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:
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。
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
样例:
1
20
3 4 5 6 7
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:
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
在写这个程序之前,我把先前的代码重新改造了一下(请看上一篇本人的博文)。在先前的代码中,我在主函数定义了一个基类指针数组,并以此在之后制造武士的过程中运用多态,通过记录武士出场顺序的数组作为下标来访问该指针数组,这样就不用专门写一个switch分支语句来判断输出的是什么武士。这样做的好处是可以简化代码。
但是在这个程序中,我打算在Command类里用一个myWarrior的基类指针数组来存储每一个成功生成的武士,因此主函数的基类指针数组其实是多此一举的,我定义了一个p数组,这个数组按照武士默认顺序记录了每种武士的生命值,这样,我通过记录武士出场顺序的数组作为下标来访问该数组,这样做显然比先前的效率更高,也更符合逻辑。
好,我们来理一理思路,我们以红司令部作为例子,其实是这个样子的:
上面的图片展示了默认顺序、记录每种武士的生命值的数组p以及记录红司令部武士们的生成顺序的数组Order。我们用OrderCount来作为循环变量,比如当OrderCount=1
时,那么就可以访问redOrder[OrderCount]
,即redOrder[1]=3
,这个3告诉我们第一个生成的应该是iceman,好,我们再去访问iceman对应的生命值,为5,这样就能进行后续比较、生成操作了。对,就是下面这个过程:
在Warrior基类派生出五种武士类,它们的构造函数将直接输出生成信息,以及武器信息、士气信息和忠诚度信息,这也意味着我要写五遍这样类似的代码,而且需要将司令部的各种信息作为这些构造函数的形参,例如:
Dragon(int _No, const int _HP, string belong, const double CommandHP, int WarriorKindNumber);
//这些参数从左到右依次是:武士编号,武士生命值,武士所属司令部(字符串),
//武士所属司令部剩余生命元 ,武士所属司令部中同种类武士数量
虽然有点麻烦,但是这样写显然是更符合逻辑的。写完这个程序之后我专门到网上查找了其他人的代码,发现基本都是写在了司令部类的成员函数里,这显然不符合逻辑。我写这个题目其实不是为了拿个通过码,可能他们只是想快点AC吧。
我这样写又有一个好处:代码的逻辑性增强了,而且司令部的制造武士函数也不用那么复杂了,直接调用一个构造函数就搞定了结果的输出。
好了废话不多说,上代码。
温馨提示:本代码不能作为答案直接贴在评测系统上,因为输出结果跟题目要求是不一样的!
#include
#include
#include
#include
using namespace std;
const int WARRIOR_NUM = 5;
const int WEAPON_NUM = 2;
enum warrior{total=0, dragon, ninja, iceman, lion, wolf};
//1dragon 2ninja 3iceman 4lion 5wolf
//0sword 1bomb 2arrow
//No.0
class Warrior{
protected:
int No;
int HP;
short WeaponHP[WEAPON_NUM+1];
string Name;
public:
friend class Command;
virtual string CreateWeapon(int No);
};
string Warrior::CreateWeapon(int _No)
{
_No = _No % 3;
switch(_No)
{
case 0: WeaponHP[0]=1; return "sword"; break;
case 1: WeaponHP[1]=1; return "bomb"; break;
case 2: WeaponHP[2]=1; return "arrow"; break;
default: break;
}
}
//No.1
class Dragon:public Warrior{
private:
double Morale;
public:
Dragon(int _No, const int _HP, string belong, const double CommandHP, int WarriorKindNumber);
//这些参数从左到右依次是:武士编号,武士生命值,武士所属司令部(字符串),
//武士所属司令部剩余生命元 ,武士所属司令部中同种类武士数量 ,下同
};
Dragon::Dragon(int _No, const int _HP, string belong, const double CommandHP, int WarriorKindNumber)
{
No=_No; HP=_HP; Name="dragon";
Morale = CommandHP/HP;
cout<<belong<<" "<<this->Name<<" "<<this->No<<" born with strength "<<this->HP<<", ";
cout<<WarriorKindNumber<<" "<<this->Name<<" in "<<belong<<" headquarter, ";
cout<<"rest HP = "<<(int)CommandHP<<endl;
cout<<"It has a "<<this->CreateWeapon(No)<<", and it's morale is "<<setiosflags(ios::fixed)<<setprecision(2)<<Morale<<endl;
}
//No.2
class Ninja:public Warrior{
public:
Ninja(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber);
};
Ninja::Ninja(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber)
{
No=_No; HP=_HP; Name="ninja";
cout<<belong<<" "<<this->Name<<" "<<this->No<<" born with strength "<<this->HP<<", ";
cout<<WarriorKindNumber<<" "<<this->Name<<" in "<<belong<<" headquarter, ";
cout<<"rest HP = "<<CommandHP<<endl;
cout<<"It has a "<<this->CreateWeapon(No)<<" and a "<<this->CreateWeapon(No+1)<<endl;
}
//No.3
class Iceman:public Warrior{
public:
Iceman(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber);
};
