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COP 3502 Project 1

COP 3502
Project 1

Background
There is a “pay to play” cell phone game in which users utilize augmented reality to
capture various monsters, called “Brokemon­Go”. In the game, players pay to capture
various monsters that are in their environment. If a monster is captured, the player
receives money. If the monster is not captured, the player loses their money. The game
application tells the player the monster's location (in x, y coordinates), its time of
appearance (Ta
) and the duration of its existence (Te
). This means that the monster will
appear at time Ta
and will exist from time Ta
to Ta + Te
. The objective of the game is
for the user to get to the location of the monster that it is trying to capture, before the
monster disappears.
One of your friends is severely addicted to this game. Your friend is about to go broke
playing the game because the monster disappears right before they are able to make it to
the monster’s location. Your friend just found out that you are learning how to program
and has asked you to help them develop some code to help them play the game better,
and not lose any more of their money. Your friend would like you to help them decide or
select if it would be wise to pursue a given monster. Please see the specific rules in the
Section “Probability of Capture”.
You have agreed to help your friend. After speaking with the game company, you have
found out that they have created a new rule. The rule is: If a player's playerID ends in 00
to 49, this person is on the “lucky list”; however if the playID ends in 50 to 99, this
person is on the “normal list”. People on the lucky list are given special privileges, which
are outlined in the “Probability of Capture” section.
Your Assignment
Create a piece of code that takes in the monster’s location, the monster’s appear time,
the monster’s exist time, the player’s ID, and the player’s location, the player’s walking
speed, and the player’s notice time. After this is done, your program should output the
player's likelihood of capturing the monster. The pieces of data that will be supplied at
the console are:
· Monster Location: supplied as grid locations (x, y) (1 <= x <= 10, and 1
<= y <= 10) where x is the longitude and y is the latitude (see grid
below, scale in km)
·
· Monster Appear Time: 1 to 1440 minutes (24 hours * 60 minutes in a
day)
· Monster possible Exist Time: 10 to 59 minutes
· Player ID: exactly 8 digits, none beginning with a zero (integer)
· Player Location: supplied as grid locations (x, y) where x is the longitude
and y is the latitude
· Player Notice Time: the time when player notices the monster appear on
his/her cellphone app, on the same day as the monster appear. (1 to
1440).
· Walk speed: the player's speed to get to the monster’s location. (10 to 200
m/minute).
Probability of Capture
You will use the following rules to decide the possibility of a player capturing the
monster, based on the time the player get there. If the time the player gets to the
monster’s location (Tg
) is less than or equal to the sum of the monster appear time (Ta
)
and the possible exist time (Te
),
Tg <= Ta + Te, the player will definitely capture the monster. If the player arrives
late, i.e.,
Tg Ta + Te, the monster's disappear probability increases with the proportion
((Tg ­ (Ta + Te))/ Te) * 100. The likelihood of capturing the monster is
defined by the thresholds below.
Definitely
· The time the player gets there (Tg
) is less than or equal to the sum of the
monster’s appear time (Ta
) and the possible exist time (Te
), i.e., Tg <=
Ta+Te
Highly Likely
· Tg Ta + Te
· Lucky List: (Tg ­ (Ta + Te)) / Te is within 0 to 10%
(inclusive)
· Normal List: (Tg ­ (Ta + Te)) / Te is within 0 to 5%
(inclusive)
Likely
· Tg Ta + Te
· Lucky List: (Tg ­ (Ta + Te)) / Te is greater than 10%, but
within 30% (inclusive)
· Normal List:(Tg ­ (Ta + Te)) / Te is greater than 5%, but
within 20% (inclusive)
Unsure
· Tg Ta + Te
· Lucky List: (Tg ­ (Ta + Te)) / Te is greater than 30%, but
within 40% (inclusive)
· Normal List: (Tg ­ (Ta + Te)) / Te is greater than 20%, but
within 35% (inclusive)
Unlikely
· Tg Ta + Te
· Lucky List: (Tg ­ (Ta + Te)) / Te is greater than 40%, but
within 50% (inclusive)
· Normal List: (Tg ­ (Ta + Te)) / Te is greater than 35%, but
within 40% (inclusive)
Highly Unlikely
· Tg Ta + Te
· Lucky List: (Tg ­ (Ta + Te)) / Te is greater than 50%
· Normal List: (Tg ­ (Ta + Te)) / Te is greater than 40%
Code Structure
1. Read in the information about the monster from the console (all integers)
· Monster Location, Appear Time and Possible Exist Time
2. Read in the information about the player from the console (all integers)
· Player ID
· Player Walk Speed
· Player Find Time and Location
3. Determine the player’s state
· What type of player he/she is (“lucky list” vs. “normal list”)
· When the player will arrive at the monster location
· Whether he/she is late or not; if they are late, what percentage it is
4. Output the possibility the player capturing the monster (definitely, highly likely,
likely, unsure, unlikely, highly unlikely). The possibility word(s) should come
directly before the word “possibility”, regardless of the grammar
Sample Run 1 ­ valid input (user input is in red)
Hello and welcome to the Monster Capture Possibility Calculator.
Please enter the latitude of the monster (1­10): 5
Please enter the longitude of the monster (1­10): 5
Please enter the time of the monster appear (1­1440): 1310
Please enter the possible time of the monster will exist (10­59):
40
Please enter the player’s ID (8 digits): 11119999
Please enter the time of the player noticing monster (1­1440 and
greater than the time the monster appears): 1340
