CS 474 - Machine Problem 2
Inheritance of A Card Game
Due: 11:59 pm on Wednesday 12/3/2003
For this assignment you must work alone.
For this assignment, you are to implement the card game of
Corner using the C++ language. We will use the website
http://www.pagat.com/domino/kingscorners.html as the
official rules for the game. No variations will be used for
the program. The game will be played by the user and one computer
opponent. This game is to be designed
using classes and inheritance where-ever possible. The basic
classes should include a card class, a card pile class, a game
class and a player class.
The game is played using a standard deck of 52 cards. Each card
has a Rank and Suit value. There are 13 Ranks and 4 Suits making the
52 cards in the deck. The Suits are colored either Black or Red.
The cards are to be listed using a two character sequence
for each card. The first character is to specify the rank of the
card and the second character is to specify the suit. The
ranks and suits with the associated characters are given in the
table below. Use upper case letters when specifying cards.
Note that the ranks and suits are listed in order with Ace being
the low rank, King being the high rank, Clubs being the low suit and
Spades being the high suit. In the game of Kings Corner, the color
of the suit is the important aspect of the game. The order of the
Suit has no impact to the game.
A - Ace
2 - Two
3 - Three
4 - Four
5 - Five
6 - Six
7 - Seven
8 - Eight
9 - Nine
T - Ten
J - Jack
Q - Queen
K - King
C - Clubs (Black)
D - Diamonds (Red)
H - Hearts (Red)
S - Spades (Black)
The Game's Idea
The general purpose of the game is to lay down all cards in the players
hand on one of eight lay-down piles. The lay-down piles must be ordered
from high rank to low rank (without skipping ranks) and alternating
suit colors. Thus if the bottom card on the pile is a Red Eight (this
could be either the Eight of Diamonds "8D" or the Eight of Hearts "8H"),
card in the pile would need to be a Black Seven (7C or 7S) and then
a Red Six (6D or 6H), etc.
Four of the lay-down piles can have any card at the bottom. Four of
the lay-down piles must have Kings as the bottom card.
The eight lay-down piles will be numbered from 1 to 8. Lay-down piles
1 through 4 can allow any card at the bottom of the pile. Lay-down
piles 5 through 8 must have a king at the bottom of the pile.
How to Deal
When the program is started, the computer player will "deal" the
first round. The deal is made up of the following steps:
I would make dealing a method (or methods) of the draw pile
that way step 4 it automatically taken care of.
- Shuffle the 52 cards in the deck.
- Deal out seven cards to each player. This is done by giving
the top card in the deck to the player that is not dealing. Then
give the new top card to the dealer. Cards are conitinued to be
given out in this alternating fashion until both players have
seven cards in their hands.
- Put one card on each of the lay-down piles 1 through 4.
- The remaining 34 cards are put in the draw pile.
The play now alternates between the user player and the computer
player. The player that did not deal goes first.
The Prompt for the User Player
The user player is given a prompt and enters a command to be read
in by the program. The prompt should show all cards in all eight
lay-down piles, all cards in the user player's hand and the number
of cards in the computer player's hand. This prompt might appear
Pile 1: 8S 7H 6C 5D
Pile 2: AD
Pile 3: JD TC
Pile 4: 6H 5S 4D 3S
Pile 5: KH
Pile 6: KS QH JS TD 9S
Computer Player has 6 cards
Your hand: KC QS TH 9D 6D 2S
When displaying the user player's hand, show the cards in sorted
order. The user player does not have to make any moves during his/her
turn; however, since the goal of the game is to get rid of all the
cards in his/her hand, most players attempt to make as many moves
as possible during a turn. A player's turn is over when the player
draws a card from the draw pile or has layed down all cards in his/her
hand. When a player has layed down all of the cards, the current
round is over and the score for that round is determined.
The User Player's Commands
The user player has the following commands to play the game. The
commands can be given in either upper or lower case. Only one
command per line is expected and each command is expected to
be given on a single line of input (note: this information is
make it easier for you to deal with the user interface and not
to cause additional error checking on your part).
- Q - Quit the program.
The program is to stop executing after some appropriate message
has been displayed. You may prompt the user with an "Are you
sure you want to quit?" message, but this is not required.
- H - Help
This command causes some help message to be displayed about the
user commands in the game.
- A - About
This command should display some about message to give information
about the programmer and the program.
- D - Draw a Card from the Draw Pile
This command will take the top card from the Draw Pile and add it to
the user player's hand and end the user player's turn. You may
display a message about what card was drawn (but this is not required).
- L <Card> <Pile> - Lay a Card on a Pile
This command will have the user specify a card from his/her hand
and a pile. The card is to be specified as a two character string
with the rank as the first character and the suit as the second
character (these can be in either upper or lower case). The
pile is to be specified by the number 1 through 8. If the card
does not exist in the player's hand or the pile number is out
of range, give an appropriate error message. If the card specified
can not be layed down on the specified pile, give an appropriate
error message. If the specified card can be layed down on the
specified pile, move the card from the player's hand to the pile.
If the specified pile is pile 1 through 4 and the pile is empty, any card can
be layed down on the pile.
