北京大学MOOC 程序设计与算法(三)魔兽世界三(开战)
魔兽世界三(开战)
题目来源
北京大学MOOC 程序设计与算法(三)魔兽世界3(2020秋季)
题目描述
魔兽世界三(开战)
总时间限制: 2000ms 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,城市从西向东依次编号为1,2,3 … N ( N <= 20)。红魔军的司令部算作编号为0的城市,蓝魔军的司令部算作编号为N+1的城市。司令部有生命元,用于制造武士。
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、攻击力这三种属性。
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。
武士在刚降生的时候有一个初始的生命值,生命值在战斗中会发生变化,如果生命值减少到0(生命值变为负数时应当做变为0处理),则武士死亡(消失)。
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。
sword的攻击力是使用者当前攻击力的20%(去尾取整)。
bomb的攻击力是使用者当前攻击力的40%(去尾取整),但是也会导致使用者受到攻击,对使用者的攻击力是对敌人取整后的攻击力的1/2(去尾取整)。Bomb一旦使用就没了。
arrow的攻击力是使用者当前攻击力的30%(去尾取整)。一个arrow用两次就没了。
武士降生后就朝对方司令部走,在经过的城市如果遇到敌人(同一时刻每个城市最多只可能有1个蓝武士和一个红武士),就会发生战斗。战斗的规则是:
在奇数编号城市,红武士先发起攻击
在偶数编号城市,蓝武士先发起攻击
战斗开始前,双方先对自己的武器排好使用顺序,然后再一件一件地按顺序使用。编号小的武器,排在前面。若有多支arrow,用过的排在前面。排好序后,攻击者按此排序依次对敌人一件一件地使用武器。如果一种武器有多件,那就都要用上。每使用一件武器,被攻击者生命值要减去武器攻击力。如果任何一方生命值减为0或小于0即为死去。有一方死去,则战斗结束。
双方轮流使用武器,甲用过一件,就轮到乙用。某一方把自己所有的武器都用过一轮后,就从头开始再用一轮。如果某一方没有武器了,那就挨打直到死去或敌人武器用完。武器排序只在战斗前进行,战斗中不会重新排序。
如果双方武器都用完且都还活着,则战斗以平局结束。如果双方都死了,也算平局。
有可能由于武士自身攻击力太低,而导致武器攻击力为0。攻击力为0的武器也要使用。如果战斗中双方的生命值和武器的状态都不再发生变化,则战斗结束,算平局。
战斗的胜方获得对方手里的武器。武士手里武器总数不超过10件。缴获武器时,按照武器种类编号从小到大缴获。如果有多件arrow,优先缴获没用过的。
如果战斗开始前双方都没有武器,则战斗视为平局。如果先攻击方没有武器,则由后攻击方攻击。
不同的武士有不同的特点。
编号为n的dragon降生时即获得编号为n%3 的武器。dragon在战斗结束后,如果还没有战死,就会欢呼。
编号为n的ninjia降生时即获得编号为n%3 和(n+1)%3的武器。ninja 使用bomb不会让自己受伤。
编号为n的iceman降生时即获得编号为n%3 的武器。iceman每前进一步,生命值减少10%(减少的量要去尾取整)。
编号为n的lion降生时即获得编号为n%3 的武器。lion 有“忠诚度”这个属性,其初始值等于它降生之后其司令部剩余生命元的数目。每前进一步忠诚度就降低K。忠诚度降至0或0以下,则该lion逃离战场,永远消失。但是已经到达敌人司令部的lion不会逃跑。lion在己方司令部可能逃跑。
wolf降生时没有武器,但是在战斗开始前会抢到敌人编号最小的那种武器。如果敌人有多件这样的武器,则全部抢来。Wolf手里武器也不能超过10件。如果敌人arrow太多没法都抢来,那就先抢没用过的。如果敌人也是wolf,则不抢武器。
以下是不同时间会发生的不同事件:
在每个整点,即每个小时的第0分, 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 的顺序制造武士。
蓝方司令部按照lion、dragon、ninja、iceman、wolf 的顺序制造武士。
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本该造的武士,那就从此停止制造武士。
在每个小时的第5分,该逃跑的lion就在这一时刻逃跑了。
在每个小时的第10分:所有的武士朝敌人司令部方向前进一步。即从己方司令部走到相邻城市,或从一个城市走到下一个城市。或从和敌军司令部相邻的城市到达敌军司令部。
在每个小时的第35分:在有wolf及其敌人的城市,wolf要抢夺对方的武器。
在每个小时的第40分:在有两个武士的城市,会发生战斗。
在每个小时的第50分,司令部报告它拥有的生命元数量。
在每个小时的第55分,每个武士报告其拥有的武器情况。
武士到达对方司令部后就算完成任务了,从此就呆在那里无所事事。
任何一方的司令部里若是出现了敌人,则认为该司令部已被敌人占领。
任何一方的司令部被敌人占领,则战争结束。战争结束之后就不会发生任何事情了。
给定一个时间,要求你将从0点0分开始到此时间为止的所有事件按顺序输出。事件及其对应的输出样例如下:
- 武士降生
输出样例:000:00 blue dragon 1 born
表示在0点0分,编号为1的蓝魔dragon武士降生
如果造出的是lion,那么还要多输出一行,例:
000:00 blue lion 1 born
Its loyalty is 24
表示该lion降生时的忠诚度是24
- lion逃跑
输出样例:000:05 blue lion 1 ran away
表示在0点5分,编号为1的蓝魔lion武士逃走
- 武士前进到某一城市
输出样例:
000:10 red iceman 1 marched to city 1 with 20 elements and force 30
表示在0点10分,红魔1号武士iceman前进到1号城市,此时他生命值为20,攻击力为30
对于iceman,输出的生命值应该是变化后的数值
- wolf抢敌人的武器
000:35 blue wolf 2 took 3 bomb from red dragon 2 in city 4
表示在0点35分,4号城市中,红魔1号武士wolf 抢走蓝魔2号武士dragon 3个bomb。为简单起见,武器不写复数形式
- 报告战斗情况
战斗只有3种可能的输出结果:
000:40 red iceman 1 killed blue lion 12 in city 2 remaining 20 elements
