显示代码纯文本
#include <cstdio>
#include <string>
#include <cstdlib>
#include <cstring>
#include <iostream>
#include <vector>
#include <map>
#include <queue>
FILE*SYSTEM_IN=stdin;
FILE*SYSTEM_OUT=stdout;
using namespace std;
#define _CRT_SECURE_NO_WARNINGS
int M, N, R, K, T;//基础数据
int SoldierBlood[5];
int SoldierAd[5];
int CurrentTime;
string toString(int t)
{
char buf[10];
sprintf(buf, "%d", t);
string b = buf;
return b;
}
string printNowTime()
{
int t = CurrentTime;
int h = t / 60;
int m = t % 60;
string s;
s += h / 100 + '0';
s += (h / 10) % 10 + '0';
s += h % 10 + '0';
s += ':';
s += m / 10 + '0';
s += m % 10 + '0';
return s + ' ';
}
class Weapon
{
protected:
int Attack;
int Belong;//存放的soldier的uid
public:
int getAttack()
{
return Attack;
}
void setBelong(int t)
{
Belong = t;
}
virtual void init() = 0;
virtual int lose() = 0;//返回0的时候表示失去该武器
virtual int getType() = 0;//0 sword 1 bomb 2 arrow
virtual string getPrint() = 0;
virtual ~Weapon() {};
};
class Sword:public Weapon
{
public:
void init();
int lose()
{
Attack =(int)(Attack* 0.8);
return Attack;
}
int getType()
{
return 0;
}
void setAttack(int t)
{
Attack = (int)(t*0.2);
}
string getPrint()
{
return "sword(" + toString(Attack) + ')';
}
};
class Arrow :public Weapon
{
private:
public:
int time;
void init()
{
Attack = 0;
time = 3;
}
int lose()
{
time--;
return time;
}
int getType()
{
return 2;
}
string getPrint()
{
return "arrow(" + toString(time) + ')';
}
};
class Bomb :public Weapon
{
public:
void init()
{
Attack = 0;
}
int lose()//只能用一次,只要调用了就没了
{
return 0;
}
int getType()
{
return 1;
}
string getPrint()
{
return "bomb";
}
};
class Soldier
{
protected:
int Attack;
int Id;
int uId;
int Camp;//0:red,1:blue;
public:
int Blood;//<=0即为死亡
int BloodWin;//
int isLive;//0 die 1 live -1 runaway
int tArrow;//实现同时射箭的处理。先记录下中箭的数值,在战争开始时再结算中箭的伤害。
Arrow* hasArrow;//没有即为NULL
Bomb* hasBomb;//
int dieByArrow;
string getCampName()
{
if (Camp == 0) return "red";
return "blue";
}
string getPrint()//return like this "red lion 2"
{
string s;
s += getCampName() + ' ' + getName() + ' ' +toString(Id);
return s;
}
Soldier()
{
isLive = 1;
hasArrow = NULL;
hasBomb = NULL;
tArrow = 0;
BloodWin = 0;
dieByArrow = 0;
}
void attackByArrow(int t)
{
tArrow += t;
}
void loseByArrow()
{
loseBlood(tArrow);
tArrow = 0;
}
void loseBlood(int t)//降低生命值
{
Blood -= t;
if (Blood <= 0)
{
isLive = 0;
//Todo
die();
}
}
int getBlood()
{
return Blood;
}
int getAttack()
{
return Attack;
}
void setId(int t)
{
Id = t;
}
int getId()
{
return Id;
}
void setuId(int t)
{
uId = t;
}
int getuId()
{
return uId;
}
void setCamp(int t)
{
Camp = t;
}
int getCamp()
{
return Camp;
}
virtual void init() = 0;//武士初始化,推迟到子类中实现
virtual int fight() = 0;//返回攻击的攻击力
virtual int fightback() = 0;//返回反击的攻击力
virtual int getType() = 0;//返回该武士的类型编号,0: dragon 、1:ninja、2:iceman、3:lion、4:wolf
virtual string getName() = 0;//返回该武士的类型
virtual void die() = 0;//死亡
virtual void winFight(Soldier* p,int t) = 0;//获胜
virtual void loseFight(Soldier* p,int t) = 0;//输掉
virtual void drawFight(Soldier* p,int t) = 0;//平局
virtual void loseWeapon(int t) = 0;
virtual void printWeapon() = 0;
virtual ~Soldier() {}//虚函数析构
};
int getSwordAttack(Weapon* p)//fight时处理sword的事件,返回sword的攻击力
{
if (!p) return 0;
if (p->getType() != 0) return 0;//not sword,return 0
int t = p->getAttack();
//p->lose();//sword 变钝 // 对打时处理吧
//if (p->getAttack() == 0)
//{
// delete p;
// p = NULL;
//}
return t;
}
void getWeapon(Soldier * t,Weapon* &p, int code);//获得武器
class Dragon :public Soldier
{
private:
public:
double Morale;
Weapon* mWeapon;//NULL代表没有武器
Dragon()
{
Blood = SoldierBlood[0];
Attack = SoldierAd[0];
mWeapon = NULL;
}
double getMorale()
{
return Morale;
}
int getWeaponType()//-1 no weapon,0 sword
{
if (mWeapon == NULL) return -1;
return mWeapon->getType();
}
void init();
void die()
{
//if (mWeapon != NULL) delete mWeapon;
isLive = 0;
Blood = 0;
}
int getType()
{
return 0;
}
string getName()
{
return "dragon";
}
void yell(int t);//judge whether to yell
void winFight(Soldier* p,int t)
{
BloodWin += 8;
Morale += 0.2;
yell(t);
}
void loseFight(Soldier * p,int t)
