This commit is contained in:
Claudio Maggioni 2022-11-16 15:42:12 +01:00
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all:
javac *.java
clean:
rm -rf *.class

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###################
# To compile code #
###################
make all
###################
# To cleanup code #
###################
make clean
###################
# To execute code #
###################
java Zork [game xml]
######################
# Sample Walkthrough #
######################
(Example inputs can be found in RunThroughResults.txt as to how to beat the sample game)
java Zork sampleGame.xml

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# Group7 # Group7
Original and refactored sources for the https://github.com/dtschust/Zork Github
project.
## Getting started
To make it easy for you to get started with GitLab, here's a list of recommended next steps.
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
## Add your files
- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:
```
cd existing_repo
git remote add origin https://gitlab.com/usi-si-teaching/msde/2022-2023/software-design-and-modeling/assignment-3-refactoring/group7.git
git branch -M main
git push -uf origin main
```
## Integrate with your tools
- [ ] [Set up project integrations](https://gitlab.com/usi-si-teaching/msde/2022-2023/software-design-and-modeling/assignment-3-refactoring/group7/-/settings/integrations)
## Collaborate with your team
- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
- [ ] [Automatically merge when pipeline succeeds](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
## Test and Deploy
Use the built-in continuous integration in GitLab.
- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing(SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
***
# Editing this README
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thank you to [makeareadme.com](https://www.makeareadme.com/) for this template.
## Suggestions for a good README
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
## Name
Choose a self-explaining name for your project.
## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.
## Contributing
State if you are open to contributions and what your requirements are for accepting them.
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.
## License
For open source projects, say how it is licensed.
## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.

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Sample Run Through
>IPA1 sample.xml
You find yourself at the mouth of a cave and decide that in spite of common sense and any sense of self preservation that you're going to go exploring north into it. It's a little dark, but luckily there are some torches on the wall.
>e
Cant go that way.
>N
Error
>n
*stumble* need some light...
>i
Inventory: empty
>take torch
Item torch added to inventory.
>i
Inventory: torch
>n
A huge cavern surrounds you with a locked door to the north, a chest in the center, and a very dark corner...
>read torch
next to a small button it reads "push for big flame"
>turn on torch
You activate the torch.
the torch has erupted into a menacing inferno
You see a gnome in the dark corner... watching you with its super pointy hat...
>turn on torch
You activate the torch.
the torch has erupted into a menacing inferno
>n
lock needs a key... not to mention you don't want to get too close to that side of the room... there's something in that corner...
>attack gnome with torch
Error
>attack gnome with hand
Error
>attack gnome with face!
Error
>w
Cant go that way.
>read chest
Error
>attack chest with torch
Error
>open chest
chest contains explosive.
>Excellent!
Error
>open chest
chest contains explosive.
>take explosive
Item explosive added to inventory.
>open chest
chest is empty.
>i
Inventory: torch, explosive
>attack gnome with explosive
Error
>read explosive
turn on for boom :-). Warning! Keep away from gnomes!
>turn on explosive
You activate the explosive.
you hear ticking...
>put explosive in chest
Item explosive added to chest.
>attack gnome with explosive
Error
>take dynamite
Error
>take explosive
Item explosive added to inventory.
>attack gnome with explosive
You assault the gnome with the explosive.
A tiny squeek is uttered from the tiny and, although scary looking, quite innocent creature before it vanishes in a very loud explosion. Tragic, but you find he was sitting on a key!
>take key
Item key added to inventory.
>drop key
key dropped.
>take key
Item key added to inventory.
>put key in lock
Item key added to lock.
The lock drops off and the door opens
>n
You found the exit!
>open exit
Game Over

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<?xml version="1.0" encoding="ISO-8859-1"?>
<map>
<room>
<name>Entrance</name>
<description>You find yourself at the mouth of a cave and decide that in spite of common sense and any sense of self preservation that you're going to go exploring north into it. It's a little dark, but luckily there are some torches on the wall.</description>
<item>torch</item>
<trigger>
<type>permanent</type>
<command>n</command>
<condition>
<has>no</has>
<object>torch</object>
<owner>inventory</owner>
</condition>
<print>*stumble* need some light...</print>
</trigger>
<border>
<direction>north</direction>
<name>MainCavern</name>
</border>
</room>
<room>
<name>MainCavern</name>
<description>A huge cavern surrounds you with a locked door to the north, a chest in the center, and a very dark corner...</description>
<container>chest</container>
<container>lock</container>
<creature>gnome</creature>
<border>
<direction>south</direction>
<name>Entrance</name>
</border>
<border>
<direction>north</direction>
<name>Staircase</name>
</border>
<trigger>
<command>n</command>
<type>permanent</type>
<condition>
<object>lock</object>
<status>locked</status>
</condition>
<print>lock needs a key... not to mention you don't want to get too close to that side of the room... there's something in that corner...</print>
</trigger>
</room>
<room>
<type>exit</type>
<name>Staircase</name>
<description>You found the exit!</description>
<border>
<name>MainCavern</name>
<direction>south</direction>
</border>
</room>
<item>
<name>torch</name>
<writing>next to a small button it reads "push for big flame"</writing>
<status>lit</status>
<turnon>
<print>the torch has erupted into a menacing inferno</print>
<action>Update torch to inferno</action>
</turnon>
</item>
<item>
<name>explosive</name>
<writing>turn on for boom :-). Warning! Keep away from gnomes!</writing>
<status>idle</status>
<turnon>
<print>you hear ticking...</print>
<action>Update explosive to ticking</action>
</turnon>
</item>
<item>
<name>key</name>
<writing>Exit</writing>
</item>
<container>
<name>chest</name>
<item>explosive</item>
</container>
<container>
<name>lock</name>
<status>locked</status>
<accept>key</accept>
<trigger>
<condition>
<has>yes</has>
<object>key</object>
<owner>lock</owner>
</condition>
<print>The lock drops off and the door opens</print>
<action>Update lock to unlocked</action>
</trigger>
</container>
<creature>
<name>gnome</name>
<vulnerability>explosive</vulnerability>
<attack>
<condition>
<object>explosive</object>
<status>ticking</status>
</condition>
<print>A tiny squeek is uttered from the tiny and, although scary looking, quite innocent creature before it vanishes in a very loud explosion. Tragic, but you find he was sitting on a key!</print>
<action>Add key to MainCavern</action>
<action>Delete gnome</action>
</attack>
<trigger>
<type>single</type>
<condition>
<object>torch</object>
<status>inferno</status>
</condition>
<print>You see a gnome in the dark corner... watching you with its super pointy hat...</print>
</trigger>
</creature>
</map>

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