If the specified pile is pile 5 through 8 and the pile is empty,
only a king can be layed down on the pile.
- M <Pile1> <Pile2> - Move One Pile on top of
This command will have the user specify two piles. The first pile is
to be moved on top of the second pile. Both piles are to be specified
by a number 1 through 8. If either number is out of range give
an appropriate error message. If the first pile cannot be layed
on top of the second pile, give an appropriate error message.
Otherwise move the file pile on top of the second pile. Note
that only piles 1 through 4 can be moved on top of another pile.
This move would empty the first pile specified.
The Computer Player's AI Algorithm
For the computer player's turn, use the following AI algorithm.
Remember that when moving piles and laying down cards in steps
2 and 3 that cards in the pile must be in decreasing order and
of alternating color.
As each move is made by the computer
player, an appropriate message should be displayed.
You may use any method you wish when picking a card to lay down or
a pile to move if multiple cards could be layed down
or multiple piles could be moved.
The simpliest method is to randomly choose between the possible
choices. This assignment does not require an intelligent choice
to be made; however, you may add this if you wish as long as the
above sequence is followed. If you note in the example above,
the user could lay down all of his/her cards if they are played
correctly. If the cards are not played correctly the user
will not lay down all of his/her cards.
If such a situation was presented to the computer
player in your program, the AI in your program is not required
to figure out proper sequence of moves to lay down all cards.
- Lay down all kings in the computer player's hand onto an
empty pile 5 through 8. If a king exists in a player's hand, at
least one of the piles 5 through 8 will be empty.
Also check if there is a King at the bottom of piles 1 through
4. If so, move this pile to an empty pile 5 though 8.
- If a pile can be moved onto of another pile, do so. If successful,
- Lay down a card on top of any non-empty pile. If successful,
goto step 2.
- Lay down a card on top of any empty pile 1 through 4. If successful,
goto step 2.
- If the computer player has not layed down all cards in its hand,
draw a card from the draw pile and end the computer player's turn.
When the computer player makes a move, it would be nice
to have a message displayed that explains the moves. This
would inform the user player of everything the computer
did thus creating a better user interface in your program
(and make it easier for the TA to verify your program is
Completing a Round
Once one player has layed down all cards in the player's hand,
the current round is over immediately. The other player receives
penalty points for the cards left in that player's hand. A king
costs 10 points and the other cards cost one point. A game is played
until one player gets 25 penalty points. This means that multiple
rounds may need to be played to finish the game. The dealer for the
next round is the one who did not deal in the last round and the
player than moves first is the one who delt in the the last round.
Completing a Game
When a player has layed down all cards and the round is over, a message
is displayed stating the number of penalty points earned in that round and
the total number of penalty points for each player in the game.
If the game is not over (neither player has 25 penalty points), the
deal for the next round is then immediately started and then the turns
for that round commence.
When a game is over (once one player has earned 25 penalty points),
a message is displayed stating the winner of the game and the user player
is asked if he/she would like to play another game. If the player
answers "no", end the program with an appropriate message. If the
player answers "yes", reset the penaly points for both player's to
zero and begin a new game. The dealer for the first round in the new
game should be the player that did not deal in the last round of the
The class of card pile is to hold any number of cards. You will
also need to create classes for the laydown piles. The laydown
piles are card piles in which the cards must be added in the
proper order (as specified above). You will also need to have
a collection of cards for each player's hand. The cards that have
not been played must be held in a draw pile. The classes for
the laydown piles, player's hands and draw pile should all inherit
information from the card pile class.
Another place for inheritance in your program is the player class.
The base player class will allow the interaction of the player's
hand with the draw pile and the laydown piles. The player class
will need to be expanded for the user player and the computer player.
This expansion will determine how the interaction is to occur.
In the case of the user player, the class will need to prompt the
user for which move to make. In the case of the computer player,
the class will need to use the AI feature of the game to determine
which move to make.
Remember this course is about objects and that means classes in C++.
Part of the grade of this program will be based on how well you
use classes and inheritance. Therefore, there must be a card class
in the program. A game class should be used to hold game specific
information such as:
- verifying whether two cards are in valid sequence
(in decreasing order and of alternate color),
- the number of cards to deal to each player,
- keeping track of who deals next,
- keeping track of whose turn it is,
- the number of points to play to,
Your program must be written in good programming style. This includes
(but is not limited to) meaningful identifier names, a file header at
the beginning of each source code file, a function header at the beginning
of the function, proper use of blank lines and indentation to aide in the
reading of your code, explanatory "value-added" in-line comments, etc.
The work you turn in must be 100% done by your own own. You are
not allowed to
share code with any other students (inside this class or not). You may
discuss the project with other students; however, you may not show any
code you write to another student nor may you look at any other student's
You are to submit this using turnin on the CS Department machines with
the project name of mp3. The turnin command would be
turnin -c cs474 -p mp3 <filename(s)>
Where <filename(s)> would be the name
of the file(s) you want to submit for grading.
You can verify what you submitted by using the command:
turnin -c cs474 -p mp3 -v