表示在0点40分,1号城市中,红魔1号武士iceman 杀死蓝魔12号武士lion后,剩下生命值20
000:40 both red iceman 1 and blue lion 12 died in city 2
注意,把红武士写前面
000:40 both red iceman 1 and blue lion 12 were alive in city 2
注意,把红武士写前面
- 武士欢呼
输出样例:003:40 blue dragon 2 yelled in city 4
- 武士抵达敌军司令部
输出样例:001:10 red iceman 1 reached blue headquarter with 20 elements and force 30
(此时他生命值为20,攻击力为30)对于iceman,输出的生命值和攻击力应该是变化后的数值
- 司令部被占领
输出样例:003:10 blue headquarter was taken
9)司令部报告生命元数量
000:50 100 elements in red headquarter
000:50 120 elements in blue headquarter
表示在0点50分,红方司令部有100个生命元,蓝方有120个
10)武士报告情况
000:55 blue wolf 2 has 2 sword 3 bomb 0 arrow and 7 elements
为简单起见,武器都不写复数形式。elements一律写复数,哪怕只有1个
交代武器情况时,次序依次是:sword,bomb, arrow。
输出事件时:
首先按时间顺序输出;
同一时间发生的事件,按发生地点从西向东依次输出. 武士前进的事件, 算是发生在目的地。
在一次战斗中有可能发生上面的 5 至 6 号事件。这些事件都算同时发生,其时间就是战斗开始时间。一次战斗中的这些事件,序号小的应该先输出。
两个武士同时抵达同一城市,则先输出红武士的前进事件,后输出蓝武士的。
对于同一城市,同一时间发生的事情,先输出红方的,后输出蓝方的。
显然,8号事件发生之前的一瞬间一定发生了7号事件。输出时,这两件事算同一时间发生,但是应先输出7号事件
虽然任何一方的司令部被占领之后,就不会有任何事情发生了。但和司令部被占领同时发生的事件,全都要输出。
输入
第一行是t,代表测试数据组数
每组样例共三行。
第一行,4个整数 M,N,K, T。其含义为:
每个司令部一开始都有M个生命元( 1 <= M <= 100000)
两个司令部之间一共有N个城市( 1 <= N <= 20 )
lion每前进一步,忠诚度就降低K。(0<=K<=100)
要求输出从0时0分开始,到时间T为止(包括T) 的所有事件。T以分钟为单位,0 <= T <= 6000
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200
第三行:五个整数,依次是 dragon 、ninja、iceman、lion、wolf 的攻击力。它们都大于0小于等于200
输出
对每组数据,先输出一行:
Case n:
如对第一组数据就输出 Case 1:
然后按恰当的顺序和格式输出到时间T为止发生的所有事件。每个事件都以事件发生的时间开头,时间格式是“时: 分”,“时”有三位,“分”有两位。
样例输入
1
20 1 10 400
20 20 30 10 20
5 5 5 5 5
样例输出
Case 1:
000:00 blue lion 1 born
Its loyalty is 10
000:10 blue lion 1 marched to city 1 with 10 elements and force 5
000:50 20 elements in red headquarter
000:50 10 elements in blue headquarter
000:55 blue lion 1 has 0 sword 1 bomb 0 arrow and 10 elements
001:05 blue lion 1 ran away
001:50 20 elements in red headquarter
001:50 10 elements in blue headquarter
002:50 20 elements in red headquarter
002:50 10 elements in blue headquarter
003:50 20 elements in red headquarter
003:50 10 elements in blue headquarter
004:50 20 elements in red headquarter
004:50 10 elements in blue headquarter
005:50 20 elements in red headquarter
005:50 10 elements in blue headquarter
本题的完整测试数据可以在MOOC上下载。链接: 程序设计与算法(三)C++面向对象程序设计
题目分析
老规矩,先把2的代码原样粘过来(然后开始漫长的修改过程 )
这道题要实现的是比较完整的过程了,首先需要把各个类进行一些规整,然后考虑时间线上一系列事件的实现。
类的最终设计
Weapon类
在2的基础上增加攻击力(attack)和耐久度(durability)属性。由于各种武器的属性没有较大差异,因此不需要设计派生类,继续沿用2中以id属性区分的方法。根据题目要求,一,炸弹(bomb)和弓箭(arrow)的耐久度分别为1,2,剑(sword)的耐久度设为-1,且不会减少;二,武器的攻击力随着武器主人的变化需要刷新,故增加refreshAttack函数。
Soldier类
增加阵营(camp)、攻击力(attack)、是否存活(alive)、位置(location)以及武器相关属性。由于武器存在增删操作,使用vector<Weapon *>向量保存武器。
增加攻击、死亡、刷新武器、抢夺战利品、报告状况以及相关方法。其中攻击和武器刷新是程序核心之一。武器刷新包括武器排序和废弃武器的移除。武器的排序要考虑两种情况:一种是用武器时,此时要把arrow耐久低的排在前面;另一种是抢战利品时,此时要把arrow耐久高的排在前面。
HeadQuarter类
移除了各兵种数量统计的count数组。根据题目要求:如果当前应该制造的士兵无法制造,就停止制造的变化,修改了BornSoldier函数。
士兵的移动以及战斗
程序的重点之一在于如何实现在某个城市展开战斗。其实不难发现,在任何时刻,一个城市中至多有两位不同阵营的士兵展开战斗。因此不需要真正做一个city类来存放士兵,而只需利用士兵的location属性判断战斗是否发生。
