The Nim Game In This Project You Will Add A New Game Called
The Nim Game In This Project You Will Add A New Game Called Nim
The Nim game will be integrated into an existing "games" program, allowing users to select and play Nim alongside other games. Using an object-oriented programming approach, the Nim game will be implemented in its own header and source files, with interactions handled via a conversation method that manages prompts and responses. The game setup involves randomly generating a number of rows (heaps), each with a random number of pins, and displaying the game state after each turn. Users and an AI opponent alternate turns, removing pins from a selected row until all pins are exhausted, at which point the game declares the winner.
Paper For Above instruction
The implementation of the Nim game requires careful adherence to object-oriented principles and seamless integration into the existing game framework. The game is initiated by the game master object instantiating a Nim object and invoking its conversation() method, which manages gameplay interactions until completion. The code should be contained within "games.cpp," and the Nim class should be declared in "Nim.h" using include guards to prevent multiple inclusions, following the #ifndef wrapper pattern.
To generate the game setup, the constructor of the Nim class will randomly select between 3 and 5 rows, then assign each row a random number of pins between 3 and 8, stored in a dynamically allocated array where each index corresponds to a row's pin count. During gameplay, the current state of each row will be displayed with labels (A, B, C, etc.) followed by a colon and a visual representation of pins using the '|' character, for example:
0: |||
1: ||
2: ||||||
This display will be refreshed and shown before each player's turn—whether human or AI. When prompting the user for a move, the inputs—row number and number of pins—will be taken together, with flexible handling: if the chosen row is empty, the user will be reminded to select a non-empty row; if fewer than one pin are specified, one pin will be taken; if more than the current pins are requested, all remaining pins in that row will be taken. The AI, designated as level-zero, responds by selecting a random non-empty row and removing a random number of pins from it, ensuring rapid and predictable gameplay.
After each move, the game immediately checks for a win condition—if all pins are removed, the game announces the winner and terminates, returning control to the game master. All output including move details, current game state, and prompts should be clearly formatted for clarity. The implementation should maintain overall consistency with other games in the program, preserving code structure, readability, and user interaction standards.
Final Note
The entire implementation of the Nim game must be integrated into "games.cpp" and include proper class encapsulation, random setup, user AI interaction, and game state management, culminating in a functional and user-friendly game experience.
References
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