魔兽世界之二:装备
题目来源:
北京大学MOOC 程序设计与算法(三)第05周测验(2020春季)
题目描述
003:魔兽世界之二:装备
总时间限制: 1000ms 内存限制: 65536kB
魔兽世界的西面是红魔军的司令部,东面是蓝魔军的司令部。两个司令部之间是依次排列的若干城市。
红司令部,City 1,City 2,……,City n,蓝司令部
两军的司令部都会制造武士。武士一共有 dragon 、ninja、iceman、lion、wolf 五种。每种武士都有编号、生命值这两种属性。
有的武士可以拥有武器。武器有三种,sword, bomb,和arrow,编号分别为0,1,2。
双方的武士编号都是从1开始计算。红方制造出来的第 n 个武士,编号就是n。同样,蓝方制造出来的第 n 个武士,编号也是n。
不同的武士有不同的特点。
dragon 可以拥有一件武器。编号为n的dragon降生时即获得编号为 n%3 的武器。dragon还有“士气”这个属性,是个浮点数,其值为它降生后其司令部剩余生命元的数量除以造dragon所需的生命元数量。
ninja可以拥有两件武器。编号为n的ninja降生时即获得编号为 n%3 和 (n+1)%3的武器。
iceman有一件武器。编号为n的iceman降生时即获得编号为 n%3 的武器。
lion 有“忠诚度”这个属性,其值等于它降生后其司令部剩余生命元的数目。
wolf没特点。
请注意,在以后的题目里,武士的士气,生命值,忠诚度在其生存期间都可能发生变化,都有作用,武士手中的武器随着使用攻击力也会发生变化。
武士在刚降生的时候有一个生命值。
在每个整点,双方的司令部中各有一个武士降生。
红方司令部按照 iceman、lion、wolf、ninja、dragon 的顺序循环制造武士。
蓝方司令部按照 lion、dragon、ninja、iceman、wolf 的顺序循环制造武士。
制造武士需要生命元。
制造一个初始生命值为 m 的武士,司令部中的生命元就要减少 m 个。
如果司令部中的生命元不足以制造某个按顺序应该制造的武士,那么司令部就试图制造下一个。如果所有武士都不能制造了,则司令部停止制造武士。
给定一个时间,和双方司令部的初始生命元数目,要求你将从0点0分开始到双方司令部停止制造武士为止的所有事件按顺序输出。
一共有两种事件,其对应的输出样例如下:
- 武士降生
输出样例: 004 blue lion 5 born with strength 5,2 lion in red headquarter
表示在 4点整,编号为5的蓝魔lion武士降生,它降生时生命值为5,降生后蓝魔司令部里共有2个lion武士。(为简单起见,不考虑单词的复数形式)注意,每制造出一个新的武士,都要输出此时司令部里共有多少个该种武士。
如果造出的是dragon,那么还要输出一行,例:
It has a arrow,and it’s morale is 23.34
表示该dragon降生时得到了arrow,其士气是23.34(为简单起见,本题中arrow前面的冠词用a,不用an,士气精确到小数点后面2位,四舍五入)
如果造出的是ninja,那么还要输出一行,例:
It has a bomb and a arrow
表示该ninja降生时得到了bomb和arrow。
如果造出的是iceman,那么还要输出一行,例:
It has a sword
表示该iceman降生时得到了sword。
如果造出的是lion,那么还要输出一行,例:
It’s loyalty is 24
表示该lion降生时的忠诚度是24。 - 司令部停止制造武士
输出样例: 010 red headquarter stops making warriors
表示在 10点整,红方司令部停止制造武士
输出事件时:
首先按时间顺序输出;
同一时间发生的事件,先输出红司令部的,再输出蓝司令部的。
输入
第一行是一个整数,代表测试数据组数。
每组测试数据共两行。
第一行,一个整数M。其含义为: 每个司令部一开始都有M个生命元( 1 <= M <= 10000)
第二行:五个整数,依次是 dragon 、ninja、iceman、lion、wolf 的初始生命值。它们都大于0小于等于10000
输出
对每组测试数据,要求输出从0时0分开始,到双方司令部都停止制造武士为止的所有事件。
对每组测试数据,首先输出“Case:n" n是测试数据的编号,从1开始
接下来按恰当的顺序和格式输出所有事件。每个事件都以事件发生的时间开头,时间以小时为单位,有三位。
样例输入
1
20
3 4 5 6 7
样例输出
Case:1
000 red iceman 1 born with strength 5,1 iceman in red headquarter
It has a bomb
000 blue lion 1 born with strength 6,1 lion in blue headquarter
It’s loyalty is 14
001 red lion 2 born with strength 6,1 lion in red headquarter
It’s loyalty is 9
001 blue dragon 2 born with strength 3,1 dragon in blue headquarter
It has a arrow,and it’s morale is 3.67
002 red wolf 3 born with strength 7,1 wolf in red headquarter
002 blue ninja 3 born with strength 4,1 ninja in blue headquarter
It has a sword and a bomb
003 red headquarter stops making warriors
003 blue iceman 4 born with strength 5,1 iceman in blue headquarter
It has a bomb
004 blue headquarter stops making warriors
题目分析
上来第一件事,创建新项目,把上一题的代码全粘过来(雾)
这次的题目复杂度明显比上次高了一些。首先对于士兵类,由于各种士兵有了差异化的属性,所以要设计各士兵的派生类。
其次题目中出现了新的要素:武器。所以要设计一个新的武器类(Weapon),成员变量有名称(name)和编号(id)用于区分三种武器。相应的根据题目要求在dragon、ninja、iceman类中增加Weapon *成员,在构造函数中根据士兵编号new出对应的武器。
这里为了少写一些重复的代码声明了一个全局变量weaponPool,这样在士兵类中weapon的初始化可以以weaponPool其中的weapon作为参数,用weapon类中定义的复制构造函数完成。
最后尽管在这道题中不必要,我还是在指挥部类中加入了Soldier * soldierList[50]变量,将生产的soldier放进数组中。这样需要适当修改BornSoldier函数。具体参考以下代码。
完整代码
#include <iostream>
#include <cstring>
