總時間限制: 1000ms 內存限制: 65536kB
描述
魔獸世界的西面是紅魔軍的司令部,東面是藍魔軍的司令部。兩個司令部之間是依次排列的若干城市。
紅司令部,City 1,City 2,……,City n,藍司令部ios
兩軍的司令部都會製造武士。武士一共有 dragon 、ninja、iceman、lion、wolf 五種。每種武士都有編號、生命值、攻擊力這三種屬性。 數組
雙方的武士編號都是從1開始計算。紅方製造出來的第n個武士,編號就是n。一樣,藍方製造出來的第n個武士,編號也是n。 函數
武士在剛降生的時候有一個生命值。 測試
在每一個整點,雙方的司令部中各有一個武士降生。 spa
紅方司令部按照iceman、lion、wolf、ninja、dragon的順序循環制造武士。 code
藍方司令部按照lion、dragon、ninja、iceman、wolf的順序循環制造武士。 事件
製造武士須要生命元。 內存
製造一個初始生命值爲m的武士,司令部中的生命元就要減小m個。 ci
若是司令部中的生命元不足以製造某個按順序應該製造的武士,那麼司令部就試圖製造下一個。若是全部武士都不能製造了,則司令部中止製造武士。字符串
給定一個時間,和雙方司令部的初始生命元數目,要求你將從0點0分開始到雙方司令部中止製造武士爲止的全部事件按順序輸出。
一共有兩種事件,其對應的輸出樣例以下:
1) 武士降生
輸出樣例: 004 blue lion 5 born with strength 5,2 lion in red headquarter
表示在4點整,編號爲5的藍魔lion武士降生,它降生時生命值爲5,降生後藍魔司令部裏共有2個lion武士。(爲簡單起見,不考慮單詞的複數形式)注意,每製造出一個新的武士,都要輸出此時司令部裏共有多少個該種武士。
2) 司令部中止製造武士
輸出樣例: 010 red headquarter stops making warriors
表示在10點整,紅方司令部中止製造武士
輸出事件時:
首先按時間順序輸出;
同一時間發生的事件,先輸出紅司令部的,再輸出藍司令部的。
輸入
第一行是一個整數,表明測試數據組數。
每組測試數據共兩行。
第一行:一個整數M。其含義爲, 每一個司令部一開始都有M個生命元( 1 <= M <= 10000)。
第二行:五個整數,依次是 dragon 、ninja、iceman、lion、wolf 的初始生命值。它們都大於0小於等於10000。
輸出
對每組測試數據,要求輸出從0時0分開始,到雙方司令部都中止製造武士爲止的全部事件。
對每組測試數據,首先輸出"Case:n" n是測試數據的編號,從1開始 。
接下來按恰當的順序和格式輸出全部事件。每一個事件都以事件發生的時間開頭,時間以小時爲單位,有三位。
樣例輸入
1 20 3 4 5 6 7
樣例輸出
Case:1 000 red iceman 1 born with strength 5,1 iceman in red headquarter 000 blue lion 1 born with strength 6,1 lion in blue headquarter 001 red lion 2 born with strength 6,1 lion in red headquarter 001 blue dragon 2 born with strength 3,1 dragon in blue headquarter 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 003 red headquarter stops making warriors 003 blue iceman 4 born with strength 5,1 iceman in blue headquarter 004 blue headquarter stops making warriors
我定義了兩個類:武士類wushi和司令營類headquarter。
武士類wushi
武士wushi
類有六個靜態成員:
1.字符串數組wushiName[5]
存放五種武士的種類名稱,經過輸入獲取
2.紅魔武士的建造順序,存放在整型數組redWushiSeq[5]
中,爲固定值
3.藍魔武士的建造順序,存放在整型數組redWushiSeq[5]
中,爲固定值
4.用一個整型數組wushiNum[12]
存放不一樣種類的武士的數量。下標爲0-5
的六個元素存放的是紅魔武士的數量,下標爲5
的元素存放紅魔武士的總數量,即紅魔武士編號。下標爲6-11
的六個元素存放的是藍魔武士的數量,下標爲11
的元素存放藍魔武士的總數量,即紅魔武士編號。
5.武士的生命值數組wushiLife[5]
,存放不一樣種類武士的生命值,經過輸入獲取
6.最小武士的生命值minWushiLife
,int類型
武士類還有兩個普通成員變量:
1.整型變量headquarterType
表明該武士屬於哪一個司令營,0
表示紅魔武士,6
表示藍魔武士
2.整型變量type
表示武士種類,好比0表明dragon武士(0 dragon 、1 ninja、2 iceman、3 lion、4 wolf)
經過這兩個普通成員變量headquarterType
和type
就能夠知道該武士是哪一個司令營的何種武士,好比headquarterType==0
而且type==0
則表示該武士是紅魔司令營的dragon武士。
武士類構造函數:武士wushi
類的構造函數中會執行對應種類type
的武士數量增一的操做。
武士類還有兩個普通成員函數getNo()
和getWushiNum()
,一個靜態成員函數minLife()
。getNo()
返回武士的編號,getWushiNum()
返回該種武士在所在的司令營中的數量,minLife()
返回最小武士生命值。
武士類wushi代碼