Please enter the latitude of the player (1­10): 5
Please enter the longitude of the player (1­10): 6
Please enter the player's walking speed (10­200): 90
Output
Player 11119999 who is on the normal list,
noticed the monster at time 1340,
is 1000.0 m away from the monster,
and will arrive at time 1351.1.
The monster's disappear time is about 1350.
So the player will capture this monster with highly likely
possibility.
Sample Run 2 ­ valid input (user input is in red)
Hello and welcome to the Monster Capture Possibility Calculator.
Please enter the latitude of the monster (1­10): 3
Please enter the longitude of the monster (1­10): 7
Please enter the time of the monster appear (1­1440): 250
Please enter the possible time of the monster will exist (10­59):
25
Please enter the player’s ID (8 digits): 11358734
Please enter the time of the player noticing monster (1­1440 and
greater than the time the monster appears): 270
Please enter the latitude of the player (1­10): 8
Please enter the longitude of the player (1­10): 4
Please enter the player's walking speed (10­200): 87
Output
Player 11358734 who is on the lucky list,
noticed the monster at time 270,
is 5831.0 m away from the monster,
and will arrive at time 337.0.
The monster's disappear time is about 275.
So the player will capture this monster with highly unlikely
possibility.
Sample Run 3 ­ valid input (user input is in red)
Hello and welcome to the Monster Capture Possibility Calculator.
Please enter the latitude of the monster (1­10): 3
Please enter the longitude of the monster (1­10): 9
Please enter the time of the monster appear (1­1440): 377
Please enter the possible time of the monster will exist (10­59):
34
Please enter the player’s ID (8 digits): 23678968
Please enter the time of the player noticing monster (1­1440 and
greater than the time the monster appears): 390
Please enter the latitude of the player (1­10): 6
Please enter the longitude of the player (1­10): 7
Please enter the player's walking speed (10­200): 180
Output
Player 23678968 who is on the normal list,
noticed the monster at time 390,
is 3605.6 m away from the monster,
and will arrive at time 410.0.
The monster's disappear time is about 411.
So the player will capture this monster with definitely
possibility.
Notes
● You may assume that we will only give reasonable input, within the range and
bounds of the description and of the correct type (integer).
● “Within” means “up to and including”. For example, if the possibility is within
5%, this means possibility <= 5%.
● Please use System.out.println("...."); to print your output in lieu
of System.out.print("....");
● Please use the Math library to support your calculations. You can import it by
adding this line to the top of your code:
○ import java.lang.Math;
● The straight line distance (d) is also known as the Euclidean distance
and can be calculated using the formula below.
● Note that, since the map is in km scale, you should change it to m (that is,
multiply by 1000) when you using d to calculate the time the player spend on the
road.
● To get the absolute value, you can use Math.abs(). Abs works as follows:
○ int a = ­1;
○ a = Math.abs(a); //now a=1
● · The exact time the player will arrive (Tg
) is calculated using the formula
below.
Tg = Tn + (d / S)
● Where Tn
denotes the time when the player notices the monster, and S denotes
the player’s walking speed. Note that, if d and S are both integer types, you
should convert at least one to a double type to get the most accurate result.
● The distance and the time the player will arrive must be rounded off to include
one digit after the decimal. This can be achieved using Math.round().
Please place the following line of code at the beginning of your program (before
the Class header) to import the Math library’s functionality:
■ import java.lang.Math;
○ The following example demonstrates how you would use the Math
library to round to one decimal place:
■ double num = 1.34567;
■ double roundedNum =
Math.round(num*10)/10.0;
Submission Requirements
● Name the project “Project1”
● Name the class “CaptureCalculator”
● Zip the java file (right click the java file Send to Compressed (zipped)
folder)
● Name the zip file project1_ulfid.zip where uflID is the portion of
your ufl email account that comes before the @ufl.edu part.
● Submit using Canvas
● If you submit the .java file without zipping, your project will not be graded.
● If you create multiple Scanner variables to read from the keyboard, all of your
input may not be received by the grading program
● If your file is not named project1_ulfid.zip, your project will not be
graded. If you submit multiple times to Canvas, it will append a number to your
submission. This is fine. We will still be able to grade it
● If you do not name the class exactly as specified, your project will not be
graded.
● It is highly recommended that you test your program piece by piece before
assembling your final code. You will have a much easier time if you build your
program piece by piece rather than trying to write the entire program. Pay very close
attention to the order that you give inputs to the sample program. Your output
should not differ in any way from the sample output. Using additional prompts,
words, abbreviations, etc may result in the grading program taking unnecessary
points off.
● If you want to check and ensure that you have done this correctly, please use the
input redirection and diff operations that were covered in class.
Grading
· 90% of your program will be graded on its ability to generate proper output given
reasonable inputs without producing errors.
· 10% of your program will be graded on its adherence to the coding style standards.

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