直接贴代码:
#include
#include
#include
#include
using namespace std;
const char TIME_FILL = '0';
const int TIME_W = 3;
const int WAR_NUM = 5;
class Warrior
{
public:
Warrior() { };
Warrior(int hp_, int id_) : hp(hp_), id(id_) { };
private:
int hp;
int id;
};
class Lion : public Warrior
{
public:
Lion() { };
Lion(int hp_, int id_, int loy_) : Warrior(hp_, id_), loyalty(loy_) { };
private:
int loyalty;
};
class Ninja : public Warrior
{
public:
Ninja() { };
Ninja(int hp_, int id_) : Warrior(hp_, id_) { };
void* weapon_1;
void* weapon_2;
private:
};
class Dragon : public Warrior
{
public:
Dragon() { };
Dragon(int hp_, int id_, double morale_) : Warrior(hp_, id_), morale(morale_) { };
void* weapon;
private:
double morale;
};
class Iceman : public Warrior
{
public:
Iceman() { };
Iceman(int hp_, int id_) : Warrior(hp_, id_) { };
void* weapon;
private:
};
class Wolf : public Warrior
{
public:
Wolf() { };
Wolf(int hp_, int id_) : Warrior(hp_, id_) { };
};
class Sword
{
public:
Sword() { };
};
class Bomb
{
public:
Bomb() { };
};
class Arrow
{
public:
Arrow() { };
};
class GameTime
{
public:
GameTime();
bool Tick();
bool Disp();
bool Init();
private:
unsigned int nTime;
}Clock;
class HeadQuarter
{
public:
HeadQuarter(string, int);
bool ProWar();
unsigned int nElement;
string strFaction;
bool bProEnd;
private:
int nFaction;
int nMark;
int nNinja;
int nIceman;
int nWolf;
int nLion;
int nDragon;
int nWarrior;
bool ProMark(int);
bool ProIceman();
bool ProNinja();
bool ProDragon();
bool ProLion();
bool ProWolf();
vector vDragon;
vector vLion;
vector vNinja;
vector vIceman;
vector vWolf;
};
unsigned int dHP, nHP, iHP, lHP, wHP;
int main()
{
int nTest;
cin >> nTest;
for(int test = 1; test <= nTest; test++)
{
Clock.Init();
int nElement;
cin >> nElement;
cin >> dHP >> nHP >> iHP >> lHP >> wHP;
HeadQuarter red("red", nElement);
HeadQuarter blue("blue", nElement);
cout << "Case:" << test << endl;
while(true)
{
if(red.bProEnd && blue.bProEnd)
{
break;
}
if(!red.bProEnd)
{
red.ProWar();
}
if(!blue.bProEnd)
{
blue.ProWar();
}
Clock.Tick();
}
}
return 0;
}
GameTime::GameTime()
{
nTime = 0;
}
bool GameTime::Tick()
{
nTime++;
return true;
}
bool GameTime::Disp()
{
cout << setfill(TIME_FILL) << setw(TIME_W)
<< nTime;
return true;
}
bool GameTime::Init()
{
nTime = 0;
return true;
}
HeadQuarter::HeadQuarter(string faction_, int element_)
{
strFaction = faction_;
nElement = element_;
nMark = 0;
bProEnd = false;
nDragon = 0;
nNinja = 0;
nIceman = 0;
nLion = 0;
nWolf = 0;
nWarrior = 0;
}
bool HeadQuarter::ProWar()
{
int i;
bool bProFlag = false;
for(i = nMark; i < WAR_NUM; ++i)
{
bProFlag = ProMark(i);
if(bProFlag)
{
nMark = i + 1;
break;
}
}
if(!bProFlag)
{
for(i = 0; i < nMark; i++)
{
bProFlag = ProMark(i);
if(bProFlag)
{
nMark = i + 1;
break;
}
}
}
if(!bProFlag)
{
bProEnd = true;
Clock.Disp();
cout << " " << strFaction << " headquarter stops making warriors" << endl;
}
else
{
if(nMark >= 5)
{
nMark = 0;
}
}
return true;
}
bool HeadQuarter::ProMark(int mark_)
{
if(strFaction == "red")
{
switch(mark_)
{
case 0: return ProIceman();
case 1: return ProLion();
case 2: return ProWolf();
case 3: return ProNinja();
case 4: return ProDragon();
default: return false;
}
}