class wushi { public: static string wushiName[5]; //武士種類名稱 static int redWushiSeq[5]; //紅魔武士順序 static int blueWushiSeq[5]; //藍魔武士順序 static int wushiNum[12]; //武士數量 0-5紅 6-11藍 static int wushiLife[5]; //武士的生命值數組 static int minWushiLife; //武士生命值的最小值 int headquarterType; //司令營 0紅 6藍 int type; //武士種類 0 dragon 、1 ninja、2 iceman、3 lion、4 wolf wushi(int t, int h): type(t), headquarterType(h) { wushiNum[h + 5]++; //總數 wushiNum[h + t]++; //對應武士種類 } /** 獲取編號值 */ int getNo() { return wushiNum[headquarterType + 5]; } /** 獲取當前武士種類的數量 */ int getWushiNum() { return wushiNum[headquarterType + type]; } /** 計算最小武士生命值並返回 */ static int minLife(); }; int wushi::minLife() { int minL = wushiLife[0]; for(int i = 1; i < 5; i++) { if(minL > wushiLife[i]) { minL = wushiLife[i]; } } return minL; }
司令營類headquarter
司令營類headquarter
有一個靜態成員變量totaLife
表示總生命元。
司令營類headquarter
有四個普通成員變量:
1.司令營的類型headquarterType
,標識是紅魔司令營仍是藍魔司令營,int型,0
表示紅,6
表示藍
2.司令營的剩餘生命元life
,int
3.司令營是否中止建造武士isStop
,bool
4.當前準備建造的武士的循環次序號seq
(初始時爲0,建造司令營中的第一個武士則次序號seq
爲0,建造第二個次序號seq
爲1,建造第三個次序號seq
爲2,...,第五個次序號seq
爲0,依次循環下去)
司令營類headquarter
的構造函數須要指定司令營的類型,肯定是紅魔司令營仍是藍魔司令營。司令營剩餘生命值life
初始化爲總生命元totaLife
,isStop
爲false
,seq
初始值爲0
。
司令營類有兩個普通成員函數bulidWushi()
和stopBulid()
,bulidWushi()
在指定的時刻建造武士,stopBulid()
在指定時刻中止建造武士的任務。
司令營類headquarter代碼
class headquarter { public: static int totaLife; //總生命元 int headquarterType; //司令營 0紅 6藍 int life; //剩餘生命元 bool isStop; //是否中止建造武士 int seq; //當前建造武士次序號 headquarter(int hT): headquarterType(hT), life(totaLife), isStop(false), seq(0) {} void bulidWushi(int time, wushi bwushi); void stopBulid(int time); }; void headquarter::bulidWushi(int time, wushi bwushi) { cout.fill('0'); //設置填充字符 cout.width(3); //設置域寬 cout << time; cout << (headquarterType == RED ? " red " : " blue ") << wushi::wushiName[bwushi.type] << " " << bwushi.getNo() << " born with strength " << wushi::wushiLife[bwushi.type] << "," << bwushi.getWushiNum() << " " << wushi::wushiName[bwushi.type] << " in" << (headquarterType == RED ? " red " : " blue ") << "headquarter" << endl; life -= wushi::wushiLife[bwushi.type]; seq = (seq + 1) % 5; //下一個 } void headquarter::stopBulid(int time) { isStop = true; cout.fill('0'); //設置填充字符 cout.width(3); //設置域寬 cout << time; cout << (headquarterType == RED ? " red " : " blue ") << "headquarter stops making warriors" << endl; }
輸出時刻time的格式爲三個字符寬度,不足三位則填充「0」,代碼以下
cout.fill('0'); //設置填充字符 cout.width(3); //設置域寬 cout << time;
靜態成員要在全部函數外面單獨聲明
/** 靜態成員聲明 */ string wushi::wushiName[] = {"dragon", "ninja", "iceman", "lion", "wolf"}; //武士種類名稱 int wushi::redWushiSeq[] = {2, 3, 4, 1, 0}; //紅魔武士順序 int wushi::blueWushiSeq[] = {3, 0, 1, 2, 4}; //藍魔武士順序 int wushi::wushiNum[] = {0}; //武士數量 0-5紅 6-11藍 int wushi::minWushiLife = 0; //武士生命值的最小值 int headquarter::totaLife; //司令營的總生命元 int wushi::wushiLife[5]; //各類武士的生命值
完整代碼
#include<iostream> #include<string.h> #include<cstdio> using namespace std; const int RED = 0; const int BLUE = 6; class wushi { public: static string wushiName[5]; //武士種類名稱 static int redWushiSeq[5]; //紅魔武士順序 static int blueWushiSeq[5]; //藍魔武士順序 static int wushiNum[12]; //武士數量 0-5紅 6-11藍 static int wushiLife[5]; //武士的生命值數組 static int minWushiLife; //武士生命值的最小值 int headquarterType; //司令營 0紅 6藍 int type; //武士種類 0 dragon 、1 ninja、2 iceman、3 lion、4 wolf wushi(int t, int