首页 > 其他分享 >实验五

实验五

时间:2022-11-23 23:00:21浏览次数:40  
标签:std string int player 实验 include cout

task3

pets.cpp

#pragma once
#include<iostream>
#include<string>

using std::cout;
using std::endl;
using std::string;

class MachinePets
{
    public:
        MachinePets(const string s) :nickname{ s } {}
        string get_nickname() const { return nickname; }
        virtual string talk() = 0;
    private:
        string nickname;
};

class PetCats :public MachinePets
{
    public:
        PetCats(const string s) :MachinePets{ s } {}
        string talk() { return "miao wu~"; }
};
class PetDogs :public MachinePets
{
public:
    PetDogs(const string s) :MachinePets{ s } {}
    string talk() { return "wang wang"; }
};

 

 

 task4

Person.hpp

#include<iostream>
#include<string>
#include<iomanip>

using std::string;
using std::cout;
using std::endl;
using std::cin;
using std::left;
using std::setw;

class Person
{
    public:
        Person() {};
        Person(string sname, string stelephone);
        Person(string sname, string stelephone, string semail);
        Person(const Person& obj);

        void update_telephone();
        void update_email();

        friend std::ostream& operator<<(std::ostream& out, const Person& s);
        friend std::istream& operator>>(std::istream& in, Person& s);
        friend bool operator==(const Person& s1, const Person& s2);

    private:
        string name, telephone, email;
};
Person::Person(string sname, string stelephone) :
    name{ sname }, telephone{ stelephone } {}
Person::Person(string sname, string stelephone, string semail) :
    name{ sname }, telephone{ stelephone }, email{ semail } {}
Person::Person(const Person& obj):
    name{ obj.name }, telephone{ obj.telephone }, email{ obj.email } {}

void Person::update_telephone()
{
    cout << "Enter the telephone number:";
    while (!(cin >> this->telephone))
    {
        cin.clear();
        cin.sync();
    }
    cout << "telephone number has been updated ..." << endl;
}
void Person::update_email()
{

    cout << "Enter the email address:";
    while (!(cin >> this->email))
    {
        cin.clear(); 
        cin.sync();
    }
    cout << "email address has been updated ..." << endl;
}

std::ostream& operator<<(std::ostream& out, const Person& s)
{
    out << left << setw(s.name.size() + 2) << s.name
        << left << setw(s.telephone.size() + 2) << s.telephone
        << left << setw(s.email.size() + 2) << s.email;
    return out;
}
std::istream& operator>>(std::istream &in,Person& s)
{
    in >> s.name >> s.telephone >> s.email;
    cout << endl;
    return in;
}
bool operator==(const Person& s1, const Person& s2)
{
    return (s1.name == s2.name && s1.telephone == s2.telephone);
}

 

 

 task6

container.h

#pragma once
//=======================
//        container.h
//=======================

// The so-called inventory of a player in RPG games
// contains two items, heal and magic water

#ifndef _CONTAINER
#define _CONTAINER

class container        // Inventory
{
protected:
    int numOfHeal;            // number of heal
    int numOfMW;            // number of magic water
public:
    container();            // constuctor
    void set(int heal_n, int mw_n);    // set the items numbers
    int nOfHeal();            // get the number of heal
    int nOfMW();            // get the number of magic water
    void display();            // display the items;
    bool useHeal();            // use heal
    bool useMW();            // use magic water
};

#endif

container.cpp

//=======================
//        container.cpp
//=======================
#include"container.h"
#include<iostream>

using std::cout;
using std::endl;
// default constructor initialise the inventory as empty
container::container()
{
    set(0, 0);
}

// set the item numbers
void container::set(int heal_n, int mw_n)
{
    numOfHeal = heal_n;
    numOfMW = mw_n;
}

// get the number of heal
int container::nOfHeal()
{
    return numOfHeal;
}

// get the number of magic water
int container::nOfMW()
{
    return numOfMW;
}

// display the items;
void container::display()
{
    cout << "Your bag contains: " << endl;
    cout << "Heal(HP+100): " << numOfHeal << endl;
    cout << "Magic Water (MP+80): " << numOfMW << endl;
}

