程序设计-魔兽世界系列大作业
上一篇作业解析与代码:魔兽世界-备战
项目OJ提交:魔兽世界-装备
课程地址:程序设计与算法(三)-C++程序设计
思路与类架构
1. 设计原则
(1)不改动测试代码,测试代码反映了用户的使用,尽量用户不改动原有的调用程序。
(2)不改动基础代码,在基础代码之上继承开发出新的功能。例如,尽量少的改动阵营和武士类,尽量在新增武士和装备的情况下,能快速适应新功能。
2.类架构与功能
(1)因为不同的武士装备和属性发生了变化,所以需要由武士Warrior类继承出具体的不同的武士,但是构造函数上,忠诚度和士气都可以从生命元算出,所以给Warrior类增加剩余生命元的属性,但需要注意:此时的Warrior类应是抽象类,属性是为了具体子类的计算,并非实例。
(2)设计了创建武士的函数,并与武士类分离开,为了后续如果有第三方需要调用武士,不需要依赖类代码。
(3)采用多态性,如果新的武士开发出来了:对用户而言。不需要更改调用方法,只需要知道有哪些武士名称即可;对于开发者而言,不需要修改基础类,只需要开发对应新武士的代码,以及在创建武士的函数上增加选项即可。
3.改进的设想
有一些设想,但是没有实现,不知道能不能实现。
设想:设计一个哈希表,武士名字符串,映射到武士的工厂类,工厂类构造出实例。但是,这个逻辑,还是需要在创建新武士时,更新哈希表。这和写一个创建武士的方法,没有本质区别。
C++代码实现
#include <cstdio>
#include <string>
#include <vector>
#include <memory>
#include <unordered_map>
static
std::unordered_map<std::string, int> warriorStrength;
class Warrior {
protected:
std::string name, camp;
int id, strength, remMeta;
public:
Warrior(
const std::string& name_,
const std::string& camp_,
int id_, int strength_, int remMeta_
) : name(name_), camp(camp_), id(id_),
strength(strength_), remMeta(remMeta_) { }
virtual
void born(int timeStamp, int numsInCamp) {
printf("%03d %s %s %d born with strength %d,"
"%d %s in %s headquarter\n", timeStamp, camp.c_str(),
name.c_str(), id, strength, numsInCamp, name.c_str(),
camp.c_str());
}
virtual ~Warrior() { }
};
const std::vector<std::string> WEAPON = {
"sword", "bomb", "arrow"
};
class Dragon : public Warrior {
private:
std::string weapon;
double morale;
public:
Dragon(
const std::string& name_,
const std::string& camp_,
int id_, int strength_, int remMeta_
) : Warrior(name_, camp_, id_, strength_, remMeta_),
weapon(WEAPON[(id_ % 3)]),
morale(1.0 * remMeta_ / strength_) { }
void born(int timeStamp, int numsInCamp) {
Warrior::born(timeStamp, numsInCamp);
printf("It has a %s,and it's morale is %.2lf\n",
weapon.c_str(), morale);
}
virtual ~Dragon() { }
};
class Ninja : public Warrior {
private:
std::string weapon1;
std::string weapon2;
public:
Ninja(
const std::string& name_,
const std::string& camp_,
int id_, int strength_, int remMeta_
) : Warrior(name_, camp_, id_, strength_, remMeta_),
weapon1(WEAPON[(id_ % 3)]),
weapon2(WEAPON[((id_ + 1) % 3)]) { }
void born(int timeStamp, int numsInCamp) {
Warrior::born(timeStamp, numsInCamp);
printf("It has a %s and a %s\n",
weapon1.c_str(), weapon2.c_str());
}
virtual ~Ninja() { }
};
class Iceman : public Warrior {
private:
std::string weapon;
public:
Iceman(
const std::string& name_,
const std::string& camp_,
int id_, int strength_, int remMeta_
) : Warrior(name_, camp_, id_, strength_, remMeta_),
weapon(WEAPON[(id_ % 3)]) { }
void born(int timeStamp, int numsInCamp) {
Warrior::born(timeStamp, numsInCamp);
printf("It has a %s\n", weapon.c_str());
}
};
class Lion : public Warrior {
private:
int loyalty;
public:
Lion(
const std::string& name_,
const std::string& camp_,
int id_, int strength_, int remMeta_
) : Warrior(name_, camp_, id_, strength_, remMeta_),
loyalty(remMeta_) { }