#include <iomanip>
using namespace std;
class Weapon {
public:
char _name[20]{};
int _id;
Weapon(int id, const char *name) {
_id = id;
strcpy(_name, name);
}
Weapon(const Weapon &weapon) {
_id = weapon._id;
strcpy(_name, weapon._name);
}
};
Weapon *weaponPool[3] = {new Weapon(0, "sword"), new Weapon(1, "bomb"),
new Weapon(2, "arrow")};
class Soldier {
private:
int _hp;
friend class HeadQuarter;
protected:
char _name[20]{};
int _seqNum;
public:
explicit Soldier(const char *name, int hp = -1, int seqNum = 0) {
strcpy(_name, name);
_hp = hp;
_seqNum = seqNum;
}
void SetHp(int hp) {
_hp = hp;
}
void PrintBasicInfo() const {
cout << _seqNum << " " << _name;
}
virtual void PrintSpecialInfo() const {};
};
class Dragon : public Soldier {
private:
Weapon *_weapon1;
double _morale;
public:
explicit Dragon(int seqNum = 0, int totalNum = 0, int leftPower = 0, int hp = -1) : Soldier("dragon", hp, seqNum),
_morale((double) leftPower / hp) {
switch (totalNum % 3) {
case 0:
_weapon1 = new Weapon(*weaponPool[0]);
break;
case 1:
_weapon1 = new Weapon(*weaponPool[1]);
break;
case 2:
_weapon1 = new Weapon(*weaponPool[2]);
break;
default:
cout << "Fail to generate illegal weapon!" << endl;
exit(0);
}
}
void PrintSpecialInfo() const override {
cout << "It has a " << _weapon1->_name << ",and it's morale is " << _morale << endl;
}
};
class Ninja : public Soldier {
private:
Weapon *_weapon1;
Weapon *_weapon2;
public:
explicit Ninja(int seqNum = 0, int totalNum = 0, int hp = -1) : Soldier("ninja", hp, seqNum) {
switch (totalNum % 3) {
case 0:
_weapon1 = new Weapon(*weaponPool[0]);
_weapon2 = new Weapon(*weaponPool[1]);
break;
case 1:
_weapon1 = new Weapon(*weaponPool[1]);
_weapon2 = new Weapon(*weaponPool[2]);
break;
case 2:
_weapon1 = new Weapon(*weaponPool[2]);
_weapon2 = new Weapon(*weaponPool[0]);
break;
default:
cout << "Fail to generate illegal weapon!" << endl;
exit(0);
}
}
void PrintSpecialInfo() const override {
cout << "It has a " << _weapon1->_name << " and a " << _weapon2->_name << endl;
}
};
class Iceman : public Soldier {
private:
Weapon *_weapon1;
public:
explicit Iceman(int seqNum = 0, int totalNum = 0, int hp = -1) : Soldier("iceman", hp, seqNum) {
switch (totalNum % 3) {
case 0:
_weapon1 = new Weapon(*weaponPool[0]);
break;
case 1:
_weapon1 = new Weapon(*weaponPool[1]);
break;
case 2:
_weapon1 = new Weapon(*weaponPool[2]);
break;
default:
cout << "Fail to generate illegal weapon!" << endl;
exit(0);
}
}
void PrintSpecialInfo() const override {
cout << "It has a " << _weapon1->_name << endl;
}
};
class Lion : public Soldier {
private:
int _loyalty;
public:
explicit Lion(int seqNum = 0, int totalNum = 0, int leftPower = 0, int hp = -1) : Soldier("lion", hp, seqNum),
_loyalty(leftPower) {}
void PrintSpecialInfo() const override {
cout << "It's loyalty is " << setiosflags(ios::fixed) << setprecision(2) << _loyalty << endl;
}
};
class Wolf : public Soldier {
public:
explicit Wolf(int seqNum = 0, int totalNum = 0, int hp = -1) : Soldier("wolf", hp, seqNum) {}
void PrintSpecialInfo() const override {}
};
Soldier *soldierPool[5] = {new Dragon(), new Ninja(),
new Iceman(), new Lion(), new Wolf()};