{
}
void drawFight(Soldier * p,int t)
{
Morale -= 0.2;
yell(t);
}
int fight()
{
int ad = Attack;
ad += getSwordAttack(mWeapon);
return ad;
}
int fightback()
{
int ad = Attack / 2;
ad += getSwordAttack(mWeapon);
return ad;
}
void loseWeapon(int t)//战斗后调用
{
if (mWeapon&&mWeapon->getType()==t)
{
if (mWeapon->lose() == 0)
{
//delete mWeapon;
mWeapon = NULL;
}
}
}
void printWeapon()
{
string s = printNowTime() + getPrint() + " has ";
if (mWeapon == NULL)
s += "no weapon";
else
s += mWeapon->getPrint();
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
};
class Ninja :public Soldier
{
private:
public:
Weapon *mWeapon1, *mWeapon2;
Ninja()
{
Blood = SoldierBlood[1];
Attack = SoldierAd[1];
mWeapon1 = NULL;
mWeapon2 = NULL;
}
int getWeaponType1()
{
if (mWeapon1 == NULL) return -1;
return mWeapon1->getType();
}
int getWeaponType2()
{
if (mWeapon2 == NULL) return -1;
return mWeapon2->getType();
}
int getType()
{
return 1;
}
string getName()
{
return "ninja";
}
void init()
{
getWeapon(this,mWeapon1, Id % 3);
if (mWeapon1) mWeapon1->setBelong(getuId());//设置属于谁的
getWeapon(this,mWeapon2, (Id+1) % 3);
if (mWeapon2) mWeapon2->setBelong(getuId());//设置属于谁的
}
void die()
{
//if (mWeapon1) delete mWeapon1;
//if (mWeapon2) delete mWeapon2;
isLive = 0;
}
void winFight(Soldier *p, int t)
{
BloodWin += 8;
}
void loseFight(Soldier *p, int t)
{
}
void drawFight(Soldier *p, int t)
{
}
int fight()
{
int ad = Attack;
if(mWeapon1)ad += getSwordAttack(mWeapon1);
if(mWeapon2)ad += getSwordAttack(mWeapon2);
return ad;
}
void loseWeapon(int t)//战斗后调用
{
if (mWeapon1&&mWeapon1->getType()==t)
{
if (mWeapon1->lose()==0)
{
//delete mWeapon1;
mWeapon1 = NULL;
}
}
if (mWeapon2&&mWeapon2->getType() == t)
{
if (mWeapon2->lose()==0)
{
//delete mWeapon2;
mWeapon2 = NULL;
}
}
}
int fightback()//不反击,所以认为是0
{
return 0;
}
void printWeapon()
{
string s = printNowTime() + getPrint() + " has ";
if (mWeapon1 == NULL && mWeapon2 == NULL)
s += "no weapon";
else if (mWeapon1 == NULL)
{
s += mWeapon2->getPrint();
}
else if (mWeapon2 == NULL)
{
s += mWeapon1->getPrint();
}
else
{
if (mWeapon1->getType() == 2)
s += mWeapon1->getPrint();
if (mWeapon2->getType() == 2)
s += mWeapon2->getPrint();
if (mWeapon1->getType() == 1)
{
if (s[s.size() - 1] != ' ') s += ',';
s += mWeapon1->getPrint();
}
if (mWeapon2->getType() == 1)
{
if (s[s.size() - 1] != ' ') s += ',';
s += mWeapon2->getPrint();
}
if (mWeapon1->getType() == 0)
{
if (s[s.size() - 1] != ' ') s += ',';
s += mWeapon1->getPrint();
}
if (mWeapon2->getType() == 0)
{
if (s[s.size() - 1] != ' ') s += ',';
s += mWeapon2->getPrint();
}
}
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
};
class Iceman :public Soldier
{
private:
public:
Weapon *mWeapon;
int Step;
Iceman()
{
Blood = SoldierBlood[2];
Attack = SoldierAd[2];
mWeapon = NULL;
Step = 0;
}
int getWeaponType()
{
if (mWeapon == NULL) return -1;
return mWeapon->getType();
}
int getType()
{
return 2;
}
string getName()
{
return "iceman";
}
void init()
{
getWeapon(this,mWeapon, Id % 3);
if (mWeapon) mWeapon->setBelong(getuId());//设置属于谁的
}
void die()
{
//if (mWeapon) delete mWeapon;
isLive = 0;
}
void winFight(Soldier *p, int t)
{
BloodWin += 8;
}
void loseFight(Soldier *p, int t)
{
}
void drawFight(Soldier *p, int t)
{
}
void loseWeapon(int t)//战斗后调用
{
if (mWeapon&&mWeapon->getType() == t)
{
if (mWeapon->lose()== 0)
{
//delete mWeapon;
mWeapon = NULL;
}
}
}
void Move()
{
Step++;
if (Step == 2)
{
Step = 0;
Blood -= 9;
Attack += 20;
if (Blood <= 0) Blood = 1;
}
}
int fight()
{
int ad = Attack;
ad += getSwordAttack(mWeapon);
return ad;
}
int fightback()
{
int ad = Attack / 2;
ad += getSwordAttack(mWeapon);
return ad;
}
void printWeapon()
{
string s = printNowTime() + getPrint() + " has ";
if (mWeapon == NULL)
s += "no weapon";
else
s += mWeapon->getPrint();
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
};
class Lion :public Soldier
{
private:
int Loyalty;
int tBlood;//要转移的Blood
public:
Lion()
{
Blood = SoldierBlood[3];
Attack = SoldierAd[3];
}
void moveBlood()
{
tBlood = Blood-tArrow;
}
void init();
void die()
{
isLive = 0;
}
