James M Burke
Denise Feddersen
David Pape
Joseph Sanders

CS 371: Homework 4





Use Case Diagrams
Rebel Secret Base, Repairing Possessions, Strategic Assignments


Resources


Game Scenarios for Province and Galactic games.


Galactic Events


Atrocity


Planet Secrets


Imperial Resources

Province/Galactic Movement


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Use Case Descriptions
Expending Force Points on PDB[19.2]
Actors: Imperial Player
Goal: To spend force points to raise the level of a planets PDB one point and/or activate an inactive PDB.
Precondition: Imperial player must have enough force points based on the cost chart. It must also be at the beginning of the Imperial players game turn.
Summary: Imperial player spend force points to up the level of the PDB.
Steps:
1) Computer selects one of the PDB's in its control to raise the level of the PDB.
2) The computer then checks the force point cost chart to see if they have enough force points.
3) Finally the computer needs to update the counters

Postcondition: The PDB has been raised one level and/or activated.

Province Game Movement[20.0]
Actors: Player, Imperial AI
Goal: To move units from one location to another
Precondition: Imperial player must have enough force points based on the cost chart. The Actor is in the appropriate movement phase of their turn, during a Provincial or Galactic game.
Summary: The player moves a unit from orbit to environ, from environ to environ, from environ to orbit, or from orbit to orbit.
Steps:
1) Player selects units to be moved.
2) Player selects a destination for units. 3) Units move.
4) PDB actions are resolved if applicable.
5) Interception is resolved if applicable.
6) Unit reaches destination unless intercepted or destroyed.

Postcondition: Unit is in intercepted location or destination unless destroyed.

Hyperjumping (Military Units) [21.0]
Actors: Player
Goal: To move military units from one star system to another.
Precondition: The player is playing the Province or Galactic game and is in the Interplanetary Military Movement Segment of his Operations Phase.
Summary: The player moves a selected unit(s) to the intended destination in another Star System.
Steps:
1) Player selects a method of movement. 2) System prompts player to select unit(s) to be moved.
3) Player selects the unit(s) to be moved. 4) System prompts player for an intended destination.
5) Player selects an intended destination. 6) System determines the Hyperjumping distance and Navigation rating of the unit(s).
7) If Navigation rating is high enough, system moves unit(s). If not, system prompts player to roll dice.
8) Player rolls dice. 9) System determines outcome according to Hyperjump Table.

Alternative: Hyperjumping (Characters) [21.0]
Postcondition: Units have been moved to the intended destination or lost in space.

Hyperjumping (Characters) [21.0]
Actors: Player
Goal: To move a character(s) from one star system to another.
Precondition: The player is playing the Province or Galactic game and is in the Character Movement Segment of his Operations Phase.
Summary: The player moves a selected unit(s) to the intended destination in another Star System.
Steps:
1) Player selects a method of movement. 2) System prompts player to select unit(s) to be moved.
3) Player selects the unit(s) to be moved. 4) System prompts player for an intended destination.
5) Player selects an intended destination. 6) System determines the Hyperjumping distance and Navigation rating of the unit(s).
7) If Navigation rating is high enough, system moves unit(s). If not, system prompts player to roll dice.
8) Player rolls dice. 9) System determines outcome according to Hyperjump Table.

Alternative: Hyperjumping (Military Units) [21.0]
Postcondition: Units have been moved to the intended destination or lost in space.

Spaceship Quest Mission (Province) [24.0]
Actors: Player
Goal: To free a prisoner in an Orbit Box.
Precondition: Any number of characters may be in the spaceship.
Summary: Player attempts to free a player in the Orbit Box.
Steps:
1) Player chooses spaceship quest from some dialog 2) Computer randomly gives bonus draws.
3) Computer determines the success, and makes the changes accordingly.

Related Use Case: Spaceship Quest Mission (Galactic) [37.3]
Postcondition: Depending on computer's decision, enemy atrocity unit may be destroyed, player may suffer damage, or nothing will happen.