class HeadQuarter {
private:
char _name[20]{};
int _power;//剩余生命力
int _seq[5]{};//出兵顺序
int _pos;//出兵顺序当前位置
int _count[5]{};//各兵种士兵数量
int _totalNum;//士兵总数
Soldier *_soldierList[50];//士兵队列
int _seqNumTotal;//士兵队列当前位置
public:
HeadQuarter(const char name[], int power, const int seq[]) : _soldierList() {
_totalNum = 0;
_pos = 0;
_seqNumTotal = 0;
for (int i = 0; i < 5; ++i) _count[i] = 0;
strcpy(_name, name);
_power = power;
for (int i = 0; i < 5; i++) {
_seq[i] = seq[i];
}
}
bool CanBornSoldier() {
for (int i = 0; i < 5; ++i) {
if (_power >= soldierPool[i]->_hp)
return true;
}
return false;
}
int BornSoldier(int time) {
if (_pos >= 5) _pos -= 5;
for (int i = 0; i < 5; ++i) {
if (_power >= soldierPool[_seq[_pos]]->_hp) {
_power -= soldierPool[_seq[_pos]]->_hp;
++_count[_seq[_pos]];
++_totalNum;
Soldier *newSoldier = soldierPool[_seq[_pos]];
newSoldier = AddSoldier(newSoldier, _count[_seq[_pos]]);
PrintBornInfo(newSoldier, time);
int tempPos = _pos;
++_pos;
return _seq[tempPos];
} else {
++_pos;
if (_pos >= 5) _pos -= 5;
}
}
return -1;
}
Soldier *AddSoldier(Soldier *soldierPtr, int seq) {
if (!strcmp(soldierPtr->_name, "dragon")) {
_soldierList[_seqNumTotal] = new Dragon(seq, _totalNum, _power, soldierPtr->_hp);
} else if (!strcmp(soldierPtr->_name, "ninja")) {
_soldierList[_seqNumTotal] = new Ninja(seq, _totalNum, soldierPtr->_hp);
} else if (!strcmp(soldierPtr->_name, "iceman")) {
_soldierList[_seqNumTotal] = new Iceman(seq, _totalNum, soldierPtr->_hp);
} else if (!strcmp(soldierPtr->_name, "lion")) {
_soldierList[_seqNumTotal] = new Lion(seq, _totalNum, _power, soldierPtr->_hp);
} else if (!strcmp(soldierPtr->_name, "wolf")) {
_soldierList[_seqNumTotal] = new Wolf(seq, _totalNum, soldierPtr->_hp);
} else {
cerr << "Fail to generate legal soldier!" << endl;
exit(0);
}
++_seqNumTotal;
return _soldierList[_seqNumTotal - 1];
}
void PrintBornInfo(const Soldier *soldier, int time) {
cout << setfill('0') << setw(3) << right << time << " " << _name << " "
<< soldier->_name << " " << _totalNum << " born with strength "
<< soldier->_hp << ",";
soldier->PrintBasicInfo();
cout << " in " << _name << " headquarter" << endl;
soldier->PrintSpecialInfo();
}
void PrintStopInfo(int time) {
cout << setfill('0') << setw(3) << right << time << " " << _name << " headquarter stops making warriors"
<< endl;
}
};
int main() {
int caseTotal;
cin >> caseTotal;
int caseNum = 0;
while (caseNum < caseTotal) {
++caseNum;
int time = 0;
int power;
cin >> power;
int redSeq[5] = {2, 3, 4, 1, 0}, blueSeq[5] = {3, 0, 1, 2, 4};
HeadQuarter red("red", power, redSeq);
HeadQuarter blue("blue", power, blueSeq);
int tempHp;
for (int i = 0; i < 5; ++i) {
cin >> tempHp;
soldierPool[i]->SetHp(tempHp);
}
cout << "Case:" << caseNum << endl;
bool flag1 = true, flag2 = true;
while (true) {
if (red.CanBornSoldier()) {
red.BornSoldier(time);
} else {
if (flag1)
red.PrintStopInfo(time);
flag1 = false;
}
if (blue.CanBornSoldier()) {
blue.BornSoldier(time);
} else {
if (flag2)
blue.PrintStopInfo(time);
flag2 = false;
}
if (!red.CanBornSoldier() && !blue.CanBornSoldier() && !flag1 && !flag2) break;
++time;
}
}
return 0;
}