h): type(t), headquarterType(h) { wushiNum[h + 5]++; //總數 wushiNum[h + t]++; //對應武士種類 } /** 獲取編號值 */ int getNo() { return wushiNum[headquarterType + 5]; } /** 獲取當前武士種類的數量 */ int getWushiNum() { return wushiNum[headquarterType + type]; } /** 計算最小武士生命值並返回 */ static int minLife(); }; int wushi::minLife() { int minL = wushiLife[0]; for(int i = 1; i < 5; i++) { if(minL > wushiLife[i]) { minL = wushiLife[i]; } } return minL; } class headquarter { public: static int totaLife; //總生命元 int headquarterType; //司令營 0紅 6藍 int life; //剩餘生命元 bool isStop; //是否中止建造武士 int seq; //當前建造武士次序號 headquarter(int hT): headquarterType(hT), life(totaLife), isStop(false), seq(0) {} void bulidWushi(int time, wushi bwushi); void stopBulid(int time); }; void headquarter::bulidWushi(int time, wushi bwushi) { cout.fill('0'); //設置填充字符 cout.width(3); //設置域寬 cout << time; cout << (headquarterType == RED ? " red " : " blue ") << wushi::wushiName[bwushi.type] << " " << bwushi.getNo() << " born with strength " << wushi::wushiLife[bwushi.type] << "," << bwushi.getWushiNum() << " " << wushi::wushiName[bwushi.type] << " in" << (headquarterType == RED ? " red " : " blue ") << "headquarter" << endl; life -= wushi::wushiLife[bwushi.type]; seq = (seq + 1) % 5; //下一個 } void headquarter::stopBulid(int time) { isStop = true; cout.fill('0'); //設置填充字符 cout.width(3); //設置域寬 cout << time; cout << (headquarterType == RED ? " red " : " blue ") << "headquarter stops making warriors" << endl; } /** 靜態成員聲明 */ string wushi::wushiName[] = {"dragon", "ninja", "iceman", "lion", "wolf"}; //武士種類名稱 int wushi::redWushiSeq[] = {2, 3, 4, 1, 0}; //紅魔武士順序 int wushi::blueWushiSeq[] = {3, 0, 1, 2, 4}; //藍魔武士順序 int wushi::wushiNum[] = {0}; //武士數量 0-5紅 6-11藍 int wushi::minWushiLife = 0; //武士生命值的最小值 int headquarter::totaLife; //司令營的總生命元 int wushi::wushiLife[5]; //各類武士的生命值 int main() { //freopen("in.txt","r",stdin); //freopen("mout.txt","w",stdout); int testn; //測試數據組數 int casen = 0; //當前測試組數 int time = 0; //時刻 cin >> testn; //輸入測試數據組數 while(testn > casen) { time = 0; casen++; //當前測試數據組 memset(wushi::wushiNum, 0, sizeof(int) * 12); /* 輸入總生命元和武士生命值 */ cin >> headquarter::totaLife >> wushi::wushiLife[0] >> wushi::wushiLife[1] >> wushi::wushiLife[2] >> wushi::wushiLife[3] >> wushi::wushiLife[4]; cout << "Case:" << casen << endl; //輸出當前測試數據組 headquarter redH(RED); //紅魔司令營 headquarter blueH(BLUE); //藍魔司令營 wushi::minWushiLife = wushi::minLife(); //求出武士生命最小值 while(!redH.isStop || !blueH.isStop) //紅魔或者藍魔有一方尚未中止建造則繼續建造 { if(!redH.isStop) //紅魔尚未中止建造 { int wType = wushi::redWushiSeq[redH.seq]; //當前準備建造的武士種類 if(redH.life >= wushi::wushiLife[wType]) { /* 造武士 */ wushi wRed(wType, RED); redH.bulidWushi(time, wRed); } else if(redH.life >= wushi::minWushiLife) { /* 當前生命元不足,造下一個武士 */ redH.seq = (redH.seq + 1) % 5; //下一個 wType = wushi::redWushiSeq[redH.seq]; while(redH.life < wushi::wushiLife[wType]) { redH.seq = (redH.seq + 1) % 5; //下一個 wType = wushi::redWushiSeq[redH.seq]; } wushi wRed(wType, RED); redH.bulidWushi(time, wRed); } else { /* 中止建造 */ redH.stopBulid(time); } } if(!blueH.isStop) //藍魔尚未中止建造 { int wType = wushi::blueWushiSeq[blueH.seq]; //當前準備建造的武士種類 if(blueH.life >= wushi::wushiLife[wType]) { /* 造武士 */ wushi wBlue(wType, BLUE); blueH.bulidWushi(time, wBlue); } else if(blueH.life >= wushi::minWushiLife) { /* 當前生命元不足,造下一個武士 */ blueH.seq = (blueH.seq + 1) % 5; //下一個 wType = wushi::blueWushiSeq[blueH.seq]; while(blueH.life < wushi::wushiLife[wType]) { //cout<<"藍魔生命:"<<blueH.life<<"下個武士生命:"<<wushi::wushiLife[wType]<<endl; blueH.seq = (blueH.seq + 1) % 5; //下一個 wType = wushi::blueWushiSeq[blueH.seq]; } wushi wBlue(wType, BLUE); blueH.bulidWushi(time, wBlue); } else { /* 中止建造 */ blueH.stopBulid(time); } } time++; //下一時刻 } } }
第一次寫的完整代碼
#include<iostream> #include<string.h> #include<cstdio> using namespace std; class wushiRed { public: static int wushiNum[6]; int type; //武士種類 0 dragon 、1 ninja、2 iceman、3 lion、4 wolf int no; //編號 int life; //生命值 int gong; //攻擊力 wushiRed(int t, int n, int l, int g = 0): type(t), no(n + 1), life(l), gong(g) { wushiNum[5]++;//總數 wushiNum[t]++;//對應武士種類 } }; class wushiBlue { public: int type; //武士種類 0 dragon 、1 ninja、2 iceman、3 lion、4 wolf int no; //編號 int life; //生命值 int gong; //攻擊力 static int wushiNum[6]; wushiBlue(int t, int n, int l, int g = 0): type(t), no(n + 1), life(l), gong(g) { wushiNum[5]++;//總數 wushiNum[t]++;//對應武士種類 } }; int minLife(int array[], int n) { int min = array[0]; for(int i = 1; i < n; i++) { if(min > array[i]) { min = array[i]; } } return min; } int wushiRed::wushiNum[] = {0}; int wushiBlue::wushiNum[] = {0}; int main() { //freopen("in.txt","r",stdin); int testn; //測試數據組數 int casen = 0; //目前測試組數 int totalLife; //總的生命元 int redLife; //紅魔生命元 int blueLife; //藍魔生命元 int redWushi = 0; //當前建造紅魔武士次序號 int blueWushi = 0; //當前建造藍魔武士次序號 string wushiName[] = {"dragon", "ninja", "iceman", "lion", "wolf"}; int redWushiSeq[] = {2, 3, 4, 1, 0};//紅魔武士順序 int blueWushiSeq[] = {3, 0, 1, 2, 4};//藍魔武士順序 int wushiLife[5]; //武士的生命值數組 bool redStop = false; //紅魔是否中止 bool blueStop = false; //藍魔是否中止 int minWushiLife = 0; //武士生命值的最小值 int time = 0; //時刻 cin >> testn; //輸入測試數據組數 while(testn > casen) { memset(wushiRed::wushiNum, 0, sizeof(int) * 6); memset(wushiBlue::wushiNum, 0, sizeof(int) * 6); time = 0; //輸入總生命元和武士生命值 cin >> totalLife >> wushiLife[0] >> wushiLife[1] >> wushiLife[2] >> wushiLife[3] >> wushiLife[4]; casen++; //當前測試數據組 cout << "Case:" << casen << endl; //輸出當前測試數據組 minWushiLife = minLife(wushiLife, 5); //求出武士生命最小值 //cout<<"最小武士生命:"<<minWushiLife<<endl; redLife = totalLife; //紅魔目前的生命元 blueLife = totalLife; //藍魔目前的生命元 redWushi = 0; //紅魔循環建造武士次序號 blueWushi = 0; //藍魔循環建造武士次序號 redStop = false; blueStop = false; while(!redStop || !blueStop) //紅魔或者藍魔有一方尚未中止建造 { if(!redStop && redLife >= 0) //紅魔還有生命元而且沒有中止建造 { int wType = redWushiSeq[redWushi];//當前準備建造的武士種類 //cout<<casen<<" 