为此需要实现对战场上双方所有士兵的排序。解决方法是设计一个公共的soldierPool数组,双方任何士兵被制造时同时将其指针放入该数组中。这样我们可以轻易地写出一个实现按照从西向东,红在蓝前面规则排序,同时移除已阵亡士兵的refreshSoldierPool函数。在战斗时,我们只需要先调用该函数,然后依次检查两个相邻的士兵的location是否相同即可。
时间线(timeline)的设计
按照题目要求写出每个小时发生的各个事件的函数,然后一项项填坑吧。我的设计:
born(),lionEscape(),march(),wolfTakeWeapon(),battle(),reportPower(),reportStatus()
具体实现见完整代码。
多组数据的初始化问题
不要忘记在每组数据结束后清空soldierPool数组。
完整代码
残留了一些调试代码,懒得删了hh
#include <iostream>
#include <algorithm>
#include <cstring>
#include <vector>
#include <iomanip>
using namespace std;
class Weapon {
public:
char _name[20]{};
int _id; //id =0, sword; =1, bomb; =2, arrow
int _attack;
int _durability;
public:
Weapon(int id, const char *name, int durability) {
_id = id;
strcpy(_name, name);
_durability = durability;
}
Weapon(const Weapon &weapon, int ownerAttack) {
_id = weapon._id;
strcpy(_name, weapon._name);
_durability = weapon._durability;
refreshAttack(ownerAttack);
}
void refreshAttack(int ownerAttack) {
switch (_id) {
case 0:
_attack = ownerAttack * 2 / 10;
break;
case 1:
_attack = ownerAttack * 4 / 10;
break;
case 2:
_attack = ownerAttack * 3 / 10;
break;
}
}
};
Weapon *weaponPool[3] = {new Weapon(0, "sword", -1), new Weapon(1, "bomb", 1),
new Weapon(2, "arrow", 2)};
bool compWeaponUse(const Weapon *pWeapon1, const Weapon *pWeapon2) {
if (pWeapon1->_id != pWeapon2->_id) return pWeapon1->_id < pWeapon2->_id;
//弓箭耐久度高的排在后面
if (pWeapon1->_id == 2) {
return pWeapon1->_durability < pWeapon2->_durability;
}
return true;
}
bool compWeaponTake(const Weapon *pWeapon1, const Weapon *pWeapon2) {
if (pWeapon1->_id != pWeapon2->_id) return pWeapon1->_id < pWeapon2->_id;
//弓箭耐久度低的排在后面 用于缴获战利品
if (pWeapon1->_id == 2) {
return pWeapon1->_durability > pWeapon2->_durability;
}
return true;
}
class Soldier {
public:
int _id = -1; //士兵身份标志,0:dragon; 1:ninja; 2:iceman; 3:lion; 4:wolf
char _camp[10]; //士兵所在阵营, 0:red 1:blue
int _seqNum; //士兵在本司令部队列中的位置
bool _alive = true;
int _hp;
int _attack;
char _name[20];
int _location = 0;
vector<Weapon *> _weapons;
int _weaponNum;
int _weaponSeq = 0;
public:
Soldier() {}
Soldier(int id, const char *camp, int seqNum, const char *name, int hp, int attack) :
_id(id), _seqNum(seqNum), _hp(hp), _attack(attack) {
strcpy(_camp, camp);
strcpy(_name, name);
}
void die() {
_alive = false;
}
void checkdie() {
if (_hp <= 0) die();
}
//针对可能出现soldier所有sword的攻击力均为0且耐久度不会耗损问题的判断出口
bool weaponAllZero() {
bool flag = true;
auto it = _weapons.begin();
for (; it != _weapons.end(); it++) {
if (!((*it)->_id == 0 && (*it)->_attack == 0)) {
flag = false;
break;
}
}
return flag;
}
Weapon *getWeapon() {
if (_weapons.empty()) {
return nullptr;
}
_weaponNum = _weapons.size();
if (_weaponSeq >= _weaponNum) _weaponSeq = 0;
return _weapons[_weaponSeq++];
}
void removeWasteWeapons() {
auto it = _weapons.begin();
for (; it != _weapons.end(); it++) {
if ((*it)->_durability == 0) {
it = _weapons.erase(it);
if (it == _weapons.end()) break;
}
}
}
void refreshWeapons() {
removeWasteWeapons();