int getLoyalty()
{
return Loyalty;
}
void loseLoyalty()
{
Loyalty -= K;
}
int fight()
{
return Attack;
}
int fightback()
{
return Attack / 2;
}
void winFight(Soldier *p, int t)
{
BloodWin += 8;
}
void loseFight(Soldier *p, int t)
{
if(dieByArrow==0)p->Blood += tBlood;
}
void drawFight(Soldier *p, int t)
{
loseLoyalty();
}
void loseWeapon(int t)
{
}
int getType()
{
return 3;
}
string getName()
{
return "lion";
}
void runAway()
{
Blood = 0;
isLive = 0;//暂时先设置为0吧,逃跑了就当他死了
}
void printWeapon()
{
string s = printNowTime() + getPrint() + " has ";
s += "no weapon";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
};
class Wolf :public Soldier
{
private:
public:
//Weapon* mWeapon;
Weapon* swordWeapon;
Arrow* arrowWeapon;
Bomb* bombWeapon;
Wolf()
{
Blood = SoldierBlood[4];
Attack = SoldierAd[4];
}
/*int getWeaponType()
{
return WeaponType;
}*/
void init()
{
swordWeapon = NULL;
arrowWeapon = NULL;
bombWeapon = NULL;
}
void die()
{
//if (swordWeapon) delete swordWeapon;
//if ()
isLive = 0;
}
void winFight(Soldier *p, int t)
{
switch (p->getType())
{
case 0:
{
takeWeapon(((Dragon *)p)->mWeapon);
break;
}
case 1:
{
takeWeapon(((Ninja *)p)->mWeapon1);
takeWeapon(((Ninja *)p)->mWeapon2);
break;
}
case 2:
{
takeWeapon(((Iceman *)p)->mWeapon);
break;
}
case 4:
{
takeWeapon(((Wolf *)p)->swordWeapon);
takeWeapon(((Wolf *)p)->bombWeapon);
takeWeapon(((Wolf *)p)->arrowWeapon);
break;
}
}
BloodWin += 8;
}
void loseFight(Soldier *p, int t)
{
}
void drawFight(Soldier *p, int t)
{
}
void takeWeapon(Weapon *p)//缴获武器
{
if (p == NULL) return;
if (p->getType() == 0&&swordWeapon==NULL)
{
swordWeapon = p;
}
if (p->getType() == 1 && bombWeapon == NULL)
{
bombWeapon =(Bomb *) p;
hasBomb = (Bomb *)p;
}
if (p->getType() == 2 && arrowWeapon == NULL)
{
arrowWeapon = (Arrow *)p;
hasArrow = (Arrow *)p;
}
}
int fight()
{
int ad = Attack;
ad += getSwordAttack(swordWeapon);
return ad;
}
int fightback()
{
int ad = Attack / 2;
ad += getSwordAttack(swordWeapon);
return ad;
}
void loseWeapon(int t)//战斗后调用
{
if (swordWeapon&&t==0)
{
if (swordWeapon->lose() == 0)
{
//delete swordWeapon;
swordWeapon = NULL;
}
}
if (bombWeapon&&t == 1)
{
if (bombWeapon->lose() == 0)
{
//delete bombWeapon;
bombWeapon = NULL;
}
}
if (arrowWeapon&&t == 2)
{
if (arrowWeapon->lose() == 0)
{
//delete arrowWeapon;
arrowWeapon = NULL;
}
}
}
int getType()
{
return 4;
}
string getName()
{
return "wolf";
}
void printWeapon()
{
string s = printNowTime() + getPrint() + " has ";
if (swordWeapon == NULL && bombWeapon == NULL && arrowWeapon ==NULL)
s += "no weapon";
else
{
if (arrowWeapon != NULL) s += arrowWeapon->getPrint();
if (bombWeapon != NULL)
{
if (s[s.size() - 1] != ' ') s += ',';
s += bombWeapon->getPrint();
}
if (swordWeapon != NULL)
{
if (s[s.size() - 1] != ' ') s += ',';
s += swordWeapon->getPrint();
}
}
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
};
vector<Soldier *> mAllSoldier;//全部武士集合
class Base
{
public:
int Blood;
int BloodWin;
int SoidierNum;//从1开始编号
vector<Soldier*> mSoldier;//武士集合
int occupied;//0 no,1
void init()//初始化大本营
{
Blood = M;
SoidierNum = 0;
/*for (int i = 0; i <= mSoldier.size(); i++)
{
delete mSoldier[i];
}*/
mSoldier.clear();
//mSoldier.push_back(NULL);
occupied = 0;
}
void tackBloodWin()
{
Blood += BloodWin;
BloodWin = 0;
}
virtual int creatwho(int t) = 0;
virtual int getCamp() = 0;
virtual string getCampName() = 0;
Soldier* CreatSoldier();//返回指向soldier的指针,创建失败的时候的返回null
};
class RedBase :public Base
{
public:
int creatwho(int t)
{
return t % 5;
}
int getCamp()
{
return 0;
}
string getCampName()
{
return "red";
}
};
RedBase *RedBaseInstance;//红魔军实例
class BlueBase:public Base
{
public:
int creatwho(int t)
{
int k = t % 5;
switch (k)
{
case 0:
return 1;
case 1:
return 4;
case 2:
return 3;
case 3:
return 0;
case 4:
return 2;
}
}
int getCamp()
{
return 1;
}
string getCampName()
{
return "blue";
}
};
BlueBase *BlueBaseInstance;//蓝魔军实例
class City
{
private:
public:
int Id;
Soldier* RedSoldier;
Soldier* BlueSoldier;
int Blood;
int whoLastWin;//0 no 1 red 2 blue
int Flag;//as up
int FlagRaise;
int lastPrintFlag;
