Python代写:INFO1110 Dungeon Crawl

代写地牢类游戏,Dungeon Crawl.


At the heart of each adventurer burns a passion: a passion for gold, for glory, for treasure or fame, or an intense, burning desire for the world to be alright so that they could be left the hell alone. And each adventurer - no matter how noble, no matter how fickle or selfish they may be, is defined by the journey upon which they embark.

And yours, it appears, has taken you here: to the foot of a temple to a forgotten god, long since lost to time. Seek you knowledge? Seek you fame? Seek you treasures beyond compare? Herein lay trials for you to overcome, dear adventurer, and the only way to go is in.



For this assignment, you will write a simulation of a fantasy adventure, or a dungeon crawl. The user will be given controls that allows them to move through rooms and locations in search of trials and tribulations to overcome (for fun and profit).

Implementation details

Your program will be written in Python 3. The only Python modules allowed for import are sys .

To help you begin, a scaffold has been provided. Your entire program must be contained in the files , , , , and . You should implement the functions in these files to the best of your ability. You may create new functions to help you as you see fit, but you cannot modify any existing function signatures (i.e. you cannot change the amount of arguments that an existing function can take).

Help and feedback

You are encouraged to ask questions about the assignment on the discussion board, on Ed.

During your tutorial in Week 12, you can also ask your tutor to review your code. Your tutor may provide feedback either during the class, or outside the class on Ed.

Please ensure your code is comprehensible before requesting feedback. We recommend that your code adheres to the PEP 8 style guide, and is commented appropriately.

Staff may make announcements on Ed regarding any updates or clarifications to the assignment. You can ask questions on Ed using the assignments category. Please read this assignment description carefully before asking questions. Please ensure that your work is your own and you do not share any code or solutions with other students.


You will submit your code on the assignment page, on Ed. You are encouraged to submit multiple times. After each submission, the marking system will automatically check your code against public test cases.

These public tests do not cover all parts of the specification and your code. The complete test suite contains both public and hidden test cases, and your code will not be run through this suite until after the assignment deadline.

Please ensure you carefully follow the assignment specification. Your program output must exactly match the output shown in the examples.

Warning: Any attempts to deceive or disrupt the marking system will result in an immediate zero for the entire assignment. Negative marks can be assigned if you do not properly follow the assignment specifications, or your code is unnecessarily or deliberately obfuscated.

Program Details

Unless otherwise specified, all string values discussed in this program specification can be assumed to be single-line strings.

The Adventurer

The user is represented by an Adventurer class, which you can define in the given scaffold. An Adventurer object represents the character that the user controls. It has three primary attributes:

  • An inventory , which keeps track of all the items that the user has collected throughout the course of the game. When an Adventurer object is first created, this attribute is empty.
  • A skill level. This represents the character’s ability to overcome physical challenges within the game. This integer value begins at 5 , and never goes lower than 0 .
  • A measure of will power. This represents the character’s ability to overcome mental challenges, resist mind-affecting effects, and influence other creatures. This integer value also begins at 5 , and never goes lower than 0 .

The scaffold specifies a few methods that should be implemented for the purposes of handling this object. This is true for all other scaffold files provided for this assignment. Feel free to add as many more methods as you feel is necessary.


Each room - or location - in the game is represented by an object of the Room class, which you can define in the given scaffold. A Room object has the following attributes:

  • A name
  • A quest that can be/has been completed in this room. In some rooms, no such quest exist (i.e. this attribute has value None ). The room’s appearance changes based on whether or not the quest has been completed, or if a quest exists in it at all.
  • An attribute for each of the cardinal directions: north , south , east , and west . Each of these attributes might be:
    • Another Room object that can be reached from this room by moving in the appropriate direction, or
    • The value None , in the case that no other rooms can be reached from this room by going in the specified direction.

When the user enters a Room or when the LOOK command is invoked, a display representing the Room is printed to standard output . Such a display consists of:

  • A visualisation of the room and its possible exits: a box that is 11 lines tall and 22 characters wide. When an exit is present from any cardinal position (north, south, east, west), the centre of the corresponding wall on the map is replaced with letters.
  • A line indicating the name of the room. It follows the form: You are standing at the [room_name].
  • A separate, single line containing a short description of the room. This description changes based on whether or not a relevant quest has been completed in this room.
    • If there are no quests that are relevant to this Room , its description should read: There is nothing in this room.


Every item in the game is represented by an object of the Item class, which you can define in the given scaffold. An Item object has the following attributes:

  • name . This can be quite lengthy (e.g. a foul-smelling bouquet of flowers .)
  • A shortname . This is usually a key word from the item’s full name . (e.g. bouquet , or flowers .)
  • skill_bonus - An integer value. When an Adventurer is carrying an item in their inventory , its skill_bonus is added to the Adventurer ‘s skill level.
  • will_bonus - An integer value. Works just like skill_bonus , but for the Adventurer ‘s will power instead.

When a user invokes the CHECK command, they can attempt to examine an Item more closely by specifying an item by its name or shortname . So long as the Item exists in the player’s inventory , doing so allows them to see the Item ‘s full name , its skill_bonus , and its will_bonus .