_weaponSeq = 0;
sort(_weapons.begin(), _weapons.end(), compWeaponUse);
}
void attack(Soldier *obj) {
Weapon *weapon = getWeapon();
if (weapon == nullptr)
return;
if (weapon->_durability == 0) {
return;
}
//cout << this->_camp << " " << this->_name << " " << this->_seqNum << " hp: " << this->_hp << " attack: "
// << this->_attack <<
// " use weapon: " << weapon->_name << " cause damage: " << weapon->_attack << " dur " << weapon->_durability
// << endl;
obj->_hp -= weapon->_attack;
if (weapon->_id == 1 && this->_id != 1) {
this->_hp -= (weapon->_attack / 2);
//cout << "bomb damage to self: " << weapon->_attack / 2 << endl;
}
if (weapon->_id == 1 || weapon->_id == 2) {
//cout << "durability down" << endl;
weapon->_durability--;
}
this->removeWasteWeapons();
this->checkdie();
obj->checkdie();
//cout << this->_name << " " << this->_seqNum << " use " << weapon->_name << " deal "
//<< weapon->_attack <<" damage to enemy, remaining dur: " << weapon->_durability << endl;
}
//抢完武器未排序
void takeBooty(Soldier *obj) {
if (obj->_weapons.empty()) return;
//cout << obj->_camp <<" "<<obj->_name<<" "<<obj->_seqNum<<" has:"<<endl;
//for(auto it = obj->_weapons.begin();it!=obj->_weapons.end();it++){
// cout<<(*it)->_name<<" with dur "<<(*it)->_durability<<endl;
//}
sort(obj->_weapons.begin(), obj->_weapons.end(), compWeaponTake);
auto it = obj->_weapons.begin();
for (; it != obj->_weapons.end(); it++) {
//cout <<(*it)->_name<<" with dur "<<(*it)->_durability<<" taken"<<endl;
if (this->_weapons.size() >= 10) break;
this->_weapons.push_back(*it);
//抢武器时要刷新攻击力
(*it)->refreshAttack(this->_attack);
}
obj->_weapons.clear();
}
void report() {
if (!_alive) return;
int swordCount = 0, bombCount = 0, arrowCount = 0;
auto it = _weapons.begin();
//cout << _camp << " " << _name << " " << _seqNum << " has " << endl;
//for(;it!=_weapons.end();it++) cout << (*it)->_name << " with dur "<<(*it)->_durability<<endl;
for (; it != _weapons.end(); it++) {
if ((*it)->_id == 0) swordCount++;
else if ((*it)->_id == 1) bombCount++;
else if ((*it)->_id == 2) arrowCount++;
}
cout << _camp << " " << _name << " " << _seqNum << " has ";
cout << swordCount << " sword " << bombCount << " bomb " << arrowCount << " arrow "
<< "and " << _hp << " elements" << endl;
}
virtual void PrintSpecialBornInfo() {};
~Soldier() {
_weapons.clear();
}
};
class Dragon : public Soldier {
public:
double _morale;
public:
Dragon(const char *camp, int totalNum, int leftPower, int hp, int attack)
: Soldier(0, camp, totalNum, "dragon", hp, attack), _morale((double) leftPower / hp) {
_weapons.push_back(new Weapon(*weaponPool[totalNum % 3], attack));
}
};
class Ninja : public Soldier {
public:
Ninja(const char *camp, int totalNum, int hp, int attack)
: Soldier(1, camp, totalNum, "ninja", hp, attack) {
_weapons.push_back(new Weapon(*weaponPool[totalNum % 3], attack));
_weapons.push_back(new Weapon(*weaponPool[(totalNum + 1) % 3], attack));