紅魔剩餘生命:"<<redLife <<"當前武士生命:"<<wushiLife[wType]<<"最小武士生命:"<<minWushiLife<<endl; if(redLife >= wushiLife[wType]) { wushiRed wRed(wType, wushiRed::wushiNum[5], wushiLife[wType]); //cout << "004 blue lion 5 born with strength 5,2 lion in red headquarter" << endl; cout.fill('0');//設置填充字符 cout.width(3);//設置域寬 cout << time; cout << " red " << wushiName[wType] << " " << wRed.no << " born with strength " << wushiLife[wType] << "," << wushiRed::wushiNum[wType] << " " << wushiName[wType] << " in red headquarter" << endl; redLife -= wushiLife[wType]; redWushi = (redWushi + 1) % 5;//下一個 } else if(redLife >= minWushiLife) { for(int i = 0 ; i < 5; i++) { redWushi = (redWushi + 1) % 5;//下一個 wType = redWushiSeq[redWushi]; if(redLife >= wushiLife[wType])//造武士 { wushiRed wRed(wType, wushiRed::wushiNum[5], wushiLife[wType]); //cout << "004 blue lion 5 born with strength 5,2 lion in red headquarter" << endl; cout.fill('0');//設置填充字符 cout.width(3);//設置域寬 cout << time; cout << " red " << wushiName[wType] << " " << wRed.no << " born with strength " << wushiLife[wType] << "," << wushiRed::wushiNum[wType] << " " << wushiName[wType] << " in red headquarter" << endl; redLife -= wushiLife[wType]; redWushi = (redWushi + 1) % 5;//下一個 break; } } } else { redStop = true; cout.fill('0');//設置填充字符 cout.width(3);//設置域寬 cout << time; cout << " red headquarter stops making warriors" << endl; } } if(!blueStop && blueLife >= 0) //藍魔還有生命元而且沒有中止建造 { int wType = blueWushiSeq[blueWushi];//當前準備建造的武士種類 //cout<<"藍魔剩餘生命:"<<blueLife <<"當前武士生命:"<<wushiLife[wType]<<"最小武士生命:"<<minWushiLife<<endl; if(blueLife >= wushiLife[wType]) { wushiBlue wBlue(wType, wushiBlue::wushiNum[5], wushiLife[wType]); //cout << "004 blue lion 5 born with strength 5,2 lion in red headquarter" << endl; cout.fill('0');//設置填充字符 cout.width(3);//設置域寬 cout << time; cout << " blue " << wushiName[wType] << " " << wBlue.no << " born with strength " << wushiLife[wType] << "," << wushiBlue::wushiNum[wType] << " " << wushiName[wType] << " in blue headquarter" << endl; blueLife -= wushiLife[wType]; blueWushi = (blueWushi + 1) % 5; } else if(blueLife >= minWushiLife) { for(int i = 0 ; i < 5; i++) { blueWushi = (blueWushi + 1) % 5; wType = blueWushiSeq[blueWushi]; if(blueLife >= wushiLife[wType])//造武士 { wushiBlue wBlue(wType, wushiBlue::wushiNum[5], wushiLife[wType]); //cout << "004 blue lion 5 born with strength 5,2 lion in red headquarter" << endl; cout.fill('0');//設置填充字符 cout.width(3);//設置域寬 cout << time; cout << " blue " << wushiName[wType] << " " << wBlue.no << " born with strength " << wushiLife[wType] << "," << wushiBlue::wushiNum[wType] << " " << wushiName[wType] << " in blue headquarter" << endl; blueLife -= wushiLife[wType]; blueWushi = (blueWushi + 1) % 5; break; } } } else { blueStop = true; cout.fill('0');//設置填充字符 cout.width(3);//設置域寬 cout << time; cout << " blue headquarter stops making warriors" << endl; } } time++;//下一時刻 } } }