You are to add two new puzzles, each with at least one (probably only one) special class extending Room. Your puzzles should, in total, involve at least two new words, including at least two new command words (don't forget to add it to CommandWords.java!!) You will also have to make minor changes to the RoomMaker class to patch your new rooms (and other rooms) into the game. Do not change the basic Game/Room interface without speaking with me.
The project includes, but does not use, a Player class. We will discuss this in class; use of it is an option for containing all player-related information (which would be the ArrayList<Item> inventory, and currentRoom). I suspect you will end up not using this.
Another recent change is that I moved the creation of the maze of Rooms to its own class, RoomMaker. This way, you will likely not have to make any changes to the Game class itself.
Team Option: You may pair up with a classmate and do your project together. In that case, you should have three new puzzle rooms, and at least three new command words.
In either case, you are to add enough plain Rooms, and enough description, to produce a playable game. Your new rooms should follow a reasonably sensible "map".
You will be graded in part on the inventiveness and originality of your puzzles. Adding a subclass of Item (as in the Locked Room example, #1 below) is not required, but can sometimes lead to cleverer puzzles. Here are a few possible examples:
1. Different flavor of Locked room. The command UNLOCK DOOR works only if you have the CORRECT key. You define a class Key extends Item {...}. Keys have some kind of (numeric) attribute that allows the game to determine which key is correct, though the number isn't visible to the player. (A simpler version where you have to give the command UNLOCK DOOR but any KEY will work is also acceptable.) Brownie points for printing (when appropriate) "you do have a key, but not, alas, the correct key".
2. Room with heavy stone. The commands are MOVE STONE, EAT COOKIE. Sample play transcript:
You have entered a room with a huge stone in the center.
It looks like it might be covering something.
MOVE STONE
You are too weak and hungry to move the stone.
EAT COOKIE
Wow! That made you feel stronger!
MOVE STONE
Filled with a burst of strength, you move the stone.
A moneybag is revealed.
3. Dragon's room, from which escape is blocked until you defeat or befriend the dragon.
Note the "advance warning" in the outline below that, well, you'll need to find the SWORD first.
GO NORTH
The passage is littered with bones. A dragon's roar splits the air.
I hope you have a weapon!
<<... go back and GET SWORD...>>
GO NORTH
The passage is littered with bones. A dragon's roar splits the air.
I hope you have a weapon!
GO NORTH
You have entered the lair of the dragon. His tail flicks behind you
and the exit door latches closed.
GO SOUTH
the dragon won't let you out!
ATTACK DRAGON
The dragon is injured!
ATTACK DRAGON
The dragon dies!
GO SOUTH
The passage is littered with bones.
GO NORTH
You have entered the lair of the dragon.
His dead body lies before you.
Exits: south north
GO NORTH
You have entered the dragon's treasury
4. Buried treasure
GO EAST
You are on a sandy beach. An X is drawn on the sand.
DIG
You don't have a shovel
<< go back and GET SHOVEL..>>
GO EAST
You are on a sandy beach. An X is drawn on the sand.
DIG
A locked treasure chest is revealed!
TAKE CHEST
You can't take that!
UNLOCK CHEST
You don't have the key ...
<< go back and GET KEY..>>
UNLOCK CHEST
A necklace is revealed; it appears to be made of diamonds.
TAKE NECKLACE
5. Taking an exam. You have to study and eat first, though! Note that the studying (and eating)
is done in the hallway here. Both hallway and examroom are "special",
but with a little thought they can be the same class (as in the ValveRoom example).
This is probably the hardest puzzle illustrated here.
GO NORTH
You have entered a classroom. An exam is about to begin.
TAKE EXAM
Are you sure? You haven't studied and you're too hungry.
GO SOUTH
You're in the hall by your locker. The following things are here: BOOK SANDWICH
READ BOOK
Kant's _Categorical Imperative_ is dense reading, but finally you get what he's saying.
EAT SANDWICH
You are happy and content
GO NORTH
You have entered a classroom. An exam is about to begin.
TAKE EXAM
Wow! You get an A! The professor gives you a gold_star
Email me your completed project.