring combination. If they are, then the points value for that combination will be awarded. If they are not, then a points value of zero will be given. Hint: It is easier to calculate if the required combination has been achieved if the dice values are sorted.
  • PlayYahtzeeJoker is part of the advanced game implementation and need not be implemented in the basic version.

TotalOfDice class

This is a subclass of the Combination class. It represents all the scoring combinations where the score is the total of the dice face values. These include the “3 of a Kind”, “4 of a Kind” and Chance combinations.

Instance Variables

  • numberOfOneKind has how many of the same die value must be rolled to score any points for this combination. Note: numberOfOneKind will be zero for the Chance combination, as this combination allows ANY combination of dice values.

Methods

  • TotalOfDice constructor will use the ScoreType parameter to determine what the value of numberOfAKind will be for this combination. The Label parameter is required by the parent constructor.
  • CalculateScore(Array of int) as in the previous two classes, will calculate how many points will be awarded for this combination, given the dice values. The score for all of the TotalOfDice combinations will be the sum of the five dice face values. This score will only be awarded if the required number of dice have the same die value.

For the Chance combination, no checking is required, and the score will always be the sum of the dice values. For the “3 of a Kind” and “4 of a Kind” combinations, there must be 3 or 4 of the dice with the same value for the points to be awarded, otherwise the score will be zero.
Hint: it will be easier to check for these two combinations if the dice values are sorted.

BonusOrTotal class

This is a subclass of the Score class. It represents a score for the player which is either one of the bonuses or a sub-total or total score of a Section.

Method

  • BonusOrTotal(Label) is a constructor that calls the parent’s constructor.

Back to completing Player class of Part C

The constructor of Player has two parameters, the first is the name of this player; the second is the array of Label representing the score totals on the GUI. This constructor is called from Game class to initialise each individual player element in its players BindingList.
Each element of the array scores needs to be instantiated using the corresponding scoreTotals label of Form1. Hint: Use a for loop to iterate over ScoreType from ScoreType.Ones to ScoreType.GrandTotal and within the loop body use a switch on ScoreType to call the correct subclass constructor, eg CountingCombination, TotalOfDice, FixedScore or BonusOrTotal.

  • ShowScores() displays all the scores for this player on their associated ScoreTotals labels.
  • ScoreCombination() calculates the score for a specified scoring combination (the ScoreType parameter), given the five face values of the dice (the array of int parameter).
    The ScoreType is used to determine which CalculateScore method will be called. The calculated score then needs to be added to the correct Section Total and in case of a CountingCombination to the Sub-Total as well.

Assignment Checkpoint

If you have implemented the sub-classes correctly and completed the implementation of the Player class your program should be able to play Yahtzee for two players only and their scores being displayed for the correct scoring combination, with section totals and grand totals showing the correct values for the stag of the game and the DataGridView showing the running total for each player.
Do not proceed to part E if your program is not playing the game correctly at this point. You will not be given any additional marks for Part E, if you cannot play the game up to this point.