}
};
class Iceman : public Soldier {
public:
Iceman(const char *camp, int totalNum, int hp, int attack)
: Soldier(2, camp, totalNum, "iceman", hp, attack) {
_weapons.push_back(new Weapon(*weaponPool[totalNum % 3], attack));
}
};
class Lion : public Soldier {
public:
int _loyalty;
public:
Lion(const char *camp, int totalNum, int leftPower, int hp, int attack)
: Soldier(3, camp, totalNum, "lion", hp, attack), _loyalty(leftPower) {
_weapons.push_back(new Weapon(*weaponPool[totalNum % 3], attack));
}
void PrintSpecialBornInfo() override {
cout << "Its loyalty is " << _loyalty << endl;
}
};
class Wolf : public Soldier {
public:
Wolf(const char *camp, int totalNum, int hp, int attack)
: Soldier(4, camp, totalNum, "wolf", hp, attack) {}
};
int soldierHp[5];
int soldierAttack[5];
int currentTime, stopTime, cityNum;
int loyalDrop;
vector<Soldier *> soldierpool; //储存双方所有士兵用于排序 由西向东输出事件
bool compSoldier(const Soldier *pSoldier1, const Soldier *pSoldier2) {
if (pSoldier1->_location != pSoldier2->_location) return pSoldier1->_location < pSoldier2->_location;
return !strcmp(pSoldier1->_camp, "red"); //1号士兵为红阵营,则1号在2号前面
}
void refreshSoldierpool() {
auto it = soldierpool.begin();
for (; it != soldierpool.end(); it++) {
if (!(*it)->_alive) {
it = soldierpool.erase(it);
if (it == soldierpool.end()) break;
}
}
sort(soldierpool.begin(), soldierpool.end(), compSoldier);
}
class HeadQuarter {
private:
int _id; //指挥部id 0:red 1:blue
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 _totalNum;//士兵总数
Soldier *_soldierList[100];//士兵队列
public:
HeadQuarter(int id, const char name[], int power, const int seq[]) {
_id = id;
_totalNum = 0;
_pos = 0;
strcpy(_name, name);
_power = power;
for (int i = 0; i < 5; i++) {
_seq[i] = seq[i];
}
}
void BornSoldier() {
if (_pos >= 5) _pos -= 5;
if (_power >= soldierHp[_seq[_pos]]) {
_power -= soldierHp[_seq[_pos]];
Soldier *newSoldier = AddSoldier(_seq[_pos]);
PrintBornInfo(newSoldier);
++_pos;
}
}
Soldier *AddSoldier(int id) {
switch (id) {
case 0:
_soldierList[_totalNum] = new Dragon(_name, _totalNum + 1, _power, soldierHp[id], soldierAttack[id]);
break;
case 1:
_soldierList[_totalNum] = new Ninja(_name, _totalNum + 1, soldierHp[id], soldierAttack[id]);
break;
case 2:
_soldierList[_totalNum] = new Iceman(_name, _totalNum + 1, soldierHp[id], soldierAttack[id]);
break;
case 3:
_soldierList[_totalNum] = new Lion(_name, _totalNum + 1, _power, soldierHp[id], soldierAttack[id]);
break;
case 4:
_soldierList[_totalNum] = new Wolf(_name, _totalNum + 1, soldierHp[id], soldierAttack[id]);
break;
default:
cerr << "Fail to generate legal soldier!" << endl;
exit(0);
}
soldierpool.push_back(_soldierList[_totalNum]);
if (this->_id == 0) _soldierList[_totalNum]->_location = 0;
else if (this->_id == 1) _soldierList[_totalNum]->_location = cityNum + 1;
++_totalNum;
return _soldierList[_totalNum - 1];
}
void PrintBornInfo(Soldier *soldier) {