int whoFirst;//who first to attack,0 red,1 blue
int redReward, blueReward;
queue<string> output;
City(int t)
{
lastPrintFlag = 0;
Id = t;
Blood = 0;
whoLastWin = 0;
Flag = 0;
redReward = 0;
blueReward = 0;
FlagRaise = 0;
RedSoldier = NULL;
BlueSoldier = NULL;
while (!output.empty()) output.pop();
}
void addBlood()
{
Blood += 10;
}
int takeBlood(int who)//拿走所有的生命元
{
int t = Blood;
Blood = 0;
string s = printNowTime();
if (who == 0)
{
s += RedSoldier->getPrint();
}
if (who == 1)
{
s += BlueSoldier->getPrint();
}
s += " earned " +toString(t)+ " elements for his headquarter";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
return t;
}
int takeWinBlood(int c, int who)
{
int t = Blood;
Blood = 0;
string s = printNowTime();
if (who == 0)
{
s += RedSoldier->getPrint();
}
if (who == 1)
{
s += BlueSoldier->getPrint();
}
s += " earned " + toString(t) + " elements for his headquarter";
//fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
output.push(s);
return t;
}
void printFlag(int p)
{
string s=printNowTime();
if (Flag == 1)
{
s += "red flag raised in city " + toString(p);
}
else
{
s += "blue flag raised in city " + toString(p);
}
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
void changeFlag(int p,int t)//t 1 red win ,t 2 blue win
{
//if (Flag == t) return;
if (t == 1)
{
if (whoLastWin == 1)
{
Flag = 1;
FlagRaise = 1;
//printFlag(p);
whoFirst = 0;
}
else
{
whoLastWin = 1;
}
}
else
{
if (whoLastWin == 2)
{
Flag = 2;
FlagRaise = 2;
//printFlag(p);
whoFirst = 1;
}
else
{
whoLastWin = 2;
}
}
}
};
vector <City*> mAllCity;
void Init()//游戏初始化
{
/*
cin >> M >> N >> R >> K >> T;
cin >> SoldierBlood[0] >> SoldierBlood[1] >> SoldierBlood[2] >> SoldierBlood[3] >> SoldierBlood[4];
cin >> SoldierAd[0] >> SoldierAd[1] >> SoldierAd[2] >> SoldierAd[3] >> SoldierAd[4];
*/
fscanf(SYSTEM_IN,"%d%d%d%d%d",&M,&N,&R,&K,&T);
fscanf(SYSTEM_IN,"%d%d%d%d%d",&SoldierBlood[0],&SoldierBlood[1],&SoldierBlood[2],&SoldierBlood[3],&SoldierBlood[4]);
fscanf(SYSTEM_IN,"%d%d%d%d%d",&SoldierAd[0],&SoldierAd[1],&SoldierAd[2],&SoldierAd[3],&SoldierAd[4]);
N++;//使得编号N为bluebase
for (int i = 0; i < mAllSoldier.size(); i++)
{
delete mAllSoldier[i];
}
mAllSoldier.clear();
//mAllSoldier.push_back(NULL);//放入一个空指针占位
RedBaseInstance = new RedBase();
RedBaseInstance->init();
BlueBaseInstance = new BlueBase();
BlueBaseInstance->init();
for (int i = 0; i < mAllCity.size(); i++)
{
delete mAllCity[i];
}
mAllCity.clear();
for (int i = 0; i <= N; i++)//0号city为redbase,N号为bluebase
{
mAllCity.push_back(new City(i));
mAllCity[i]->whoFirst = (i+1) % 2;
}
}
string printTime()
{
int t = CurrentTime;
int h = t / 60;
int m = t % 60;
string s;
s += h / 100 + '0';
s += (h / 10) % 10 + '0';
s += h % 10 + '0';
s += ':';
s += m / 10 + '0';
s += m % 10 + '0';
return s;
}
void printBorn(string s, Soldier* p)
{
if (p == NULL) return;//表示没有创建
s += ' ' + p->getPrint() + " born";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
if (p->getType() == 0)//is dragon
{
double t = ((Dragon*)(p))->getMorale();
//t = (double)((int)(t * 100 + 0.5)) / 100.0;//四舍五入
//oj上的测试数据并没有四舍五入。。。直接截尾取得两位有效数字,坑啊
fprintf(SYSTEM_OUT,"Its morale is %.2lf\n", t);
}
if (p->getType() == 3)//is lion
{
fprintf(SYSTEM_OUT,"Its loyalty is %d\n", ((Lion*)(p))->getLoyalty());
}
}
void printLionRun(string s, Lion* p)//判断lion是否逃跑以及相应信息的输出
{
p->runAway();
s += " lion " + toString(p->getId()) + " ran away";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
int printMove(int c)
{
Soldier *p = NULL;
string s;
int f = 0;
p = mAllCity[c]->RedSoldier;//red
if (p)
{
s = printNowTime() + p->getPrint();
if (c == 0)
s += " reached red headquarter";
else if (c == N) s += " reached blue headquarter";
else s += " marched to city " + toString(c);
s += " with " + toString(p->getBlood()) + " elements and force " + toString(p->getAttack());
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
if (BlueBaseInstance->occupied==2&&c == N)
{
f = 1;
fprintf(SYSTEM_OUT,"%sblue headquarter was taken\n", printNowTime().c_str());
}
}
p = mAllCity[c]->BlueSoldier;//blue
if (p)
{
s = printNowTime() + p->getPrint();
if (c == 0)
