CS 231: Project #9

Title image Fall 2019

Hunt the Wumpus

The final project uses a graph to represent a game map for the game Hunt the Wumpus, a classic RPG with very simple rules.

You are free to change the rules of the game, or even implement a completely different game, so long as the game is still built around the idea of a graph specifying the relationship between locations in the world and it makes use of Dijkstra's algorithm.

Problem Description

You are a hunter exploring a cave and hunting the Wumpus, a large, smelly monster with a keen sense of hearing that lurks in the shadows.

You do not know how the cave is laid out initially-you know only how the rooms you have visited appear. As you carefully move from room to room in the cave, you will find clues that tell how far you are from the Wumpus: if the Wumpus is two or fewer rooms away, you will smell it.

If you wander into the room with the Wumpus, it will hear you and eat you. However, you are armed with a single arrow that you can fire from one room into an adjacent room where you suspect the Wumpus is hiding. If you fire your arrow correctly, the Wumpus will be slain. If you guess incorrectly, the Wumpus, alarmed by the sound of the arrow bouncing off the cave wall, will come eat you.

You have some freedom for how you choose to implement the details of this game. This guide is intentionally vague. If you want to find out more about the original game, visit wikipedia or download a nice version of the game from here.

For this project, the minimum you are implementing is a version of the game in which the only peril in the cave is the Wumpus and the hunter has a single arrow. You should be able to re-use your LandscapeDisplay as well as your Landscape and Agent classes from prior projects.

Tasks

  1. Setup

    Copy LinkedList.java, Agent.java, and Landscape.java from earlier projects. You may also want your heap.

    The Agent and Landscape classes should play similar roles in this project as in previous projects. There are two significant differences.

    1. The agents will be on a grid. Update the Agent class to use int fields for its row and column index instead of double fields for x and y-positions. Also, remove the updateState method, because this is an interactive game (not a simulation).
    2. The role of Landscape is not to control a simulation, but just to store the agents to they can be drawn (and drawn in the proper order) Update the Landscape so it has a list of foreground agents of type LinkedList<Agent> and a list of background agents of the same type. The purpose of the Landscape class is to store them and draw them. The draw method should loop through the background agents first, then the foreground agents). Also, remove the updateAgents and getNeighbors methods.
  2. Define an InteractiveLandscapeDisplay class

    Because this is an interactive game, rather than a simulation, it includes tasks that respond to keyboard and mouse signals. Download InteractiveLandscapeDisplay.java and read the code. In particular, observe the following.

    1. It contains an inner class MouseControl with methods that will run when there are certain mouse events. This is code that you are welcome to use, but the entire game can be constructed with out responding to mouse clicks and motion,
    2. It contains an inner class Control with method that will run when keys and buttons are pressed. This is the code you will want to expand.
    3. It has a main loop in the main function. Just like with the simulation, the code should redraw the GUI every few milliseconds. This loop is controlled by the state of the game (PLAY or PAUSE). This is the standard approach to game control -- use a state variable that is affected by the events. Please use this design. This means that events should update fields in game elements and rely on the main loop to trigger the next redraw, that will reflect those changes. For example, an up-arrow key press should change the position of the hunter, but not redraw it.
    4. It has testing code that requires the Vertex class exists. This means you should read the code now, but wait until you have completed the next task (the Vertex class) to run it.
  3. Complete the Vertex class to represent a room

    Use the vertex class to implement a room in the game. All rooms should initially be invisible except the one occupied by the hunter. When the hunter enters a room, it should become visible.

    Write a Vertex.draw() method. The visual representation should indicate two things about the room: it should show possible exits from the room and it should indicate whether the Wumpus is two rooms away or closer. Connected rooms do not need to be linked visually--if you place the rooms roughly on a grid, it will be easy to figure out where an exit leads.

    + (more detail)

    The following is a basic implementation that works well with a scale of 64.

        public void draw(Graphics g, int scale) {
            if (!this.visible)
                return;
            int xpos = (int)this.getCol()*scale;
            int ypos = (int)this.getRow()*scale;
            int border = 2;
            int half = scale / 2;
            int eighth = scale / 8;
            int sixteenth = scale / 16;
            
            // draw rectangle for the walls of the room
            if (this.cost <= 2)
                // wumpus is nearby
                g.setColor(Color.red);
            else
                // wumpus is not nearby
                g.setColor(Color.black);
            
            g.drawRect(xpos + border, ypos + border, scale - 2*border, scale - 2 * border);
            