cout << setfill('0') << setw(3) << right << currentTime << ":00 "
<< _name << " " << soldier->_name << " " << soldier->_seqNum << " born" << endl;
soldier->PrintSpecialBornInfo();
}
friend void reportPower();
~HeadQuarter() {
for (int i = 0; i < _totalNum; i++) {
_soldierList[i] = nullptr;
}
memset(_soldierList, 0, sizeof(_soldierList));
}
};
HeadQuarter *red, *blue;
void born() {
red->BornSoldier();
blue->BornSoldier();
}
void lionEscape() {
auto it = soldierpool.begin();
for (; it != soldierpool.end(); it++) {
//000:05 blue lion 1 ran away
if ((*it)->_id == 3 && (*it)->_alive) {
Lion *lion = dynamic_cast<Lion *>(*it);
if (lion->_loyalty <= 0) {
cout << setfill('0') << setw(3) << right << currentTime << ":05 "
<< lion->_camp << " " << lion->_name << " " << lion->_seqNum << " ran away" << endl;
lion->die();
}
}
}
}
bool march() {
int winFlag = 0; //0:未分胜负 1:red lose 2:blue lose
bool printFlagRed = false, printFlagBlue = false;
auto it = soldierpool.begin();
for (; it != soldierpool.end(); it++) {
Soldier *soldier = *it;
if (!soldier->_alive) continue;
if (!strcmp(soldier->_camp, "red")) {
if (soldier->_location < cityNum + 1) {
soldier->_location++;
}
} else if (!strcmp(soldier->_camp, "blue")) {
if (soldier->_location > 0) {
soldier->_location--;
}
}
if (soldier->_id == 3) {
Lion *lion = dynamic_cast<Lion *>(soldier);
lion->_loyalty -= loyalDrop;
} else if (soldier->_id == 2) {
Iceman *iceman = dynamic_cast<Iceman *>(soldier);
iceman->_hp -= iceman->_hp / 10;
}
}
refreshSoldierpool();
for (it = soldierpool.begin(); it != soldierpool.end(); it++) {
Soldier *soldier = *it;
cout << setfill('0') << setw(3) << right << currentTime << ":10 ";
cout << soldier->_camp << " " << soldier->_name << " " << soldier->_seqNum;
if (soldier->_location == 0) {
//001:10 red iceman 1 reached blue headquarter with 20 elements and force 30
cout << " reached red headquarter";
//007:10 red headquarter was taken
winFlag = 1;
} else if (soldier->_location == cityNum + 1) {
cout << " reached blue headquarter";
winFlag = 2;
} else {
cout << " marched to city " << soldier->_location;
}
cout << " with " << soldier->_hp << " elements and force " << soldier->_attack << endl;
//" and "<< soldier->_weapons.size()<<" weapons"<<
//007:10 red headquarter was taken
if (winFlag == 1 && !printFlagRed) {
cout << setfill('0') << setw(3) << right << currentTime << ":10 "
<< "red headquarter was taken" << endl;
printFlagRed = true;
} else if (winFlag == 2 && !printFlagBlue) {
cout << setfill('0') << setw(3) << right << currentTime << ":10 "
<< "blue headquarter was taken" << endl;
printFlagBlue = true;
}
}
return winFlag != 0;
}
void take(Soldier *wolf, Soldier *obj) {
if (obj->_weapons.empty()) return;
int takeWeaponCount = 0;
char takeWeaponName[20];
sort(obj->_weapons.begin(), obj->_weapons.end(), compWeaponTake);
auto objIt = obj->_weapons.begin();
int weaponId = (*objIt)->_id;
while ((*objIt)->_id == weaponId && wolf->_weapons.size() <= 10) {