s += " reached red headquarter";
else if (c == N) s += " reached blue headquarter";
else s += " marched to city " + toString(c);
s += " with " + toString(p->getBlood()) + " elements and force " + toString(p->getAttack());
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
if (RedBaseInstance->occupied==2&&c == 0)
{
f = 1;
fprintf(SYSTEM_OUT,"%sred headquarter was taken\n", printNowTime().c_str());
}
}
return f;
}
int checkBomb(Soldier *p,Soldier *q,int t)//返回1即使需要使用bomb
{
//t 谁先攻击,这个应该在city中处理,0 red 1 blue
if (q->getBlood() - q->tArrow <= 0) return 0;
if (p->getBlood() - p->tArrow <= 0) return 0;
int a = 0, b = 0,c = 0,d = 0;
if (t == 0)//p 先攻击
{
a = p->fight();
b = q->getBlood() - q->tArrow;
if (a < b)//q 没死 反击
{
c = q->fightback();
d = p->getBlood() - p->tArrow;
if (c >= d) return 1;
}
}
else//q 先攻击
{
a = q->fight();
b = p->getBlood() - p->tArrow;
if (a >= b) return 1;//q 打死了 p就返回1
}
return 0;
}
int checkBomb2(Soldier *p, Soldier *q, int t)
{
//t 谁先攻击,这个应该在city中处理,0 red 1 blue
if (q->getBlood() - q->tArrow <= 0) return 0;
if (p->getBlood() - p->tArrow <= 0) return 0;
int a = 0, b = 0, c = 0, d = 0;
if (t == 0)
{
a = p->fight();
b = q->getBlood() - q->tArrow;
if (a >= b) return 1;
}
else
{
c = q->fight();
d = p->getBlood() - p->tArrow;
if (c < d)
{
a = p->fightback();
b = q->getBlood() - q->tArrow;
if (a >= b) return 1;
}
}
return 0;
}
int checkArrow(Soldier* p)//结算arrow的伤害并检查是否被射死了,返回1是被射死了
{
if (!p) return -1;
p->loseBlood(p->tArrow);
p->tArrow = 0;
if (p->getBlood() <= 0)
{
p->dieByArrow = 1;
p->die();
return 1;
}
return 0;
}
int printFight(int i,Soldier *p,Soldier *q)//返回0,就是q死了
{
int a = p->fight();
int b = q->getBlood();
p->loseWeapon(0);//武器损耗
q->loseBlood(a);
string s = printTime();
string sp, sq;
if (p->getCamp() == 0) sp = " red ";
else sp = " blue ";
if (q->getCamp() == 0) sq = " red ";
else sq = " blue ";
s += sp + p->getName() + ' ' + toString(p->getId()) + " attacked" + sq;
s += q->getName() + ' ' + toString(q->getId()) + " in city " + toString(i);
s += " with " + toString(p->getBlood()) + " elements and force " + toString(p->getAttack());
//fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
mAllCity[i]->output.push(s);
return q->isLive;
}
int printFightBack(int i, Soldier *p, Soldier *q)
{
if (p->getType() == 1)//ninjia no fightback
return 1;
int a = p->fightback();
int b = q->getBlood();
p->loseWeapon(0);
q->loseBlood(a);
string s = printNowTime();
s += p->getPrint() + " fought back against " + q->getPrint() + " in city " + toString(i);
//fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
mAllCity[i]->output.push(s);
return q->isLive;
}
void printKilled(int i,Soldier *p)
{
string s = printTime() + ' ' + p->getCampName() + ' ';
s += p->getName() + ' ' + toString(p->getId()) + " was killed in city " + toString(i);
//fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
mAllCity[i]->output.push(s);
}
void afterbattle(int i, int t)//在city i 战斗结束后的事情,0 平局 1 red win 2 blue win
{
if (t == 0)//平局
{
mAllCity[i]->RedSoldier->drawFight(mAllCity[i]->BlueSoldier, i);
mAllCity[i]->BlueSoldier->drawFight(mAllCity[i]->RedSoldier, i);
mAllCity[i]->whoLastWin = 0;
}
if (t == 1)//red win
{
mAllCity[i]->RedSoldier->winFight(mAllCity[i]->BlueSoldier, i);
mAllCity[i]->BlueSoldier->loseFight(mAllCity[i]->RedSoldier, i);
RedBaseInstance->BloodWin += mAllCity[i]->takeWinBlood(i, 0);
mAllCity[i]->changeFlag(i,1);
}
if (t == 2)//blue win
{
mAllCity[i]->RedSoldier->loseFight(mAllCity[i]->BlueSoldier, i);
mAllCity[i]->BlueSoldier->winFight(mAllCity[i]->RedSoldier, i);
BlueBaseInstance->BloodWin += mAllCity[i]->takeWinBlood(i, 1);
mAllCity[i]->changeFlag(i,2);
}
}
void redReward()
{
for (int i = N - 1; i > 0; i--)//red reward
{
if (!mAllCity[i]->RedSoldier) continue;
while (mAllCity[i]->RedSoldier->BloodWin>0)
if (RedBaseInstance->Blood >= 8)
{
RedBaseInstance->Blood -= 8;
mAllCity[i]->RedSoldier->Blood += 8;
mAllCity[i]->RedSoldier->BloodWin -= 8;
mAllCity[i]->redReward = 1;
}
//mAllCity[i]->RedSoldier->BloodWin = 0;
}
}
void blueReward()
{
for (int i = 1; i < N; i++)//blue reward
{