if(strFaction == "blue")
{
switch(mark_)
{
case 0: return ProLion();
case 1: return ProDragon();
case 2: return ProNinja();
case 3: return ProIceman();
case 4: return ProWolf();
default: return false;
}
}
return false;
}
bool HeadQuarter::ProIceman()
{
if(nElement >= iHP)
{
nWarrior++;
nIceman++;
nElement -= iHP;
Clock.Disp();
cout << " " << strFaction << " iceman " << nWarrior
<< " born with strength " << iHP << "," << nIceman
<< " iceman in " << strFaction << " headquarter" << endl;
cout << "It has a ";
Iceman tmp(iHP, nWarrior);
switch(nWarrior % 3)
{
case 0:
tmp.weapon = new Sword;
cout << "sword" << endl;
break;
case 1:
tmp.weapon = new Bomb;
cout << "bomb" << endl;
break;
case 2:
tmp.weapon = new Arrow;
cout << "arrow" << endl;
break;
}
vIceman.push_back(tmp);
return true;
}
else return false;
}
bool HeadQuarter::ProDragon()
{
if(nElement >= dHP)
{
nWarrior++;
nDragon++;
nElement -= dHP;
Clock.Disp();
cout << " " << strFaction << " dragon " << nWarrior
<< " born with strength " << dHP << "," << nDragon
<< " dragon in " << strFaction << " headquarter" << endl;
Dragon tmp(dHP, nWarrior, ((double)nElement / (double)dHP));
cout << "It has a ";
switch(nWarrior % 3)
{
case 0:
tmp.weapon = new Sword;
cout << "sword";
break;
case 1:
tmp.weapon = new Bomb;
cout << "bomb";
break;
case 2:
tmp.weapon = new Arrow;
cout << "arrow";
break;
}
cout.setf(ios::fixed | ios::showpoint);
cout.precision(2);
cout << ",and it's morale is " << ((double)nElement / (double)dHP) << endl;
vDragon.push_back(tmp);
return true;
}
else return false;
}
bool HeadQuarter::ProNinja()
{
if(nElement >= nHP)
{
nWarrior++;
nNinja++;
nElement -= nHP;
Clock.Disp();
cout << " " << strFaction << " ninja " << nWarrior
<< " born with strength " << nHP << "," << nNinja
<< " ninja in " << strFaction << " headquarter" << endl;
Ninja tmp(nHP, nWarrior);
cout << "It has a ";
switch(nWarrior % 3)
{
case 0:
tmp.weapon_1 = new Sword;
cout << "sword";
break;
case 1:
tmp.weapon_1 = new Bomb;
cout << "bomb";
break;
case 2:
tmp.weapon_1 = new Arrow;
cout << "arrow";
break;
}
cout << " and a ";
switch((nWarrior + 1) % 3)
{
case 0:
tmp.weapon_2 = new Sword;
cout << "sword" << endl;
break;
case 1:
tmp.weapon_2 = new Bomb;
cout << "bomb" << endl;
break;
case 2:
tmp.weapon_2 = new Arrow;
cout << "arrow" << endl;
break;
}
vNinja.push_back(tmp);
return true;
}
else return false;
}
bool HeadQuarter::ProLion()
{
if(nElement >= lHP)
{
nWarrior++;
nLion++;
nElement -= lHP;
Clock.Disp();
cout << " " << strFaction << " lion " << nWarrior
<< " born with strength " << lHP << "," << nLion
<< " lion in " << strFaction << " headquarter" << endl;
Lion tmp(lHP, nWarrior, nElement);
cout << "It's loyalty is " << nElement << endl;
vLion.push_back(tmp);
return true;
}
else return false;
}
bool HeadQuarter::ProWolf()
{
if(nElement >= wHP)
{
nWarrior++;
nWolf++;
nElement -= wHP;
Clock.Disp();
cout << " " << strFaction << " wolf " << nWarrior
<< " born with strength " << wHP << "," << nWolf
<< " wolf in " << strFaction << " headquarter" << endl;
Wolf tmp(wHP, nWarrior);
vWolf.push_back(tmp);
return true;
}
else return false;
}
http://cxsjsx.openjudge.cn/warcraft201202s/A/
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。