编程题#2: 魔兽世界之二:装备
来源: POJ (Coursera声明:在POJ上完成的习题将不会计入Coursera的最后成绩。)
注意: 总时间限制: 1000ms 内存限制: 65536kB
描述
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。
ninjia可以拥有两件武器。编号为n的ninjia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:
1) 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ninjia,那么还要输出一行,例:
It has a bomb and a arrow
表示该ninjia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。
2) 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
解决问题
(1) 输出: 保留两位小数
cout << fixed<< setprecision(2)<< 数字 <<endl;
(2) 继承与多态: 将showInfo()设置为多态. 特别需要注意, 如果不是纯虚函数, 那么必须要有定义, 不然编译出错.
(3) 与原来的相比, 增加了人狗相容的例子, 将士兵和营地用指针联系在一起
(4) 用vim substitute: 将loyality替换成loyalty
:%s loyality/loyalty/g
#include<iostream>
#include<iomanip>
#include<string>
using namespace std;
class warCraft;
class warrior
{
protected:
warCraft *mycamp;
int count;
int lifetime;
string type;
public:
static string wapons[3];
virtual void showInfo() = 0;
warrior(warCraft * mycamp_, int count_,int lifetime_,string type_)
{
mycamp = mycamp_;
count = count_;
lifetime = lifetime_;
type = type_;
}
};
string warrior::wapons[3] = {"sword","bomb","arrow"};
class dragon:public warrior
{
private:
double morale;
string wapon;
public:
dragon(warCraft *mycamp_,int count_,int lifetime_,string type_,double morale_)
:warrior(mycamp_,count_,lifetime_,type_)
{
morale = morale_;
wapon = wapons[count % 3];
}
void showInfo()
{
cout << fixed;
cout << "It has a "<<wapon<<",and it's morale is "<<setprecision(2)<<morale<<endl;
}
};
class ninja:public warrior
{
private:
string wapon[2];
public:
ninja(warCraft *mycamp_,int count_,int lifetime_,string type_)
:warrior(mycamp_,count_,lifetime_,type_)
{
wapon[0] = wapons[count % 3];
wapon[1] = wapons[(count +1) % 3];
}
void showInfo()
{
cout << "It has a "<<wapon[0]<<" and a "<<wapon[1]<<endl;
}
};
class iceman:public warrior
{
private:
string wapon;
public:
iceman(warCraft * mycamp_,int count_,int lifetime_,string type_)
:warrior(mycamp_,count_,lifetime_,type_)
{
wapon = wapons[count % 3];
}
void showInfo()
{
cout << "It has a "<<wapon<<endl;
}
};
class lion:public warrior
{
private:
int loyalty;
public:
lion(warCraft *mycamp_,int count_,int lifetime_,string type_,int loyalty)
:warrior(mycamp_,count_,lifetime_,type_)
{
this->loyalty = loyalty;
}
void showInfo()
{
cout << "It's loyalty is "<<loyalty<<endl;
}
};
class wolf:public warrior
{
public:
wolf(warCraft * mycamp_,int count_,int lifetime_,string type_)
:warrior(mycamp_,count_,lifetime_,type_)
{
}
void showInfo(){}
};
class warCraft
{
friend class warrior;
private:
int count; // total soilder we have
int time; //current time
int id; //current created soilder, type id
string color; //color of the warCraft
string type[5]; //order cycle of soilders
int life[5]; //lifetime cycle of soildres
int numberofeach[5]; // number of each soilders in the warCraft
int totallife; //total life time
warrior * mywarriors[1000];
public:
warCraft(int totallife_, string c, string t[], int l[]);
bool generate();
void printCurrent(bool);
~warCraft()
{
for(int i = 1;i <= count;i++)
delete mywarriors[i];
}
};
warCraft::warCraft(int totallife_, string c, string t[], int l[]):count(0),id(4),time(0)
{
totallife = totallife_;
color = c;
for (int i = 0;i<5;i++)
{
type[i] = t[i];
life[i] = l[i];
numberofeach[i] = 0;
}
}
bool warCraft::generate()
{
time++;
//next target
id = (id+1)%5;
int t = 0;
while(totallife - life[(id+t)%5] < 0 && t < 5)
{
t++;
}
if(t == 5)
{
printCurrent(false);
return false;
}
else
{
id = (id + t)%5;
totallife -= life[id];
//create warrior now
warrior *current;
count++;
if(type[id] == "dragon")
{
current = new dragon(this,count,life[id],type[id],totallife/(double)life[id]);
}
if(type[id] == "ninja")
{
current = new ninja(this,count,life[id],type[id]);
}
if(type[id] == "lion")
{
current = new lion(this,count,life[id],type[id], totallife);
}
if(type[id] == "iceman")
{
current = new iceman(this,count,life[id],type[id]);
}
if(type[id] == "wolf")
{
current = new wolf(this,count,life[id],type[id]);
}
numberofeach[id]++;
mywarriors[count] = current;
printCurrent(true);
current->showInfo();
return true;
}
}
void warCraft::printCurrent(bool suss)
{
cout << setw(3)<<setfill('0')<<time-1<<" ";
if(suss)
{
cout << color <<" "<< type[id]<<" "<<count << " born with strength "<<life[id]<<",";
cout << numberofeach[id] << " " <<type[id]<< " in " << color << " headquarter"<<endl;
}
else
{
cout << color << " headquarter stops making warriors"<<endl;
}
}
int main()
{
int n;
cin >> n;
string redtype[5] = {"iceman","lion","wolf","ninja","dragon"};
string bluetype[5] = {"lion","dragon","ninja","iceman","wolf"};
int redcycle[] = {2,3,4,1,0};
int bluecycle[] = {3,0,1,2,4};
string redcolor = "red";
string bluecolor = "blue";
int redlife[5];
int bluelife[5];
for(int i = 1;i<=n;i++)
{
int M;
cin >> M;
int a[5];
for(int j = 0;j<5;j++)
{
cin >> a[j];
}
for(int k = 0;k<5;k++)
{
redlife[k] = a[redcycle[k]];
bluelife[k] = a[bluecycle[k]];
}
cout << "Case:" << i<<endl;
warCraft red(M, redcolor,redtype,redlife);
warCraft blue(M, bluecolor, bluetype,bluelife);
bool r,b;
int c1=0,c2=0;
while(true)
{
if(c1 == 0)
{
r = red.generate();
if(r == false)
c1 = 1;
}
if(c2 == 0)
{
b = blue.generate();
if(b == false)
c2 = 1;
}
if( c1 ==1 && c2 ==1)
break;
}
}
}