if (!mAllCity[i]->BlueSoldier) continue;
while (mAllCity[i]->BlueSoldier->BloodWin>0)
if (BlueBaseInstance->Blood >= 8)
{
BlueBaseInstance->Blood -= 8;
mAllCity[i]->BlueSoldier->Blood += 8;
mAllCity[i]->BlueSoldier->BloodWin -= 8;
mAllCity[i]->blueReward = 1;
}
//mAllCity[i]->BlueSoldier->BloodWin = 0;
}
}
void Game()//游戏进程
{
CurrentTime = -1;
Soldier *RedOccSoldier = NULL;
Soldier *BlueOccSoldier = NULL;
while (CurrentTime <= T)
{
CurrentTime++;
if (CurrentTime > T) return;
int CurrentMinute = CurrentTime % 60;
string st = printTime();
switch (CurrentMinute)
{
case 0:
{
string s = st;
//red
Soldier* p = RedBaseInstance->CreatSoldier();
printBorn(s, p);
//blue
p = BlueBaseInstance->CreatSoldier();
printBorn(s, p);
break;
}
case 5:
{
for (int i = 0; i <= N; i++)//从西向东
{
//red
if (mAllCity[i]->RedSoldier&&mAllCity[i]->RedSoldier->getType() == 3)//is lion
if (i != N)//not at bluebase
{
Lion *p = (Lion *)mAllCity[i]->RedSoldier;
string s = st;
s += " red";
if (p->getLoyalty() <= 0)
{
printLionRun(s, p);
mAllCity[i]->RedSoldier = NULL;
}
}
//blue
if (mAllCity[i]->BlueSoldier&&mAllCity[i]->BlueSoldier->getType() == 3)//is lion
if (i != 0)//not at redbase
{
Lion *p = (Lion *)mAllCity[i]->BlueSoldier;
string s = st;
s += " blue";
if (p->getLoyalty() <= 0)
{
printLionRun(s, p);
mAllCity[i]->BlueSoldier = NULL;
}
}
}
break;
}
case 10:
{
int f = 0;//1即为占领了
//red
for (int i = N; i > 0; i--)
{
if (i == N && mAllCity[N]->RedSoldier) RedOccSoldier = mAllCity[N]->RedSoldier;
mAllCity[i]->RedSoldier = mAllCity[i - 1]->RedSoldier;
if (mAllCity[i]->RedSoldier&&mAllCity[i]->RedSoldier->getType() == 2)
{
((Iceman*)mAllCity[i]->RedSoldier)->Move();
}
}
mAllCity[0]->RedSoldier = NULL;
if (mAllCity[N]->RedSoldier) { BlueBaseInstance->occupied++; }
//blue
for (int i = 0; i < N; i++)
{
if (i == 0 && mAllCity[0]->BlueSoldier) BlueOccSoldier = mAllCity[0]->BlueSoldier;
mAllCity[i]->BlueSoldier = mAllCity[i + 1]->BlueSoldier;
if (mAllCity[i]->BlueSoldier&&mAllCity[i]->BlueSoldier->getType() == 2)
{
((Iceman*)mAllCity[i]->BlueSoldier)->Move();
}
}
mAllCity[N]->BlueSoldier = NULL;
if (mAllCity[0]->BlueSoldier) RedBaseInstance->occupied++;
for (int i = 0; i <= N; i++)
{
if (printMove(i)) f = 1;
}
//be occupied?
if (f) return;
break;
}
case 20:
{
for (int i = 1; i < N; i++)//不包括红蓝司令部
{
mAllCity[i]->addBlood();
}
/*RedBaseInstance->Blood += 10;
BlueBaseInstance->Blood += 10;*/
break;
}
case 30:
{
for (int i = 1; i < N; i++)
{
if (mAllCity[i]->RedSoldier != NULL&&mAllCity[i]->BlueSoldier == NULL)
RedBaseInstance->Blood += mAllCity[i]->takeBlood(0);
if (mAllCity[i]->RedSoldier == NULL&&mAllCity[i]->BlueSoldier != NULL)
BlueBaseInstance->Blood += mAllCity[i]->takeBlood(1);
}
break;
}
case 35:
{
//red
for (int i = 1; i < N; i++)
{
Soldier *p = mAllCity[i]->RedSoldier;
//if (!p) continue;
if (i < N-1)
{
if (p&&p->hasArrow)
{
Arrow *q = p->hasArrow;
if (mAllCity[i + 1]->BlueSoldier)
{
mAllCity[i + 1]->BlueSoldier->tArrow += R;
if (q->lose() == 0)//返回值为0说明arrow已经消失
{
//delete q;
int t = p->getType();
switch (t)
{
case 0:
{
((Dragon *)p)->mWeapon = NULL;
break;
}
case 1:
{
if (((Ninja *)p)->mWeapon1 && ((Ninja *)p)->mWeapon1->getType() == 2) ((Ninja *)p)->mWeapon1 = NULL;
if (((Ninja *)p)->mWeapon2 && ((Ninja *)p)->mWeapon2->getType() == 2) ((Ninja *)p)->mWeapon2 = NULL;
break;
}
case 2:
{
((Iceman *)p)->mWeapon = NULL;
break;
}
case 4:
{
((Wolf *)p)->arrowWeapon = NULL;
break;
}
}
p->hasArrow = NULL;
}
string s = st + " red ";
s += mAllCity[i]->RedSoldier->getName() + ' ' + toString(mAllCity[i]->RedSoldier->getId()) + " shot";
if (mAllCity[i + 1]->BlueSoldier&&mAllCity[i + 1]->BlueSoldier->getBlood() <= R)
s += " and killed blue " + mAllCity[i + 1]->BlueSoldier->getName() + ' ' + toString(mAllCity[i + 1]->BlueSoldier->getId());
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
}
}
//blue
if (i > 1)
{
Soldier *p = mAllCity[i]->BlueSoldier;
//if (!p) continue;
if (p&&p->hasArrow)
{
Arrow *q = p->hasArrow;
if (mAllCity[i - 1]->RedSoldier)
{
mAllCity[i - 1]->RedSoldier->tArrow += R;
if (q->lose() == 0)//返回值为0说明arrow已经消失
{
//delete q;
