Draw a conceptual level class diagram for the following case-study: A company has decided to enter the market for role-playing game software. You have been contracted to design a software platform to support the fundamental concepts common to many such games. The following common requirements have been identified: The game is populated by characters. Characters can be controlled either by a game player (human), or by the game system (AI). All characters have a name, a number of health points, a number of strength points, and an amount of money owned. Characters can acquire skills during the course of the game. The number of skills that a character can have is not limited. • A character can carry two items at a time. Some items are weapons. There is a special sort of item that is able to contain others: a container. A character carrying a container is thus able to carry more than two items (indirectly). Some items are consumable. Consuming an item can increase a character's health and/or strength, or give the character special properties for a limited time. After an item is consumed, it ceases to exist. Games take place in a world consisting of many locations. Each location is a hexagon (i.e. it is six-sided). Each location has a terrain type and a number of health points it costs to traverse. A character is located at a single location at a given game time step. A each time step of the game, characters can move to a location neighbouring the location they were in at the last turn. Locations can contain items and money. Characters can drop items or money in the location where they are, and pick up items or money that are there. When two or more characters are in the same location at the same time, they can interact. There are two kinds of interactions: combat and trading. When two characters interact via combat, each loses health points depending on the strength and skills of the other, any weapons they are carrying, and a random factor. If a character's health points fall to zero, it dies. When a character dies, it drops any item(s) and money that it is carrying When two characters interact via trading, each offers a set of items that it is willing to trade. One character then offers money and/or items for an item it wants. The other character can choose to accept or reject the trade. If the trade is accepted, the items and/or money are exchanged between the characters. This process can be repeated. You have also been provided with some requirements for a specific game, Wizzo, so that you can illustrate how your platform would support a particular game: There are two types of character, magical and non-magical. Magical characters include wizards and elves. Non-magical characters include humans and dwarves. Some skills are magical skills, such as the ability to cast a spell. Only magical characters can have magical skills. The terrain types are farmland, desert, marsh and water. Items include wands, potions (consumable), swords (weapon), axes (weapon), bread (consumable) and backpacks (container). When a character consumes a potion, it gets a special property for a fixed number of time steps. There are potions for invisibility, invincibility and endurance.

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
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Draw a conceptual level class diagram for the following case-study:
A company has decided to enter the market for role-playing game software. You have been contracted
to design a software platform to support the fundamental concepts common to many such games. The
following common requirements have been identified:
• The game is populated by characters. Characters can be controlled either by a game player
(human), or by the game system (AI). All characters have a name, a number of health points,
a number of strength points, and an amount of money owned.
Characters can acquire skills during the course of the game. The number of skills that a
character can have is not limited.
A character can carry two items at a time. Some items are weapons.
There is a special sort of item that is able to contain others: a container. A character carrying a
container is thus able to carry more than two items (indirectly).
Some items are consumable. Consuming an item can increase a character's health and/or
strength, or give the character special properties for a limited time. After an item is consumed,
it ceases to exist.
Games take place in a world consisting of many locations. Each location is a hexagon (i.e. it
is six-sided). Each location has a terrain type and a number of health points it costs to
traverse.
A character is located at a single location at a given game time step. A each time step of the
game, characters can move to a location neighbouring the location they were in at the last
turn.
Locations can contain items and money. Characters can drop items or money in the location
where they are, and pick up items or money that are there.
When two or more characters are in the same location at the same time, they can interact.
There are two kinds of interactions: combat and trading.
When two characters interact via combat, each loses health points depending on the strength
and skills of the other, any weapons they are carrying, and a random factor. If a character's
health points fall to zero, it dies. When a character dies, it drops any item(s) and money that it
is carrying.
When two characters interact via trading, each offers a set of items that it is willing to trade.
One character then offers money and/or items for an item it wants. The other character can
choose to accept or reject the trade. If the trade is accepted, the items and/or money are
exchanged between the characters. This process can be repeated.
You have also been provided with some requirements for a specific game, Wizzo, so that you can
illustrate how your platform would support a particular game:
There are two types of character, magical and non-magical. Magical characters include
wizards and elves. Non-magical characters include humans and dwarves.
• Some skills are magical skills, such as the ability to cast a spell. Only magical characters can
have magical skills.
• The terrain types are farmland, desert, marsh and water.
Items include wands, potions (consumable), swords (weapon), axes (weapon), bread
(consumable) and backpacks (container).
When a character consumes a potion, it gets a special property for a fixed number of time
steps. There are potions for invisibility, invincibility and endurance.
Transcribed Image Text:Draw a conceptual level class diagram for the following case-study: A company has decided to enter the market for role-playing game software. You have been contracted to design a software platform to support the fundamental concepts common to many such games. The following common requirements have been identified: • The game is populated by characters. Characters can be controlled either by a game player (human), or by the game system (AI). All characters have a name, a number of health points, a number of strength points, and an amount of money owned. Characters can acquire skills during the course of the game. The number of skills that a character can have is not limited. A character can carry two items at a time. Some items are weapons. There is a special sort of item that is able to contain others: a container. A character carrying a container is thus able to carry more than two items (indirectly). Some items are consumable. Consuming an item can increase a character's health and/or strength, or give the character special properties for a limited time. After an item is consumed, it ceases to exist. Games take place in a world consisting of many locations. Each location is a hexagon (i.e. it is six-sided). Each location has a terrain type and a number of health points it costs to traverse. A character is located at a single location at a given game time step. A each time step of the game, characters can move to a location neighbouring the location they were in at the last turn. Locations can contain items and money. Characters can drop items or money in the location where they are, and pick up items or money that are there. When two or more characters are in the same location at the same time, they can interact. There are two kinds of interactions: combat and trading. When two characters interact via combat, each loses health points depending on the strength and skills of the other, any weapons they are carrying, and a random factor. If a character's health points fall to zero, it dies. When a character dies, it drops any item(s) and money that it is carrying. When two characters interact via trading, each offers a set of items that it is willing to trade. One character then offers money and/or items for an item it wants. The other character can choose to accept or reject the trade. If the trade is accepted, the items and/or money are exchanged between the characters. This process can be repeated. You have also been provided with some requirements for a specific game, Wizzo, so that you can illustrate how your platform would support a particular game: There are two types of character, magical and non-magical. Magical characters include wizards and elves. Non-magical characters include humans and dwarves. • Some skills are magical skills, such as the ability to cast a spell. Only magical characters can have magical skills. • The terrain types are farmland, desert, marsh and water. Items include wands, potions (consumable), swords (weapon), axes (weapon), bread (consumable) and backpacks (container). When a character consumes a potion, it gets a special property for a fixed number of time steps. There are potions for invisibility, invincibility and endurance.
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