Summon Sovereigns Mission [25.0]
Actors: Player
Goal: To obtain a Sovereign
Precondition: May occur only on a planet not in rebellion in an Environ occupied by a sovereign who has not previously been summoned or assassinated. At least two planets in province are in rebellion or two planets containing the same race as the sovereign's Environ are in rebellion.
Summary: The player completes the mission in the desired Environ to obtain the sovereign assigned to that Environ.
Steps:
1) User selects Summon Sovereign from some menu 2) Computer displays a list of sovereigns available and their respective Environ.
3) User selects sovereign 2) Computer determines if the mission is successful, and displays information accordingly.

Postcondition: If successful, the player may immediately purchase military units equal in Force Points to the resource value of the Environ. The loyalty marker is immediately moved one space in the Phasing Player's favor. If failed, it's moved the other way.

Repairing a damaged Spaceship [27.1]
Actors: Player
Goal: To repair a damaged Spaceship.
Precondition: A damaged spaceship is stacked with the player at the beginning of the Owning Player's Mission Phase.
Summary: An attempt to repair a damaged ship is made by rolling the dice.
Steps:
1) The player initiates repair by clicking on the marker for the damaged ship. 2) The system prompts the player to roll the dice.
3) The player rolls the dice. 4) System determines if ship is repaired, and if yes, repairs it.

Alternative: (Rebel Only)Yarro Latac may repair any spaceships with which he is stacked without a die roll.
Related use case: Repairing an inoperative possession [27.2]
Postcondition: Ship may be repaired.

Repairing an inoperative possession [27.2]
Actors: Rebel Player
Goal: To repair an inoperative possession.
Precondition: An inoperative possession is stacked with the player at the beginning of the Player's Mission Phase.
Summary: An attempt to repair an inoperative possession is made by rolling the dice.
Steps:
1) The player initiates repair by clicking on the marker for the inoperative possession. 2) The system prompts the player to roll the dice.
3) The player rolls the dice. 4) System determines if possession is repaired, and if yes, repairs it.

Related use case: Repairing a damaged Spaceship [27.1]
Postcondition: Possession may be repaired.

Planet Secrets [31.0]
Actors: Imperial AI or Player
Goal: To reveal or destroy planet secrets.
Precondition: Player is Imperial AI and wishes to reveal a plane secret or the Rebel Player has Rebel Characters on in an environ of a planet with a planet secret during the Enemy Search Phase of the Rebel Player Turn, or the Rebel character Professor Mareg or Advisor Android and in the orbit box of the planet, or the Rebel Character completes a gather information mission by drawing two Is, or the Rebel player completes a gather information mission on the planet with the planet secret Imperial Archives.
Summary: One, two, or all planet secrets are revealed to the Rebel Player.
Steps:
1) AI player reveals a planet secret to the rebel player (1 secret is revealed), Rebel player is on the planet at the appropriate time (1 secret is revealed), Rebel player completes a gather information mission with two Is (2 planet secrets are revealed), Prof. Mareg or Advisor Android are in an orbit box of a planet with a secret (1 planet secret is revealed), or the Rebel Player completes a gather information mission (All planet secrets are revealed).
Postcondition: The effects of the revealed secret(s) are implemented and the secret(s) is(are) revealed.

Galactic Event [32.0]
Actors: Player
Goal: To inflict unforeseen economic, political or natural hardship on the units in play.
Precondition: The player must be playing the Galactic game and be in the Galactic Event Phase of a Game-Turn.
Summary: The Rebel Player draws a Galactic Event card and the players carry out the effects of the Event immediately.
Steps:
1) System enters the Galactic Event Phase of the Game-Turn and generates a random number to select Galactic Event.
2) The system prompts the user to select anything necessary.
3) The user makes necessary selections. 4) The system carries out effects.

Alternative: The effects are carried out without user selection.
Postcondition: The postconditions are dependant upon which Galactic Event is shown.