void born(int timeStamp, int numsInCamp) {
Warrior::born(timeStamp, numsInCamp);
printf("It's loyalty is %d\n", loyalty);
}
virtual ~Lion() { }
};
using Wolf = Warrior;
std::shared_ptr<Warrior>
createWarrior(
const std::string& warriorName,
const std::string& headquarterName,
int curID, int curStrength, int remMeta
) {
if ("dragon" == warriorName) {
return std::make_shared<Dragon>(
warriorName, headquarterName, curID, curStrength, remMeta);
}
else if ("ninja" == warriorName) {
return std::make_shared<Ninja>(
warriorName, headquarterName, curID, curStrength, remMeta);
}
else if ("iceman" == warriorName) {
return std::make_shared<Iceman>(
warriorName, headquarterName, curID, curStrength, remMeta);
}
else if ("lion" == warriorName) {
return std::make_shared<Lion>(
warriorName, headquarterName, curID, curStrength, remMeta);
}
else if ("wolf" == warriorName) {
return std::make_shared<Wolf>(
warriorName, headquarterName, curID, curStrength, remMeta);
}
else {
throw "Error: Nonexistent warroir name.";
}
}
class Headquarter {
private:
std::string name;
std::vector<std::string> order;
std::unordered_map<std::string, int> cntWarrior;
int healthMeta, curID;
size_t curIdx;
public:
Headquarter(
const std::string& name_,
const std::vector<std::string>& order_,
int healthMeta_, int curID_ = 1, size_t curIdx_ = 0
) : name(name_), order(order_),
healthMeta(healthMeta_), curID(curID_), curIdx(curIdx_) { }
std::string getNextWarriorName() {
size_t orderSize = order.size();
for (size_t i = 0; i < orderSize; ++i) {
std::string curName = order[curIdx];
if (healthMeta >= warriorStrength[curName]) {
return curName;
}
curIdx = (curIdx + 1) % orderSize;
}
return "NULL";
}
bool bornWarrior(int timeStamp) {
std::string curName = getNextWarriorName();
if ("NULL" == curName) {
printf("%03d %s headquarter stops making warriors\n",
timeStamp, name.c_str());
return false;
}
int curStrength = warriorStrength[curName];
healthMeta -= curStrength;
int curNumsInCamp = ++cntWarrior[curName];
try {
createWarrior(
curName, name, curID, curStrength, healthMeta
)->born(timeStamp, curNumsInCamp);
}
catch (const char* errorMsg) {
printf("%s\n", errorMsg);
return false;
}
curID++;
curIdx = (curIdx + 1) % order.size();
return true;
}
};
int main() {
int caseNums;
scanf("%d", &caseNums);
for (int cs = 1; cs <= caseNums; ++cs) {
int meta, dragon, ninja, iceman, lion, wolf;
scanf("%d%d%d%d%d%d", &meta, &dragon, &ninja,
&iceman, &lion, &wolf);
warriorStrength = {
{"dragon", dragon}, {"ninja", ninja}, {"iceman", iceman},
{"lion", lion}, {"wolf", wolf}
};
Headquarter red(
"red", { "iceman", "lion", "wolf", "ninja", "dragon" }, meta);
Headquarter blue(
"blue", { "lion", "dragon", "ninja", "iceman","wolf" }, meta);
printf("Case:%d\n", cs);
bool redOK = true, blueOK = true;
for (int curTime = 0; ; ++curTime) {
if (redOK) {
redOK = red.bornWarrior(curTime);
}
if (blueOK) {
blueOK = blue.bornWarrior(curTime);
}
if (!redOK && !blueOK) {
break;
}
}
}
return 0;
}