You, the player, are an adventurer with a purpose: an adventurer with a quest, or perhaps many quests - tasks for you to complete in exchange for a reward (fame, glory, money, more treasure, you name it). In our program, such tasks can be represented by Quest objects. A Quest object has the following attributes:

  • A reward - some Item that is added to the player’s inventory once the Quest is complete.
  • A quest action - a special action that can only be activated in the Room that the Quest can be completed in. More on this later.
  • A quest description - a brief description of what the quest might entail, like a hint.
  • before_text - This is what is printed as part of a Room’s description if the Quest can be completed in that room, but the Quest is not yet complete.
  • after_text - This is what is printed as part of a Room’s description if the Quest can and has been completed in that room.
  • requirements to complete the quest. You can expect this to always be a single string in two parts.
  • fail_msg - This is printed when an Adventurer attempts to complete a Quest , but their skill or will values are too low.
  • pass_msg - This is printed when an Adventurer attempts to complete an Quest and succeeds!
  • A room that the can be completed in (i.e. a object that is affected by this ‘s before_text and after_text ).

The CONFIG files

When the program begins, it creates a series of rooms, items, and quests with different attributes based on the configuration files passed to it through the command line. Your program will receive the following information (in the order given) as command line arguments:

  • path_config - the name of a file containing the list of all connections between rooms in the program. Use this file to determine how many Room objects you have to create! Each line is of the form:
    Where START and DESTINATION are the names of rooms, and DIRECTION indicates a cardinal direction (north, south, east, west) that the user can use to move between START and DESTINATION . For example:
    When the program starts, the Adventurer begins in the FIRST room specified by this file.
  • item_config - the name of a file defining all the items to be found in the adventure on each line. Each line is of the form.
    Where item_name indicates the item’s full name, and shortname indicates an abbreviation of item_name that the user can use to refer to it when entering commands. For example:
  • quest_config - the name of a file defining all of the quests to be completed throughout the course of the game. Each line is of the form.

Examples of these configuration files are available in the provided scaffold. Empty lines encountered in any config file can be safely skipped/ignored. Check for the files paths.txt , items.txt , quests.txt respectively.

If fewer than 3 arguments are supplied, print: Usage: python3 <paths> <items> and exit the program.

If any one of the configuration files are invalid (that is, they don’t exist), print: Please specify a valid configure file. and exit the program.

Similarly, if an empty file is given, print: No rooms exist! Exiting program... and exit the program. If an empty item_config or quest_config file is given, the program should run normally.


Unless stated otherwise, all commands are case insensitive.


At any point, the user may end the simulation.


The simulation lists all valid commands and their usage.

LOOK and L

Displays the room that you are currently in.


Shows a list of all the quests in the game.
Each line of the list comes in four parts:

  • A two-digit number of the form #XX , padded by 0 s.
  • A quest name (the quest’s reward ), padded out to 21 characters.
  • A quest description, and
  • If the quest is complete, a tag that says [COMPLETED] at the end.
    If ALL quests are complete (or if there are no incomplete quests), print the list normally. Print a new line.


Shows a printout of the user’s inventory.
If the user is carrying nothing, it instead says:


Allows the user to examine items. it will ask them for a second input, which can be an item’s name or its short name.
If no such item exists in the user’s inventory.
Inputting ME the second time around allows one to examine their in-game statistics, and will print out the statistics of any item they are carrying, as well.
The final line talks about what the user’s statistics are after all bonuses from items have been applied. If the adventurer is carrying nothing, print the following:

NORTH or N | SOUTH or S | EASH or E | WEST or W

Moves the user to a connecting room in that specified direction.
If there is no room that can be accessed from by moving in the specified direction, they will instead print:

Invalid Commands

If the user enters an invalid command, print You can’t do that. and ask for another command.

Quest Actions

A quest action is a special action that can only be activated in the Room that the relevant Quest can be completed in. This is an attribute that has been stored as a string in a relevant Quest object. Each Room can only contain one Quest , and so can only have one relevant quest action .

The output following a quest action is contingent on two things:

  1. Whether or not the quest has been completed, and if not,
  2. Whether or not the Adventurer has enough SKILL or WILL to complete the quest.

For cases 1 and 2, let’s assume that we are working with a quest that has yet to be completed.

Submission and Mark Breakdown

Submit your assignment on Ed in the Assignments section of the Assessments tab. The marking breakdown of this assignment is as follows (15 marks total).

  • 3 marks will be awarded as a progress mark, as described in the Milestone Submission section below.
  • 4 marks will be awarded for code correctness, assessed by automatic test cases on Ed. Some test cases will be hidden and will not be available before the deadline.
  • 8 marks will be given through hand-marking.
    • 2 of these marks will be for code style, readability, and appropriate code comments.
    • A further 2 marks will be on general code/logical correctness (does your program basically function as it should, but fails the automarking for some reason?)
    • The remaining 4 marks will be awarded for the submission of test cases.

Submitting Test Cases

A test case is numbered, and consists of the following files (where XX is the number associated with that test case, e.g. 01 ):

  • XX_input.txt - The input for your test case.
  • XX_path.txt , XX_item.txt , XX_quest.txt - path, item, and quest configuration files for your test case. XX_expected.txt - The expected output for your test case.

Such test cases should be placed in a tests directory, which should be included when you upload your program for submission on Ed. Justifications for each test case must be written in a README.txt file in this tests directory.

  • For the sake of clarity, an example test case (numbered 00 ) and the README.txt file has also been included the scaffold, inside the tests directory.

You are expected to build a suite of at least 9 test cases. If you’re unsure of where to start, it is recommended that you attempt to build one trivial and one non-trivial test case for each command, because a portion of the marks awarded will be for the amount of coverage offered by your test cases.