//use heal
bool container::useHeal()
{
    numOfHeal--;
    return 1;        // use heal successfully
}

//use magic water
bool container::useMW()
{
    numOfMW--;
    return 1;        // use magic water successfully
}

player.h

#pragma once
//=======================
//        player.h
//=======================

// The base class of player
// including the general properties and methods related to a character

#ifndef _PLAYER
#define _PLAYER

#include<string>
#include <iomanip>        // use for setting field width
#include <time.h>      // use for generating random factor

#include "container.h"

using std::string;

enum job { sw, ar, mg };    /* define 3 jobs by enumerate type
                               sword man, archer, mage */
class player
{
    friend void showinfo(player& p1, player& p2);
    friend class swordsman;

protected:
    int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
    // General properties of all characters
    string name;    // character name
    job role;        /* character's job, one of swordman, archer and mage,
                       as defined by the enumerate type */
    container bag;    // character's inventory

public:
    virtual bool attack(player& p) = 0;    // normal attack
    virtual bool specialatt(player& p) = 0;    //special attack
    virtual void isLevelUp() = 0;            // level up judgement
    /* Attention!
    These three methods are called "Pure virtual functions".
    They have only declaration, but no definition.
    The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects.
    The detailed definition of these pure virtual functions will be given in subclasses. */

    void reFill();        // character's HP and MP resume
    bool death();        // report whether character is dead
    void isDead();        // check whether character is dead
    bool useHeal();        // consume heal, irrelevant to job
    bool useMW();        // consume magic water, irrelevant to job
    void transfer(player& p);    // possess opponent's items after victory
    void showRole();    // display character's job

private:
    bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
};

#endif

player.cpp

//=======================
//        player.cpp
//=======================

#include"player.h"
#include<iostream>

using std::cout;
using std::endl;
using std::setw;
// character's HP and MP resume
void player::reFill()
{
    HP = HPmax;        // HP and MP fully recovered
    MP = MPmax;
}

// report whether character is dead
bool player::death()
{
    return playerdeath;
}

// check whether character is dead
void player::isDead()
{
    if (HP <= 0)        // HP less than 0, character is dead
    {
        cout << name << " is Dead." << endl;
        system("pause");
        playerdeath = 1;    // give the label of death value 1
    }
}

// consume heal, irrelevant to job
bool player::useHeal()
{
    if (bag.nOfHeal() > 0)
    {
        HP = HP + 100;
        if (HP > HPmax)        // HP cannot be larger than maximum value
            HP = HPmax;        // so assign it to HPmax, if necessary
        cout << name << " used Heal, HP increased by 100." << endl;
        bag.useHeal();        // use heal
        system("pause");
        return 1;    // usage of heal succeed
    }
    else                // If no more heal in bag, cannot use
    {
        cout << "Sorry, you don't have heal to use." << endl;
        system("pause");
        return 0;    // usage of heal failed
    }
}

// consume magic water, irrelevant to job
bool player::useMW()
{
    if (bag.nOfMW() > 0)
    {
        MP = MP + 100;
        if (MP > MPmax)
            MP = MPmax;
        cout << name << " used Magic Water, MP increased by 100." << endl;
        bag.useMW();
        system("pause");
        return 1;    // usage of magic water succeed
    }
    else
    {
        cout << "Sorry, you don't have magic water to use." << endl;
        system("pause");
        return 0;    // usage of magic water failed
    }
}

// possess opponent's items after victory
void player::transfer(player& p)
{
    cout << name << " got" << p.bag.nOfHeal() << " Heal, and " << p.bag.nOfMW() << " Magic Water." << endl;
    system("pause");
    bag.set(p.bag.nOfHeal() + bag.nOfHeal(), p.bag.nOfMW() + bag.nOfMW());
    // set the character's bag, get opponent's items
}