            // draw doorways as boxes
            g.setColor(Color.black);
            if (this.edges.containsKey(Direction.NORTH))
                g.fillRect(xpos + half - sixteenth, ypos, eighth, eighth + sixteenth);
            if (this.edges.containsKey(Direction.SOUTH))
                g.fillRect(xpos + half - sixteenth, ypos + scale - (eighth + sixteenth), 
                           eighth, eighth + sixteenth);
            if (this.edges.containsKey(Direction.WEST))
                g.fillRect(xpos, ypos + half - sixteenth, eighth + sixteenth, eighth);
            if (this.edges.containsKey(Direction.EAST))
                g.fillRect(xpos + scale - (eighth + sixteenth), ypos + half - sixteenth, 
                           eighth + sixteenth, eighth);
        }
    							

    Test it by running the InteractiveLandscapeDisplay. The version provided creates a couple of Vertex objects and connectes them. You will need to modify that code to create your game.

  4. Define a Hunter class

    Create a Hunter class that extends the Agent class. It represents the player moving around the cave. The Hunter should store a reference to its current location, which should be a Vertex object. When the Hunter's current vertex changes, it should update this field. The Hunter is always visible on the map. You will need to override the draw method. When you do so, be sure to use the position associated with the Vertex it is on, rather than the row, col position associated with the Hunter itself (or else make sure the Hunter's position is updated when it changes rooms).

  5. Define a Wumpus class

    Create a Wumpus class that extends the Agent class. It represents the Wumpus; in the default game the Wumpus does not move. The Wumpus should also have a reference to its home vertex. Unlike the Hunter, the Wumpus is visible only if it is killed by the Hunter or it eats the Hunter. Until then, it should not be drawn. Somehow, you need to pass in the visibility information to the Wumpus, including whether it should adopt a victorious pose or play dead.

  6. Define a HuntTheWumpus class

    Create a HuntTheWumpus class. This will replace the InteractiveLandscapeDisplay class from the lab, but you can use that class as a template. This class is the main game controller class. In addition to the existing fields, it should contain at least: a Graph, a Hunter, and a Wumpus.

    The constructor needs to build the graph, insert the vertices, Hunter, and Wumpus into the Landscape, and add any other user interface elements. As part of the UI setup, it should add a KeyListener and an ActionListener to the display to listen for keystrokes and clicks (if you define a quit button).

    The most important function in the game is the one listening for keystrokes. A reasonable implementation is to use wasd functionality for moving around the graph (w = up, a = left, s = down, d = right). If the player hits the space bar, it should arm the Hunter's arrow. With an armed arrow, the next wasd key hit determines which direction to shoot. Hitting the space bar a second time without hitting one of wasd disarms the arrow and enables the Hunter to move again.

    In the keyTyped method in the KeyListener, you can evaluate the effect of the user's actions, changing the state of the game, the position of the Hunter, the state of the Wumpus, or the position of the Wumpus, as needed. Most of the gameplay rules are executed there.

    The overall game should be run from the main method of HuntTheWumpus. The main method should create a HuntTheWumpus object, enter a while loop that redraws the game board as long as the GameState is not Quit, then call the dispose method on the display object after the while loop terminates.

Before building the basic game, think carefully about extensions and how you want to make it more interesting before starting so you have a comprehensive design from the start.


Extensions

The following are some suggested extensions. You should feel free to pursue your own custom extensions to your project that you find interesting. Please clearly identify your extensions in your report. In your code, make sure the baseline simulations run properly. Making a separate sub-folder for major extensions is recommended.

  1. Have your game generate interesting random graphs so you can replay a different game every time. You probably still want to have rooms on a grid. Make sure the Hunter can get to the Wumpus. This is the most interesting extension.
  2. Add user interface elements like a replay button that resets the game.
  3. Make the game visually interesting.
  4. Modify the rules so the game is more challenging. Add traps, transporters, or additional levels. Think carefully about balancing the gameplay.
  5. Implement standard algorithms for graphs other than Dijkstra's algorithm. Show that your algorithm works properly for multiple example graphs.
  6. For any assignment, a good extension will be to implement a Java class that you have't implemented in the past projects and demonstrate that it has the same functionality as the Java class.

Report

Handin

Make your report for the project a wiki page in your personal space. If you have questions about making a wiki page, stop by my office or ask in lab.

Once you have written up your assignment, give the page the label:

cs231f19project9

You can give any wiki page a label using the label field at the bottom of the page. The label is different from the title.

Do not put code in your report or anywhere it can be publicly accessed. To hand in code, put it in your folder on the Courses fileserver. Create a directory for each project inside the private folder inside your username folder.