int t = p->getType();
switch (t)
{
case 0:
{
((Dragon *)p)->mWeapon = NULL;
break;
}
case 1:
{
if (((Ninja *)p)->mWeapon1 && ((Ninja *)p)->mWeapon1->getType() == 2) ((Ninja *)p)->mWeapon1 = NULL;
if (((Ninja *)p)->mWeapon2 && ((Ninja *)p)->mWeapon2->getType() == 2) ((Ninja *)p)->mWeapon2 = NULL;
break;
}
case 2:
{
((Iceman *)p)->mWeapon = NULL;
break;
}
case 4:
{
((Wolf *)p)->arrowWeapon = NULL;
break;
}
}
p->hasArrow = NULL;
}
string s = st + " blue ";
s += mAllCity[i]->BlueSoldier->getName() + ' ' + toString(mAllCity[i]->BlueSoldier->getId()) + " shot";
if (mAllCity[i - 1]->RedSoldier&&mAllCity[i - 1]->RedSoldier->getBlood() <= R)
s += " and killed red " + mAllCity[i - 1]->RedSoldier->getName() + ' ' + toString(mAllCity[i - 1]->RedSoldier->getId());
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
}
}
}
break;
}
case 38:
{
for (int i = 1; i < N; i++)
{
string s = st;
Soldier *p = mAllCity[i]->RedSoldier;
if (p&&p->hasBomb)
{
if (mAllCity[i]->BlueSoldier&&checkBomb(p,mAllCity[i]->BlueSoldier,mAllCity[i]->whoFirst))
{
p->loseWeapon(1);
s = st;
s += " red "+p->getName()+' '+toString(p->getId())+" used a bomb and killed blue ";
s += mAllCity[i]->BlueSoldier->getName()+' '+toString(mAllCity[i]->BlueSoldier->getId());
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
p->die();
mAllCity[i]->BlueSoldier->die();
mAllCity[i]->RedSoldier = NULL;
mAllCity[i]->BlueSoldier = NULL;
}
}
s = st;
p = mAllCity[i]->BlueSoldier;
if (p&&p->hasBomb)
{
if (mAllCity[i]->RedSoldier&&checkBomb2(mAllCity[i]->RedSoldier,p, mAllCity[i]->whoFirst))
{
p->loseWeapon(1);
s = st;
s += " blue " + p->getName() + ' ' + toString(p->getId()) + " used a bomb and killed red ";
s += mAllCity[i]->RedSoldier->getName() + ' ' + toString(mAllCity[i]->RedSoldier->getId());
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
p->die();
mAllCity[i]->RedSoldier->die();
mAllCity[i]->RedSoldier = NULL;
mAllCity[i]->BlueSoldier = NULL;
}
}
}
break;
}
case 40:
{
for (int i = 1; i < N; i++)//记录lion战斗前的blood
{
if (mAllCity[i]->RedSoldier&&mAllCity[i]->RedSoldier->getType() == 3)
((Lion *)mAllCity[i]->RedSoldier)->moveBlood();
if (mAllCity[i]->BlueSoldier&&mAllCity[i]->BlueSoldier->getType() == 3)
((Lion *)mAllCity[i]->BlueSoldier)->moveBlood();
}
for (int i = 1; i < N; i++)
{
//先处理arrow事件
int r = checkArrow(mAllCity[i]->RedSoldier);
int b = checkArrow(mAllCity[i]->BlueSoldier);
if (r == -1 || b == -1)
{
if (r==1) mAllCity[i]->RedSoldier = NULL;
if (b==1) mAllCity[i]->BlueSoldier = NULL;
continue;//no fight
}
if (r == 1 && b == 1) { mAllCity[i]->RedSoldier = NULL; mAllCity[i]->BlueSoldier = NULL; }//all die,no fight
if (r == 0 && b == 1) { afterbattle(i, 1); mAllCity[i]->BlueSoldier = NULL; redReward(); }//blue die,red win
if (r == 1 && b == 0) { afterbattle(i, 2); mAllCity[i]->RedSoldier = NULL; blueReward(); }//blue win
if (r == 0 && b == 0)//all not die,begin to fight
{
int t = mAllCity[i]->whoFirst;
if (t == 0)//red attack,blue fightback
{
int tmp = printFight(i, mAllCity[i]->RedSoldier, mAllCity[i]->BlueSoldier);
if (tmp)//没杀死,等待反击
{
int tmp2=printFightBack(i, mAllCity[i]->BlueSoldier, mAllCity[i]->RedSoldier);
if (tmp2)//反击没死,平局
{
afterbattle(i, 0);
}
else// blue win
{
printKilled(i, mAllCity[i]->RedSoldier);
afterbattle(i, 2);
mAllCity[i]->RedSoldier = NULL;
}
}
else//杀死了,red win
{
printKilled(i, mAllCity[i]->BlueSoldier);
afterbattle(i, 1);
mAllCity[i]->BlueSoldier = NULL;
}
}
else
{
int tmp = printFight(i, mAllCity[i]->BlueSoldier, mAllCity[i]->RedSoldier);
if (tmp)//没杀死,等待反击
{
int tmp2 = printFightBack(i, mAllCity[i]->RedSoldier, mAllCity[i]->BlueSoldier);
if (tmp2)//反击没死,平局
{
afterbattle(i, 0);
}
else// red win
{
printKilled(i, mAllCity[i]->BlueSoldier);
afterbattle(i, 1);
mAllCity[i]->BlueSoldier = NULL;
}
}
else//杀死了,blue win
{
printKilled(i, mAllCity[i]->RedSoldier);
afterbattle(i, 2);
mAllCity[i]->RedSoldier = NULL;
}
}
}
}
redReward();
blueReward();
RedBaseInstance->tackBloodWin();
BlueBaseInstance->tackBloodWin();
for (int i = 1; i < N; i++)//output
{
while (!mAllCity[i]->output.empty())
{
