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6. Design Snake & Ladder

Difficulty: Beginner Topics: Board Games, HashMap / 1D Array Logic, Randomness Key Concepts: Board entity, Dice roll, Player movement, Jumps (Snakes/Ladders).

Phase 1: Requirements Gathering

Goals

  • Design a Snake and Ladder game for multiple players.

  • Identify core entities: Board, Dice, Player.

  • Define game rules and winning conditions.

1. Who are the actors?

  • Players: Race to reach the final position (100).

  • Game System: Manages the board, dice rolls, and turn flow.

2. What are the must-have features? (Core)

  • Board: A 10x10 grid (numbered 1-100).

  • Dice: A standard 6-sided dice.

  • Snakes: Regress player position (Start > End).

  • Ladders: Advance player position (Start < End).

  • Movement: Player moves forward based on dice roll.

  • Win Condition: First player to reach position 100 wins.

3. What are the constraints?

  • Winning: Must land exactly on 100 (optional rule, but standard is >= 100 or == 100).

  • Jumps: Snakes and Ladders are static configurations on the board.


Phase 2: Use Cases

UC1: Play Turn

Actor: Player Flow:

  1. Player rolls the dice.

  2. System calculates NEW position (Current + Dice).

  3. System checks if NEW position has a Jump (Snake/Ladder).

  4. If Jump exists, update NEW position to Jump End.

  5. System updates Player's position.

  6. Check if Player won.

  7. If not, pass turn to next player.


Phase 3: Class Diagram

Step 1: Core Entities

  • Game: Orchestrator.

  • Board: Contains Cells and Jumps.

  • Cell: Represents a square on the board.

  • Player: Has position and ID.

  • Dice: Generates random numbers.

  • Jump: Represents both Snake and Ladder (Start, End).

UML Diagram

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Phase 4: Design Patterns

1. Strategy Pattern (Optional)

  • Description: Defines a family of algorithms, encapsulates each one, and makes them interchangeable.

  • Why used: Allows switching between different Dice implementations (NormalDice, CrookedDice, SumDice) without changing the Game logic.

2. Singleton Pattern (Optional)

  • Description: Ensures a class has only one instance and provides a global point of access to it.

  • Why used: The Game class manages the global state of the match (board, players, turns). A single instance ensures there is only one authoritative source of truth for the game status.


Phase 5: Code Key Methods

Java Implementation


Phase 6: Discussion

Entity Design

Q: Why Single Jump Class?

  • A: "Polymorphism isn't strictly needed here. Snake and Ladder behavior is identical: Move player from A to B. The only difference is A > B vs A < B, which is data, not behavior. A single Jump class is simpler."

Validation (SDE-3 Concept)

Q: How do you prevent infinite loops (e.g., A ladder takes you to a snake that takes you back to the ladder)?

  • A: "During Board initialization, perform Cycle Detection using a Directed Graph approach (DFS with recursion stack tracking).

    • Nodes: Board cells (1-100).

    • Edges: Snakes and Ladders. If a cycle exists in the jump graph, the board is invalid and an exception should be thrown."

Extensibility

Q: How to add special squares (e.g., Skip Turn)?

  • A: "Extend Cell to have a CellType or Effect. Or use Chain of Responsibility where the move passes through handlers like SnakeHandler, LadderHandler, FreezeHandler."

Dice Variations

Q: How to handle multiple dice?

  • A: "The Dice class already supports diceCount. We can extend rollDice() to sum up N dice."


SOLID Principles Checklist

  • S (Single Responsibility): Board holds grid, Dice rolls numbers, Game manages loop.

  • O (Open/Closed): New Jump types (e.g., Teleport) can be added by extending Jump or modifying jumpCheck.

  • L (Liskov Substitution): Not heavily used, but Jump subclasses would work if we had them.

  • I (Interface Segregation): Dice could implement IDice to allow RiggedDice.

  • D (Dependency Inversion): Game depends on abstract Dice logic (conceptually).

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