C++实现魔兽世界大作业

时间: 2023-08-12 16:27:09 浏览: 75
魔兽世界大作业是一道经典的C++编程作业,需要实现一个模拟魔兽世界的程序。下面是一个简单的实现思路,供你参考: 1.定义士兵类Warrior和司令部类Headquarters,其中士兵类包括基本属性(生命值、攻击力等)和行为(前进、攻击等),司令部类包括基本属性(生命元、制造士兵序列等)和行为(制造士兵、报告士兵情况等)。 2.定义游戏类Warcraft,包括基本属性(游戏时间、总生命元等)和行为(游戏初始化、执行游戏流程等)。 3.在游戏初始化中,读取输入数据,包括每个司令部的初始生命元数、制造士兵的顺序等。 4.在执行游戏流程中,按照时间顺序执行每个司令部的行为,包括制造士兵、前进、攻击等。 5.在游戏结束后,输出游戏结果,包括每个司令部剩余的生命元数、制造的士兵数量等。 你可以参考以下代码实现魔兽世界大作业: ```cpp #include <iostream> #include <vector> #include <string> #include <algorithm> using namespace std; const int MAX_TIME = 1000; const int MAX_CITY_NUM = 20; const int MAX_WARRIOR_NUM = 5; enum Color { RED, BLUE }; enum WarriorType { DRAGON, NINJA, ICEMAN, LION, WOLF }; enum WeaponType { SWORD, BOMB, ARROW }; const string COLOR_NAME[2] = {"red", "blue"}; const string WARRIOR_NAME[5] = {"dragon", "ninja", "iceman", "lion", "wolf"}; const string WEAPON_NAME[3] = {"sword", "bomb", "arrow"}; int M, N, R, K, T; int warriorInitialLife[MAX_WARRIOR_NUM]; int warriorInitialAttack[MAX_WARRIOR_NUM]; int cityInitialLife[MAX_CITY_NUM]; class Weapon { public: Weapon(WeaponType weaponType, int attackValue): m_weaponType(weaponType), m_attackValue(attackValue) {} WeaponType getType() const { return m_weaponType; } int getAttackValue() const { return m_attackValue; } private: WeaponType m_weaponType; int m_attackValue; }; class Warrior { public: Warrior(int id, Color color, WarriorType warriorType, int lifeValue, int attackValue): m_id(id), m_color(color), m_warriorType(warriorType), m_lifeValue(lifeValue), m_attackValue(attackValue), m_weapon(NULL) {} virtual ~Warrior() {} int getId() const { return m_id; } Color getColor() const { return m_color; } WarriorType getWarriorType() const { return m_warriorType; } int getLifeValue() const { return m_lifeValue; } int getAttackValue() const { return m_attackValue; } void setLifeValue(int lifeValue) { m_lifeValue = lifeValue; } void setAttackValue(int attackValue) { m_attackValue = attackValue; } void setWeapon(Weapon* weapon) { m_weapon = weapon; } Weapon* getWeapon() const { return m_weapon; } private: int m_id; Color m_color; WarriorType m_warriorType; int m_lifeValue; int m_attackValue; Weapon* m_weapon; }; class Dragon: public Warrior { public: Dragon(int id, Color color, int lifeValue, int attackValue, Weapon* weapon): Warrior(id, color, DRAGON, lifeValue, attackValue) { setWeapon(weapon); } virtual ~Dragon() {} virtual void yell() const { cout << "Dragon " << getId() << " yelled in city " << getId() << endl; } }; class Ninja: public Warrior { public: Ninja(int id, Color color, int lifeValue, int attackValue, Weapon* weapon1, Weapon* weapon2): Warrior(id, color, NINJA, lifeValue, attackValue) { setWeapon(weapon1); m_weapon2 = weapon2; } virtual ~Ninja() {} Weapon* getWeapon2() const { return m_weapon2; } private: Weapon* m_weapon2; }; class Iceman: public Warrior { public: Iceman(int id, Color color, int lifeValue, int attackValue, Weapon* weapon): Warrior(id, color, ICEMAN, lifeValue, attackValue) { setWeapon(weapon); } virtual ~Iceman() {} virtual void march() { setLifeValue(getLifeValue() - getLifeValue() / 10); setAttackValue(getAttackValue() + 20); } }; class Lion: public Warrior { public: Lion(int id, Color color, int lifeValue, int attackValue): Warrior(id, color, LION, lifeValue, attackValue) { m_loyalty = R; } virtual ~Lion() {} int getLoyalty() const { return m_loyalty; } void setLoyalty(int loyalty) { m_loyalty = loyalty; } private: int m_loyalty; }; class Wolf: public Warrior { public: Wolf(int id, Color color, int lifeValue, int attackValue): Warrior(id, color, WOLF, lifeValue, attackValue) {} virtual ~Wolf() {} }; class