Question: Design a Battleship game in C + + using pipes, where two players ( Player 1 and Player 2 ) play against each other on
Design a Battleship game in C using pipes, where two players Player and Player play against each other on a x grid. The game will be played between two separate processes, and all communication between the players will happen through pipes. Each player controls a fleet of ships, and the goal is to sink the opponents ships by guessing their positions. Requirements: Game Board: o Each player has a x grid, where each space can either be empty or occupied by a ship. o Each player controls ships placed at the start of the game. The ship sizes are fixed: and spaces long, and can be placed either horizontally or vertically on the grid. o Players place their ships on their grid before the game starts, with proper validation to avoid overlapping ships. Pipes for Communication: o The game will use two pipes for communication between Player and Player processes. Pipe : Used for Player to send their guesses to Player Pipe : Used for Player to send their guesses to Player o Players will also communicate their responses hit or miss using the same pipes, ensuring a turn based gameplay loop. o Players must wait for the other player's guess and response before proceeding with their own turn. TurnBased Gameplay: o Players take turns guessing the opponents ship positions by sending row col coordinates through the pipe. o After a guess, the opponent responds with either: H Hit if a ship is hit. M Miss if the guess misses the ships. o The response is sent back through the same pipe. Game Termination: o The game ends when one player successfully sinks all of the opponents ships. o Each ship requires multiple hits to sink based on its size eg a ship of size requires hits to sink o Once a player sinks all the opponents ships, the game declares the winner and both processes terminate gracefully. Game Flow: Player Process: Place Ships: Before the game starts, Player places their ships on a private x grid. Send Guess: Player sends a guess row col to Player through Pipe Receive Response: Player waits for Player s response HitMiss through Pipe If all of Player s ships are hit, Player wins, and the game ends. If Player does not win, control is passed to Player Player Process: Place Ships: Player places their ships on their private x grid. Receive Guess: Player receives Player s guess row col through Pipe Check Hit or Miss: Player checks if Player s guess hits or misses a ship on their grid and sends the response HitMiss back to Player through Pipe Send Guess: Player then sends a guess row col to Player through Pipe Receive Response: Player waits for Player s response HitMiss through Pipe If all of Player s ships are hit, Player wins, and the game ends. If Player does not win, control is passed back to Player Synchronization: The pipes are used for communication, ensuring that only one player can make a move at a time. The guessing process is synchronized using the turnbased system, where a player sends their guess and waits for the opponents response before taking their next turn. There should be proper synchronization to ensure that one player cannot make multiple guesses in a row without waiting for the other player's move. Pipes Error Handling: Implement error handling for the pipes to ensure proper communication. If theres a failure to send or receive data through the pipes, the game should handle this scenario gracefully.
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