Stan Vinyard - svinyard@cs.nmsu.edu
Roberto Marquez - rmarquez@cs.nmsu.edu


System Design


Rebellion, Planet-Control, Unit Generation, and Force Point Spending : This team is responsible for implementing the effects of Rebellion, including the generation of new units, and changes in control of planets. This team's responsibility will include: domino effects, and all kinds of resource and unit purchase rules.


Use Case Descriptions

Class Diagrams

State Charts

GUI




Use Case Descriptions

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Name: Change Planet from Unrest to Rebellion
Actor(s): Rebel
Goal: To finalize a rebellion on an planet.
Precondition: Must occur during the mission phase of the rebel player-turn. Loyalty marker must be at "Unrest." Planet must not already be in a state of rebellion.
Summary: The system then determines if the rebellion was successful. If the mission was successful, then change Planet into a rebellion state
Steps:
1) System displays whether or not Planet can go into Rebellion.
2) If Planet is in an unrest state, change Planet into Rebellion.

Postcondition: Rebellion is or is not started depending on Action Cards.

Name: Change Planet from Rebellion to Unrest
Actor(s): Imperial
Goal: To get a Planet out of Rebellion.
Precondition: Stop Rebellion started, Mission phase.
Summary: Imperial Stop Rebellion Mission was successful and Planet is moved out of Rebellino state.
Steps:
1) System displays whether or not the Planet came out of Rebellion.
2) System changes Planet state from Rebellion to unrest.

Postcondition: Rebellion is either stopped or not.

Name: Spend Force Points and Buy Military Units
Actor(s): Player
Goal: To spend the force points in order to build strong military and defense units.
Precondition: Province game.
Summary: Players spend force points to acquire military units.
Steps:
1) System allocates force points to the player, brings up a menu for the possible units that are available for purchase.
2) Player spends force points on desired units.
3) System places purchased units on the map in the environ defined by the player.
4) Player distributes the units.

Postcondition: The acquired units are available for use by the player.

Name: Domino Effect: shifting Planet's Loyalty Marker 2 spaces
Actor(s): Player
Goal: Shift the loyalty markers in the Phasing Player's favor.
Precondition: The loyalty marker on a planet is shifted two or more spaces in the player's favor as a result of a single coup or diplomacy mission.
Summary: The player may shift the loyalty markers on all applicable planets in his favor.
Steps:
1) System determines which planets are elligible to have their loyalty markers shifted and prompts the player to select planets.
2) Player selects which planets to shift loyalty markers on.
3) System adjusts loyalty markers accordingly.

Postcondition: The loyalty markers on applicable planets may be moved in the player's favor.

Name: Commit Atrocity
Actor(s): Imperial
Goal: Inflict immediate wounds on characters, destroy certain military units, or eradicate an entire planet from the game in favor of the Imperial Unit.
Precondition: Mission phase, either player musy obtain an action event card stating imperial player may commit atrocity, have available unit.
Summary: The type of attrocity the Imperial Player chose is carrie d out.
Steps:
1) Imperial Player chooses the atrocity to commit; sneak attack, strafe the planet, release dealy chemicals, destroy planet.
2) System determines the affects of such atrocity:
All planet where atrocity Loyalty in favor of Rebel player one space except for mass hypnosis which is delayed until the atrocity unit is removed and the Stop planet rotation atrocity.
The planet is considered destroyed and everything is removed and planet considered though domino effect is similar to as if the planet was rebelled-controlled.

Postcondition: Depending on atrocity destroyed units for only rebel military units or both sides but all but two require change of planet where atrocity is committed loyalty, or destroyed.

Name: Domino Effect: starting a rebellion on a planet
Actor(s): Player
Goal: Shift the loyalty markers in the player's favor.
Precondition: A rebellion is started on a planet.
Summary: The player may shift the loyalty markers on all applicable planets in his favor.
Steps:
1) System determines which planets are elligible to have their loyalty markers shifted and prompts the player to select planets.
2) Player selects which planets to shift loyalty markers on.
3) System adjusts loyalty markers accordingly.

Postcondition: The loyalty marker on the rebellous planet may be moved in the player's favor.

Name: Tax a Province
Actor(s): Imperial
Goal: To receive Force Points from planets the Imperial Player controls.
Precondition: Own planets in province, Taxation phase, Galactic game, Not game-turn one, Province one and throne planet controlled by imperial player, Capital planet of a province is Imperial controlled.
Summary: Declare which planets to tax and to tax them full or half, changing planet loyalties depending on chooses made.
Steps:
1) Player declares which planets to tax.
2) If planet is not taxed, planet loyalty is changed one space in favor of imperial player.
3) Player declares if taxing is at full or half resource value of it's environ.
4) If taxing is at full, planet loyalty changed one space in favor of rebel player.

Postcondition: Force points for imperial player increased.

Name: Spending Imperial Force Points
Actor(s): Imperial
Goal: To spend imperial force points on imperial military units, atrocity units, and improve PDB controls.
Precondition: Own planets in province, in resource phase, capital planet of province one, or throne planet is imperial controlled.
Summary: Purchase units or improve PDB, decreasing force point for either.
Steps:
1) If a unit is purchased units and place them on capital of province imperial player owns, province one, or throne planet.
2) If imperial atrocity unit purchased, placed on either capital of province one or throne planet.
3) If PDB is improved, increase PDB level.
4) Decrease force level based on how force points were used.

Postcondition: Either obtain new units or increase PDB level for a planet.

Name: Purchasing Rebel Military Units
Actor(s): Rebel
Goal: To use force points to purchase rebel military units.
Precondition: In resources stage, rebel secret base not destroyed.
Summary: Decide and purchase units and place them on environ or orbit boxes of the rebel secret base.
Steps:
1) Decide which units to purchase.
2) Place them in an environ of the planet or the orbit box of the rebel secret base.
3) Decrease force points according to unit purchased.

Postcondition: Newly purchased units in environs or orbit box of the rebel secret base.

Class Diagrams - Stan


The classes we found usefull for our subteam are as follows: The player class, the planet class and the environ class, military unit class, and the star faring race class. The star faring race class is for use with the domino effect.

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State Charts & Collaboration Diagram- Roberto

 

 

 

 
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GUI

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