Headquarters { public: Headquarters(Color color, int initialLifeValue, int* warriorMakingSequence): m_color(color), m_initialLifeValue(initialLifeValue), m_lifeValue(initialLifeValue), m_warriorMakingSeq(NULL), m_warriorCount(0), m_curMakingSeqIdx(0) { m_warriorMakingSeq = new int[MAX_WARRIOR_NUM]; for (int i = 0; i < MAX_WARRIOR_NUM; ++i) { m_warriorMakingSeq[i] = warriorMakingSequence[i]; } } virtual ~Headquarters() { if (m_warriorMakingSeq != NULL) { delete[] m_warriorMakingSeq; m_warriorMakingSeq = NULL; } for (int i = 0; i < m_warriors.size(); ++i) { if (m_warriors[i] != NULL) { delete m_warriors[i]; m_warriors[i] = NULL; } } m_warriors.clear(); for (int i = 0; i < m_warriorsInCity.size(); ++i) { if (m_warriorsInCity[i] != NULL) { delete m_warriorsInCity[i]; m_warriorsInCity[i] = NULL; } } m_warriorsInCity.clear(); } Color getColor() const { return m_color; } int getLifeValue() const { return m_lifeValue; } int getWarriorCount() const { return m_warriorCount; } void setLifeValue(int lifeValue) { m_lifeValue = lifeValue; } Warrior* getWarrior(int idx) const { return m_warriors[idx]; } void addWarrior(Warrior* warrior) { m_warriors.push_back(warrior); ++m_warriorCount; } void removeWarrior(int idx) { m_warriors.erase(m_warriors.begin() + idx); --m_warriorCount; } void addWarriorInCity(Warrior* warrior) { m_warriorsInCity.push_back(warrior); } void removeWarriorInCity(int idx) { m_warriorsInCity.erase(m_warriorsInCity.begin() + idx); } int getWarriorInCityCount() const { return m_warriorsInCity.size(); } Warrior* getWarriorInCity(int idx) const { return m_warriorsInCity[idx]; } int getWarriorMakingSeq(WarriorType warriorType) const { return m_warriorMakingSeq[warriorType]; } void produceWarrior(int time) { if (m_lifeValue < warriorInitialLife[m_warriorMakingSeq[m_curMakingSeqIdx]]) { return; } ++m_warriorCount; m_lifeValue -= warriorInitialLife[m_warriorMakingSeq[m_curMakingSeqIdx]]; switch (m_warriorMakingSeq[m_curMakingSeqIdx]) { case DRAGON: addWarrior(new Dragon(m_warriorCount, m_color, warriorInitialLife[DRAGON], warriorInitialAttack[DRAGON], NULL)); break; case NINJA: addWarrior(new Ninja(m_warriorCount, m_color, warriorInitialLife[NINJA], warriorInitialAttack[NINJA], NULL, NULL)); break; case ICEMAN: addWarrior(new Iceman(m_warriorCount, m_color, warriorInitialLife[ICEMAN], warriorInitialAttack[ICEMAN], NULL)); break; case LION: addWarrior(new Lion(m_warriorCount, m_color, warriorInitialLife[LION], warriorInitialAttack[LION])); break; case WOLF: addWarrior(new Wolf(m_warriorCount, m_color, warriorInitialLife[WOLF], warriorInitialAttack[WOLF])); break; default: break; } cout << COLOR_NAME[m_color] << " " << WARRIOR_NAME[m_warriorMakingSeq[m_curMakingSeqIdx]] << " " << m_warriorCount << " born with strength " << warriorInitialLife[m_warriorMakingSeq[m_curMakingSeqIdx]] << "," << getWarriorCount(m_warriorMakingSeq[m_curMakingSeqIdx]) << " " << WARRIOR_NAME[m_warriorMakingSeq[m_curMakingSeqIdx]] << " in " << COLOR_NAME[m_color] << " headquarter" << endl; m_curMakingSeqIdx = (m_curMakingSeqIdx + 1) % MAX_WARRIOR_NUM; } int getNextWarriorType() const { return m_warriorMakingSeq[m_curMakingSeqIdx]; } private: Color m_color; int m_initialLifeValue; int m_lifeValue; int* m_warriorMakingSeq; int m_warriorCount; int m_curMakingSeqIdx; vector<Warrior*> m_warriors; vector<Warrior*> m_warriorsInCity; }; class City { public: City(int id): m_id(id), m_flag(-1), m_redWarrior(NULL), m_blueWarrior(NULL), m_redWinCount(0), m_blueWinCount(0) {} virtual ~City() {} int getId() const { return m_id; } int getFlag() const { return m_flag; } void setFlag(int flag) { m_flag = flag; } Warrior* getWarrior(Color color) const { if (color == RED) { return m_redWarrior; } else { return m_blueWarrior; } } void setWarrior(Color color, Warrior* warrior) { if (color == RED) { m_redWarrior = warrior; } else { m_blueWarrior = warrior; } } void removeWarrior(Color color) { if (color == RED) { m_redWarrior = NULL; } else { m_blueWarrior = NULL; } } int getRedWinCount() const { return m_redWinCount; } int getBlueWinCount() const { return m_blueWinCount; } void setRedWinCount(int redWinCount) { m_redWinCount = redWinCount; } void setBlueWinCount(int blueWinCount) { m_blueWinCount = blueWinCount; } private: int m_id; int m_flag; Warrior* m_redWarrior; Warrior* m_blueWarrior; int m_redWinCount; int m_blueWinCount; }; class Warcraft { public: Warcraft(int m, int n, int r, int k, int t, int* warriorInitialLife, int* warriorInitialAttack, int* cityInitialLife, int** redWarriorMakingSeq, int** blueWarriorMakingSeq): M(m), N(n), R(r), K(k), T(t), m_time(0), m_redHeadquarters(NULL), m_blueHeadquarters(NULL) { for (int i = 0; i < MAX_WARRIOR_NUM; ++i) { ::warriorInitialLife[i] = warriorInitialLife[i]; ::warriorInitialAttack[i] = warriorInitialAttack[i]; } for (int i = 0; i < MAX_CITY_NUM; ++i) { ::cityInitialLife[i] = cityInitialLife[i]; } m_redHeadquarters = new Headquarters(RED, M, redWarriorMakingSeq[0]); m_blueHeadquarters = new Headquarters(BLUE, M, blueWarriorMakingSeq[0]); for (int i = 1; i <= N; ++i) { m_cities.push_back(new City(i)); } m_redHeadquarters->addWarriorInCity(NULL); for (int i = 0; i < N; ++i) { m_cities[i]->setFlag(-1); m_cities[i]->setWarrior(RED, NULL); m_cities[i]->setWarrior(BLUE, NULL); m_redHeadquarters->addWarriorInCity(NULL); m_blueHeadquarters->addWarriorInCity(NULL); } m_blueHeadquarters->addWarriorInCity(NULL); } virtual ~Warcraft() { if (m_redHeadquarters != NULL) { delete m_redHeadquarters; m_redHeadquarters = NULL; } if (m_blueHeadquarters != NULL) { delete m_blueHeadquarters; m_blueHeadquarters = NULL; } for (int i = 0; i < m_cities.size(); ++i) { if (m_cities[i] != NULL) { delete m_cities[i]; m_cities[i] = NULL; } } m_cities.clear(); } void start() { while (m_time <= T) { // Produce warrior m_redHeadquarters->produceWarrior(m_time); m_blueHeadquarters->produceWarrior(m_time); // March for (int i = 0; i < m_cities.size(); ++i) { City* city = m_cities[i]; if (city->getWarrior(RED) != NULL) { city->getWarrior(RED)->march(); } if (city->getWarrior(BLUE) != NULL) { city->getWarrior(BLUE)->march(); } } if (m_time == T) { break; } // Take city for (int i = 0; i < m_cities.size(); ++i) { City* city = m_cities[i]; if (city->getWarrior(RED) != NULL && city->getWarrior(BLUE) != NULL) { if (city->getFlag() == RED) { city->getWarrior(BLUE)->setLifeValue(city->getWarrior(BLUE)->getLifeValue() - city->getWarrior(RED)->getAttackValue()); if (city->getWarrior(BLUE)->getLifeValue() <= 0) { city->removeWarrior(BLUE); m_redHeadquarters->addWarriorInCity(city->getWarrior(RED)); city->setWarrior(RED, NULL); city->setFlag(-1); m_redHeadquarters->setLifeValue(m_redHeadquarters->getLifeValue() + city->getLifeValue()); cout << m_time << " " << COLOR_NAME[RED] << " " << WARRIOR_NAME[m_redHeadquarters->getNextWarriorType()] << " " << m_redHeadquarters->getWarriorInCityCount() << " earned " << city->getLifeValue() << " elements for his headquarter" << endl; } } else if (city->getFlag() == BLUE) { city->getWarrior(RED)->setLifeValue(city->getWarrior(RED)->getLifeValue() - city->getWarrior(BLUE)->getAttackValue()); if (city->getWarrior(RED)->getLifeValue() <= 0) { city->removeWarrior(RED); m

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