strcpy(takeWeaponName, (*objIt)->_name);
takeWeaponCount++;
wolf->_weapons.push_back(*objIt);
//wolf抢来的武器要刷新攻击力
(*objIt)->refreshAttack(wolf->_attack);
objIt = obj->_weapons.erase(objIt);
if (objIt == obj->_weapons.end()) break;
}
cout << setfill('0') << setw(3) << right << currentTime << ":35 "
<< wolf->_camp << " " << wolf->_name << " " << wolf->_seqNum
<< " took " << takeWeaponCount << " " << takeWeaponName << " from "
<< obj->_camp << " " << obj->_name << " " << obj->_seqNum
<< " in city " << wolf->_location << endl;
wolf->refreshWeapons();
obj->refreshWeapons();
}
void wolfTakeWeapon() {
auto it = soldierpool.begin();
for (; it < soldierpool.end() - 1; it++) {
Soldier *soldier1 = *it;
Soldier *soldier2 = *(it + 1);
if (soldier1->_location == soldier2->_location) {
if (soldier1->_id == 4 && soldier2->_id == 4) {
it++;
continue;
}
if (soldier1->_id == 4) {
take(soldier1, soldier2);
it++;
}
if (soldier2->_id == 4) {
take(soldier2, soldier1);
it++;
}
}
}
}
void printKill(Soldier *winner, Soldier *loser, int location) {
cout << setfill('0') << setw(3) << right << currentTime << ":40 "
<< winner->_camp << " " << winner->_name << " " << winner->_seqNum
<< " killed " << loser->_camp << " " << loser->_name << " " << loser->_seqNum
<< " in city " << location << " remaining " << winner->_hp << " elements" << endl;
}
void printDraw(Soldier *soldier1, Soldier *soldier2, int location, bool info) {
//info: =false, both die; =true, both alive
//000:40 both red iceman 1 and blue lion 12 were alive in city 2
//000:40 both red iceman 1 and blue lion 12 died in city 2
cout << setfill('0') << setw(3) << right << currentTime << ":40 "
<< "both " << soldier1->_camp << " " << soldier1->_name << " " << soldier1->_seqNum
<< " and " << soldier2->_camp << " " << soldier2->_name << " " << soldier2->_seqNum;
if (!info) cout << " died in city ";
else cout << " were alive in city ";
cout << location << endl;
}
void printYell(Soldier *soldier, int location) {
//000:40 red iceman 1 killed blue lion 12 in city 2 remaining 20 elements
cout << setfill('0') << setw(3) << right << currentTime << ":40 "
<< soldier->_camp << " " << soldier->_name << " " << soldier->_seqNum
<< " yelled in city " << location << endl;
}
bool fightCheck(Soldier *soldier1, Soldier *soldier2, int location) {
if (soldier1->_alive && !soldier2->_alive) {
printKill(soldier1, soldier2, location);
soldier1->takeBooty(soldier2);
return true;
} else if (!soldier1->_alive && soldier2->_alive) {
printKill(soldier2, soldier1, location);
soldier2->takeBooty(soldier1);
return true;
} else if (!soldier1->_alive && !soldier2->_alive) {
printDraw(soldier1, soldier2, location, false);
return true;
} else if (soldier1->_alive && soldier2->_alive) {
if ((soldier1->_weapons.empty() && soldier2->_weapons.empty()) ||
(soldier1->weaponAllZero() && soldier2->weaponAllZero())) {
printDraw(soldier1, soldier2, location, true);