fputs(mAllCity[i]->output.front().c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
mAllCity[i]->output.pop();
}
/*if (mAllCity[i]->redReward)
{
mAllCity[i]->redReward = 0;
string s = printNowTime() + mAllCity[i]->RedSoldier->getPrint() + " earned 8 elements for his headquarter";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
if (mAllCity[i]->blueReward)
{
mAllCity[i]->blueReward = 0;
string s = printNowTime() + mAllCity[i]->BlueSoldier->getPrint() + " earned 8 elements for his headquarter";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}*/
if (mAllCity[i]->FlagRaise == 1&& mAllCity[i]->lastPrintFlag!=1)
{
mAllCity[i]->FlagRaise = 0;
mAllCity[i]->lastPrintFlag = 1;
string s = printNowTime() + "red flag raised in city " + toString(i);
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
if (mAllCity[i]->FlagRaise == 2&& mAllCity[i]->lastPrintFlag!=2)
{
mAllCity[i]->FlagRaise = 0;
mAllCity[i]->lastPrintFlag = 2;
string s = printNowTime() + "blue flag raised in city " + toString(i);
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
}
}
break;
}
case 50:
{
string s = printNowTime() + toString(RedBaseInstance->Blood) + " elements in red headquarter";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
s = printNowTime() + toString(BlueBaseInstance->Blood) + " elements in blue headquarter";
fputs(s.c_str(),SYSTEM_OUT);fputc('\n',SYSTEM_OUT);
break;
}
case 55:
{
for (int i = 0; i <= N; i++)
{
if (mAllCity[i]->RedSoldier)
{
mAllCity[i]->RedSoldier->printWeapon();
}
}
if (RedOccSoldier) RedOccSoldier->printWeapon();
if (BlueOccSoldier) BlueOccSoldier->printWeapon();
for (int i = 0; i <= N; i++)
{
if (mAllCity[i]->BlueSoldier)
{
mAllCity[i]->BlueSoldier->printWeapon();
}
}
break;
}
}
}
}
void Sword::init()
{
//Attack = mAllSoldier[Belong]->getAttack()*0.2;
}
void Lion::init()
{
if (getCamp() == 0) {
Loyalty = RedBaseInstance->Blood;
}
else {
Loyalty = BlueBaseInstance->Blood;
}
}
void getWeapon(Soldier * t,Weapon* &p, int code)
{
switch (code)
{
case 0:
{
p = new Sword();
((Sword *)p)->init();
((Sword *)p)->setAttack(t->getAttack());
if (p->getAttack() == 0)
{
delete p;
p = NULL;
}
break;
}
case 1:
{
p = new Bomb();
((Bomb *)p)->init();
t->hasBomb = ((Bomb *)p);
break;
}
case 2:
{
p = new Arrow();
((Arrow *)p)->init();
t->hasArrow = ((Arrow *)p);
break;
}
}
//p->setBelong(getuId());//设置属于谁的
}
void Dragon::init()
{
getWeapon(this,mWeapon, Id % 3);
if(mWeapon) mWeapon->setBelong(getuId());//设置属于谁的
if (Camp == 0)//3.初始化morale
{
Morale = (double)RedBaseInstance->Blood / (double)SoldierBlood[0];
}
else
{
Morale = (double)BlueBaseInstance->Blood / (double)SoldierBlood[0];
}
}
Soldier* Base::CreatSoldier()
{
Soldier *tmp=NULL;
switch (creatwho(SoidierNum))
{
case 0://iceman
tmp = new Iceman();
break;
case 1://lion
tmp = new Lion();
break;
case 2://wolf
tmp = new Wolf();
break;
case 3://ninja
tmp = new Ninja();
break;
case 4://dragon
tmp = new Dragon();
break;
}
if (tmp->getBlood() <= Blood)//可以制造出生命值为 m 的武士
{
Blood -= tmp->getBlood();
SoidierNum++;
tmp->setCamp(getCamp());
tmp->setId(SoidierNum);
tmp->init();
mSoldier.push_back(tmp);
mAllSoldier.push_back(tmp);
if (getCamp() == 0)
{
mAllCity[0]->RedSoldier = tmp;
}
else
{
mAllCity[N]->BlueSoldier = tmp;
}
return tmp;
}
else
{
delete tmp;//
return NULL;
}
}
void Dragon::yell(int t)//judge whether to yell
{
if (mAllCity[t]->whoFirst == Camp)//检测是否先攻击
{
if (Morale > 0.8)
{
string s = printTime();
if (Camp == 0) s += " red ";
if (Camp == 1) s += " blue ";
s += getName() + ' ' + toString(getId())+" yelled in city "+toString(t);
mAllCity[t]->output.push(s);
//fputs(SYSTEM_OUT,s.c_str());
}
}
}
int NO_GAME_NO_LIFE()
{
int t;
fscanf(SYSTEM_IN,"%d",&t);
int c = 0;
while (t--)
{
fprintf(SYSTEM_OUT,"Case %d:\n",++c);
//cout << "Case " << ++c << ":" << endl;
Init();
Game();
}
// system("pause");
return 0;
}
int prepare_STDIN_ANS_OUT(int i){
char str[64];
sprintf(str,"wow.in");
SYSTEM_IN=fopen(str,"r");
sprintf(str,"wow.out");
SYSTEM_OUT=fopen(str,"w");
return 0;
}
int main(){
prepare_STDIN_ANS_OUT(0);
NO_GAME_NO_LIFE();
fclose(SYSTEM_IN);
fclose(SYSTEM_OUT);
return 0;
}