Iceman::Iceman(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber)
{
No=_No; HP=_HP; Name="iceman";
cout<<belong<<" "<<this->Name<<" "<<this->No<<" born with strength "<<this->HP<<", ";
cout<<WarriorKindNumber<<" "<<this->Name<<" in "<<belong<<" headquarter, ";
cout<<"rest HP = "<<CommandHP<<endl;
cout<<"It has a "<<this->CreateWeapon(No)<<endl;
}
//No.4
class Lion:public Warrior{
private:
int Loyalty;
public:
Lion(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber);
};
Lion::Lion(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber)
{
No=_No; HP=_HP; Name="lion"; Loyalty=CommandHP;
cout<<belong<<" "<<this->Name<<" "<<this->No<<" born with strength "<<this->HP<<", ";
cout<<WarriorKindNumber<<" "<<this->Name<<" in "<<belong<<" headquarter, ";
cout<<"rest HP = "<<CommandHP<<endl;
cout<<"It's loyalty is "<<Loyalty<<endl;
}
//No.5
class Wolf:public Warrior{
public:
Wolf(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber);
};
Wolf::Wolf(int _No, const int _HP, string belong, const int CommandHP, int WarriorKindNumber)
{
No=_No; HP=_HP; Name="wolf";
cout<<belong<<" "<<this->Name<<" "<<this->No<<" born with strength "<<this->HP<<", ";
cout<<WarriorKindNumber<<" "<<this->Name<<" in "<<belong<<" headquarter, ";
cout<<"rest HP = "<<CommandHP<<endl;
}
//====================================================
class Command{
private:
string Name;
short OrderCount;//循环遍历武士顺序数组
int HP;
int WarriorNumber[WARRIOR_NUM+1];//记录总数以及每个武士的数量 ,下标为0的元素存储总数
Warrior *myWarrior[200]; //指向每一个成功生成的武士
public:
static int time;//游戏系统时间
short Order[WARRIOR_NUM+1];//制造武士的顺序记录,即武士顺序数组
Command(string _Name, const short _Order[], const int _HP);
~Command();
bool CreateWarrior(short p[]);
void StopCreateWarrior();
};
int Command::time = -1;//静态成员变量必须进行初始化
Command::Command(string _Name, const short _Order[], const int _HP):Name(_Name), HP(_HP)
{
OrderCount = 1;
for(int i=0; i<=WARRIOR_NUM; i++) //这里做的工作是复制+初始化
{
Order[i] = _Order[i];
WarriorNumber[i] = 0;
}
}
Command::~Command()
{
while(WarriorNumber[total]) //内存释放很重要,别忘了
{
delete myWarrior[WarriorNumber[total]];
WarriorNumber[total]--;
}
}
bool Command::CreateWarrior(short p[])
{
if( HP<p[1] && HP<p[2] && HP<p[3] && HP<p[4] && HP<p[5] ) return 0;
while(HP < p[Order[OrderCount]])
{
OrderCount++;
if(OrderCount==WARRIOR_NUM+1) OrderCount=1;
}
short ord = Order[OrderCount];
WarriorNumber[total]++;
WarriorNumber[ord]++;
HP -= p[ord];
short No = WarriorNumber[total];
cout<<setw(3)<<setfill('0')<<time<<" ";
switch(ord)
{
case 1: myWarrior[No]=new Dragon(No, p[1], Name, (double)HP, WarriorNumber[ord]); break;
case 2: myWarrior[No]=new Ninja(No, p[2], Name, HP, WarriorNumber[ord]); break;
case 3: myWarrior[No]=new Iceman(No, p[3], Name, HP, WarriorNumber[ord]); break;
case 4: myWarrior[No]=new Lion(No, p[4], Name, HP, WarriorNumber[ord]); break;
case 5: myWarrior[No]=new Wolf(No, p[5], Name, HP, WarriorNumber[ord]); break;
default:break;
}
OrderCount++;
if(OrderCount == WARRIOR_NUM+1) OrderCount=1;
return 1;
}
void Command::StopCreateWarrior()
{
cout<<setw(3)<<setfill('0')<<time<<" "<<this->Name<<" headquarter stops making warriors"<<endl;
}
int main()
{
int n=1;
short redOrder[WARRIOR_NUM+1]={0, iceman, lion, wolf, ninja, dragon};
short blueOrder[WARRIOR_NUM+1]={0, lion, dragon, ninja, iceman, wolf};
short M, dm, nm, im, lm, wm;
clock_t startTime, endTime;