return true;
}
}
return false;
}
void fight(int location, Soldier *soldier1, Soldier *soldier2) {
if (!strcmp(soldier1->_camp, "blue") && !strcmp(soldier2->_camp, "red")) swap(soldier1, soldier2);
soldier1->refreshWeapons();
soldier2->refreshWeapons();
if (location % 2 == 1) {
while (true) {
soldier1->attack(soldier2);
if (fightCheck(soldier1, soldier2, location)) break;
soldier2->attack(soldier1);
if (fightCheck(soldier1, soldier2, location)) break;
}
} else {
while (true) {
soldier2->attack(soldier1);
if (fightCheck(soldier1, soldier2, location)) break;
soldier1->attack(soldier2);
if (fightCheck(soldier1, soldier2, location)) break;
}
}
soldier1->refreshWeapons();
soldier2->refreshWeapons();
if (soldier1->_id == 0 && soldier1->_alive) printYell(soldier1, location);
if (soldier2->_id == 0 && soldier2->_alive) printYell(soldier2, location);
}
void battle() {
auto it = soldierpool.begin();
for (; it < soldierpool.end() - 1; it++) {
Soldier *soldier1 = *it;
Soldier *soldier2 = *(it + 1);
//由于在march后对士兵队列做过排序,故战斗只可能发生在相邻的两个士兵之间
//理论上不可能出现三个士兵在一个城市的情况
if (soldier1->_location == soldier2->_location) {
fight(soldier1->_location, soldier1, soldier2);
++it;
}
}
}
void reportPower() {
cout << setfill('0') << setw(3) << right << currentTime << ":50 "
<< red->_power << " elements in " << red->_name << " headquarter" << endl;
cout << setfill('0') << setw(3) << right << currentTime << ":50 "
<< blue->_power << " elements in " << blue->_name << " headquarter" << endl;
}
void reportStatus() {
auto it = soldierpool.begin();
for (; it != soldierpool.end(); it++) {
//000:55 blue wolf 2 has 2 sword 3 bomb 0 arrow and 7 elements
if (!(*it)->_alive) continue;
cout << setfill('0') << setw(3) << right << currentTime << ":55 ";
(*it)->report();
}
}
void timeline(bool &win) {
born();
refreshSoldierpool();
if (currentTime * 60 + 5 > stopTime) return;
lionEscape();
refreshSoldierpool();
if (currentTime * 60 + 10 > stopTime) return;
win = march(); //march内已做过refreshSoldierPool
if (win) return;
if (currentTime * 60 + 35 > stopTime) return;
wolfTakeWeapon();
if (currentTime * 60 + 40 > stopTime) return;
battle();
refreshSoldierpool();
if (currentTime * 60 + 50 > stopTime) return;
reportPower();
if (currentTime * 60 + 55 > stopTime) return;
reportStatus();
}
int main() {
int caseTotal;
cin >> caseTotal;
int caseNum = 0;
while (caseNum < caseTotal) {
++caseNum;
currentTime = 0;
int power;
cin >> power >> cityNum >> loyalDrop >> stopTime;
int redSeq[5] = {2, 3, 4, 1, 0}, blueSeq[5] = {3, 0, 1, 2, 4};
red = new HeadQuarter(0, "red", power, redSeq);
blue = new HeadQuarter(1, "blue", power, blueSeq);
for (int i = 0; i < 5; ++i) {
cin >> soldierHp[i];
}
for (int i = 0; i < 5; ++i) {
cin >> soldierAttack[i];
}
cout << "Case " << caseNum << ":" << endl;
bool win = false;
while (currentTime * 60 <= stopTime) {
timeline(win);
if (win) break;
currentTime++;
}
soldierpool.clear();
}
return 0;
}