程设作业:魔兽世界2:装备

直接贴代码:

#include <vector>
#include <iostream>
#include <iomanip>
#include <string>
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<Dragon> vDragon;
	vector<Lion> vLion;
	vector<Ninja> vNinja;
	vector<Iceman> vIceman;
	vector<Wolf> 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;  
}  

附上题目:

http://cxsjsx.openjudge.cn/warcraft201202s/A/

A:魔兽世界之二:装备

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 <= 1000)

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100
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。


你可能感兴趣的:(制造,String,测试,Class,HP,作业)