//cin>>n;
while(n--)
{
cin>>M;//输入司令部生命元
cin>>dm>>nm>>im>>lm>>wm;//输入每种武士的生命值
startTime = clock();
Command red("red", redOrder, M), blue("blue", blueOrder, M);
short p[WARRIOR_NUM+1] = {0, dm, nm, im, lm, wm}; //用数组存储每种武士的生命值
bool redCreate = 1, blueCreate = 1;//记录司令部是否能进行制造武士,1表示可以,0则相反
Command::time = -1;
while(redCreate || blueCreate)//开始制造武士
{
Command::time ++;//系统时间加1
//制造武士的函数既可以完成制造任务,又可以返回制造情况:返回1表示制造成功,
//而返回0则说明一个都制造不了, 同时还要使布尔变量red(blue)Create变成0
if(redCreate == 1 && red.CreateWarrior(p) == 0){redCreate = 0; red.StopCreateWarrior();}
if(blueCreate == 1 && blue.CreateWarrior(p) == 0){blueCreate = 0; blue.StopCreateWarrior();}
cout<<endl;
}
}
endTime = clock();
cout<<"time:"<<(double)(endTime - startTime) <<"ms"<<endl;
return 0;
}
输入:
60
3 4 5 6 7
输出:
000 red iceman 1 born with strength 5, 1 iceman in red headquarter, rest HP = 55
It has a bomb
000 blue lion 1 born with strength 6, 1 lion in blue headquarter, rest HP = 54
It's loyalty is 54
001 red lion 2 born with strength 6, 1 lion in red headquarter, rest HP = 49
It's loyalty is 49
001 blue dragon 2 born with strength 3, 1 dragon in blue headquarter, rest HP = 51
It has a arrow, and it's morale is 17
002 red wolf 3 born with strength 7, 1 wolf in red headquarter, rest HP = 42
002 blue ninja 3 born with strength 4, 1 ninja in blue headquarter, rest HP = 47
It has a sword and a bomb
003 red ninja 4 born with strength 4, 1 ninja in red headquarter, rest HP = 38
It has a bomb and a arrow
003 blue iceman 4 born with strength 5, 1 iceman in blue headquarter, rest HP = 42
It has a bomb
004 red dragon 5 born with strength 3, 1 dragon in red headquarter, rest HP = 35
It has a arrow, and it's morale is 11.67
004 blue wolf 5 born with strength 7, 1 wolf in blue headquarter, rest HP = 35
005 red iceman 6 born with strength 5, 2 iceman in red headquarter, rest HP = 30
It has a sword
005 blue lion 6 born with strength 6, 2 lion in blue headquarter, rest HP = 29
It's loyalty is 29
006 red lion 7 born with strength 6, 2 lion in red headquarter, rest HP = 24
It's loyalty is 24
006 blue dragon 7 born with strength 3, 2 dragon in blue headquarter, rest HP = 26
It has a bomb, and it's morale is 8.67
007 red wolf 8 born with strength 7, 2 wolf in red headquarter, rest HP = 17
007 blue ninja 8 born with strength 4, 2 ninja in blue headquarter, rest HP = 22
It has a arrow and a sword
008 red ninja 9 born with strength 4, 2 ninja in red headquarter, rest HP = 13
It has a sword and a bomb
008 blue iceman 9 born with strength 5, 2 iceman in blue headquarter, rest HP = 17
It has a sword
009 red dragon 10 born with strength 3, 2 dragon in red headquarter, rest HP = 10
It has a bomb, and it's morale is 3.33
009 blue wolf 10 born with strength 7, 2 wolf in blue headquarter, rest HP = 10
010 red iceman 11 born with strength 5, 3 iceman in red headquarter, rest HP = 5
It has a arrow
010 blue lion 11 born with strength 6, 3 lion in blue headquarter, rest HP = 4
It's loyalty is 4
011 red ninja 12 born with strength 4, 3 ninja in red headquarter, rest HP = 1
It has a sword and a bomb
011 blue dragon 12 born with strength 3, 3 dragon in blue headquarter, rest HP = 1
It has a sword, and it's morale is 0.33
012 red headquarter stops making warriors
012 blue headquarter stops making warriors
time:724.00ms
运行时间比较长,其实是cout造成的。OK,本题目完结撒花。