Imperial Resources and Taxation [33.0]
Actors: Imperial AI
Goal: To gain force points by taxation of a province.
Precondition: The AI is in the correct turn to tax the province, in the Resource Phase of its turn, controls the Throne Planet, the First Province Capitol Planet, and the Capitol Planet of the province being taxed.
Summary: The AI player taxes all planets in a province, choosing to tax at full or half rate, or to impose no tax, thereby affecting the loyalty of that planet. The AI then pays maintenance costs and purchases military units as needed.
Steps:
1) Tax planet 2) For each planet in the province, calculate Force Points needs versus the loyalty of the planet and choose to tax at full (minus one loyalty), half (no loyalty shift), or none (plus one loyalty)
3) Pay maintenance fees. 3) Purchase military units.

Postcondition: The AI has more military units and a (possibly) different number of stored force points.

How the Rebel Secret Base is Revealed [34.2]
Actors: Rebel and Imperial Player
Goal: For the imperial player to learn the location of the rebel secret base.
Precondition: Must be during a gather imformation mission
Summary: The imperal player learns 8 rebel secrets rebel player reveals the secret base.
Steps:
1) Computer is successful in its mission
2) Rebel player names 2 of the 16 planets that are not the secret base
3) (on 8th successful mission) Rebel player must name the location of the rebel secret base.

Related Use Case: Purchasing Rebel Military Units step 5.
Postcondition: Imperial player now knows the location of the secret base.

Purchasing Rebel Military Units [34.4]
Actors: Rebel Player
Goal: To purchase military units.
Precondition: Must be during the resource stage and player must have enough force points for the purchase.
Summary: The rebel player purchase military units
Steps:
1) The player chooses to purchase military units. 2) The computer prompts for type of military units Urban, Wild, or Elite.
3) The player chooses what type to purchase. 4) The computer checks to see if they have enough force points.
5) The units are placed on the rebel secret base or in the orbit box of that planet. (revealing if it was still secret)

Postcondition: The rebel player now has a new military unit to control.

Arranging the Strategic Assignment Deck[35.1]
Actors: Imperial Player
Goal: To arrange the deck in the order the player wishes.
Precondition: Must be at the start of the game before any units have been set up.
Summary: Imperial player takes the 14 strategic assignment cards and arranges them in any order they wish.
Steps:
1) Computer randomly sorts the deck at the beginig of the game.

Postconditions: The deck is now randomly sorted.

Movement Restricions of Strategic Assignments[35.2]
Actors: Imperial Player
Goal: To move according to the strategic assignment currently in play.
Precondition: Strategic assignment card must be in play and it has to be during the imperial player movement phase.
Summary: Imperial player's movement is restricted based on the two provinces listed on the strategic assignment card.
Steps:
1) Computer selects characters and/or military units to move
2) Moves those units based on the restrictions of the strategic assignment card in play.


Drawing the Strategic Assignment Cards [35.4]
Actors: Imperial Player
Goal: To draw the top card on the strategic assignment deck.
Precondition: It must be during the strategic assignment phase.
Summary: Imperal player takes the top card off the deck and it must remain visible for the game turn.
Steps:
1) Computer takes the top card off the deck and displays that information during the Game-Turn.

Postconditions: The imperial player has a new strategic assignment to deal with.

Exhausting the Strategeic Assignment Cards[35.4]
Actors: Imperial Player
Goal: To create a mini deck for game turns after the 14th one.
Precondition: It must be during the strategic assignment phase of the 14th game turn.
Summary: Imperial player takes the 14th card from the deck then chooses 6 cards to be the mini deck.
Steps:
1) Computer takes the 14th card and displays that card.
2) Then randomaly chooses 6 cards from the other 13.
3) Discards the other 7 cards.
4) Uses the smaller 6 card deck until end of game.

Postconditions: The imperial player has a new mini deck to use for strategic assignments.

Imperial Player may commit Atrocity [36.0]
Actors: Imperial Player
Goal: Inflict immediate wounds on characters, destroy military units, or eradicate an entire planet from the game.
Precondition: Imperial player must have special Atrocity units, Level 2 PDB's, or elite military units.
Summary: Allows Imperial Player to perform an act normally beyond the bounds of the rules and good taste.
Steps:
1) User receives Action Event "Imperial Player may commit Atrocity" 2) Computer gives the user a chosen planet based on the action event.
3) The user chooses one from the list in 36.3 and applies its effects to the planet. 4) Computer decides if mission is successful and makes changes accordingly.

Postcondition: If successful, the imperial player either inflicts wounds, destroys military units, or eradicates the entire planet. If the mission failed, loyalty shift on affected planet may move in Rebel Player's favor, or the Domino Effect occurs in the Rebel Player's favor.

Steal Enemy Resources Mission[37.0]
Actors: Player
Goal: To steal force points from enemy player's resource track.
Precondition: Galactic Game Only. Must be at least two force points on the Enemy Resource Track. Rebel can only perform on Imperial controlled Capital or Throne planet, or planet scheduled to be taxed. Whereas, the Imperial may only perform on Rebel Secret Base, after it has been revealed.
Summary: Player attempts to steal force points from opposing enemy's resource track.
Steps:
1) User selects Steal Enemy Resources from some menu 2) Computer displays list planets available for thievery.
3) User selects desired planet 4) Computer decides if mission is successful and displays information accordingly.

Postcondition: Player gains force points from enemy player's resource track.

Question Prisoner Mission [37.1]
Actors: Player
Goal: Discover enemy secrets
Precondition: Galactic Game Only. Current player must be stacked with enemy prisoner
Summary: Player questions enemy prisoner to attempt to learn one enemy secret. Torture may or may not be utilized, and may result in the death of the prisoner.
Steps:
1) User selects Question Prisoner from some menu 2) Computer displays list of prisoners available for questioning
3) User selects prisoner 4) Computer decides if mission is successful and displays information accordingly.

Postcondition: Player learns one of the enemy's player secrets.

Gather Information Mission [37.2]
Actors: Player
Goal: Discover enemy secrets
Precondition: Galactic Game Only. Player desires to know enemy secrets.
Summary: Player chooses gather information mission and it either succeeds or fails.
Steps:
1) Player chooses Gather Information from some dialog box 2) Computer immediately displays whether or not the mission was successful, and makes necessary changes.

Postcondition: If successful, player now knows enemy player's secret, otherwise no change occurs, and the game moves on to next state.

Spaceship Quest Mission (Galactic) [37.3]
Actors: Rebel Player
Goal: Destroy enemy atrocity unit.
Precondition: Must be a rebel player.
Summary: Player attempts to destroy imperial atrocity unit, and may 1) succeed, 2) fail with no consequences, or 3) fail with adverse effects to rebels
Steps:
1) Player chooses spaceship quest from some dialog 2) Computer decides and diplays whether the mission is a success, failure, or backfire and makes the necessary changes.

Related Use Case: Spaceship Quest Mission (Province) [24.0]
Postcondition: Depending on computer's decision, enemy atrocity unit may be destroyed, player may suffer damage, or nothing will happen.

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Maps
Galaxy Map


Province Map
The flag above each planet are color coded according to planet control (Red for Imperial, Green for Rebel). The flags are up for an up-PDB and down for a down-PDB. The ? is for an un-revealed planet secret, and the ! is for a revealed planet secret. This will only be displayed during the appropriate game. The progress bar underneath each planet shows the loyalty level.

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State Chart Diagrams

Resource Tracks


Strategic Assignments


Planet Secrets


Imperial Resources


Province/Galactic Movement

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Class Diagrams

Part I


Part II


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Instances of Classes

Instances of the Planet Secrets Class


Instances of the Galactic Events Class


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Collaboration Diagrams

Strategic Assignments

Galactic Events

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Sample GUIs

Missions

For galactic and provincial missions, we will use the GUI designed by the 'Missions' group. The reason being, is that we only add a couple missions to the overall game. It makes much more sense to have the interface common for all of the missions. There will definitely need to be some 'group work' involved with the Missions team to decide what minor changes may need to be implemented.

Galactic Events Deck



Force Points



Rebel Secret Base



Repairing Possessions

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PowerPoint Presentation

GPHW4.ppt
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Pseudocode

Imperial Resources
Movement
Planet Secrets
Sovereigns

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Credits

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Last Modified: November 1, 2003