// display character's job
void player::showRole()
{
    switch (role)
    {
    case sw:
        cout << "Swordsman";
        break;
    case ar:
        cout << "Archer";
        break;
    case mg:
        cout << "Mage";
        break;
    default:
        break;
    }
}


// display character's job
void showinfo(player& p1, player& p2)
{
    system("cls");
    cout << "##############################################################" << endl;
    cout << "# Player" << setw(10) << p1.name << "   LV. " << setw(3) << p1.LV
        << "  # Opponent" << setw(10) << p2.name << "   LV. " << setw(3) << p2.LV << " #" << endl;
    cout << "# HP " << setw(3) << (p1.HP <= 999 ? p1.HP : 999) << '/' << setw(3) << (p1.HPmax <= 999 ? p1.HPmax : 999)
        << " | MP " << setw(3) << (p1.MP <= 999 ? p1.MP : 999) << '/' << setw(3) << (p1.MPmax <= 999 ? p1.MPmax : 999)
        << "     # HP " << setw(3) << (p2.HP <= 999 ? p2.HP : 999) << '/' << setw(3) << (p2.HPmax <= 999 ? p2.HPmax : 999)
        << " | MP " << setw(3) << (p2.MP <= 999 ? p2.MP : 999) << '/' << setw(3) << (p2.MPmax <= 999 ? p2.MPmax : 999) << "      #" << endl;
    cout << "# AP " << setw(3) << (p1.AP <= 999 ? p1.AP : 999)
        << " | DP " << setw(3) << (p1.DP <= 999 ? p1.DP : 999)
        << " | speed " << setw(3) << (p1.speed <= 999 ? p1.speed : 999)
        << " # AP " << setw(3) << (p2.AP <= 999 ? p2.AP : 999)
        << " | DP " << setw(3) << (p2.DP <= 999 ? p2.DP : 999)
        << " | speed " << setw(3) << (p2.speed <= 999 ? p2.speed : 999) << "  #" << endl;
    cout << "# EXP" << setw(7) << p1.EXP << " Job: " << setw(7);
    p1.showRole();
    cout << "   # EXP" << setw(7) << p2.EXP << " Job: " << setw(7);
    p2.showRole();
    cout << "    #" << endl;
    cout << "--------------------------------------------------------------" << endl;
    p1.bag.display();
    cout << "##############################################################" << endl;
}

swordsman.h

#pragma once
//=======================
//        swordsman.h
//=======================

// Derived from base class player
// For the job Swordsman
#include<string>
#include "player.h"

using std::string;

class swordsman : public player        // subclass swordsman publicly inherited from base player
{
public:
    swordsman(int lv_in = 1, string name_in = "Not Given");
    // constructor with default level of 1 and name of "Not given"
    void isLevelUp();
    bool attack(player& p);
    bool specialatt(player& p);
    /* These three are derived from the pure virtual functions of base class
       The definition of them will be given in this subclass. */
    void AI(player& p);                // Computer opponent
};

swordsman.cpp

//=======================
//        swordsman.cpp
//=======================

#include"swordsman.h"
#include"player.h"
#include<iostream>

using std::cout;
using std::endl;

swordsman::swordsman(int lv_in, string name_in)
{
    role = sw;    // enumerate type of job
    LV = lv_in;
    name = name_in;

    // Initialising the character's properties, based on his level
    HPmax = 150 + 8 * (LV - 1);        // HP increases 8 point2 per level
    HP = HPmax;
    MPmax = 75 + 2 * (LV - 1);        // MP increases 2 points per level
    MP = MPmax;
    AP = 25 + 4 * (LV - 1);            // AP increases 4 points per level
    DP = 25 + 4 * (LV - 1);            // DP increases 4 points per level
    speed = 25 + 2 * (LV - 1);        // speed increases 2 points per level

    playerdeath = 0;
    EXP = LV * LV * 75;
    bag.set(lv_in, lv_in);
}

void swordsman::isLevelUp()
{
    if (EXP >= LV * LV * 75)
    {
        LV++;
        AP += 4;
        DP += 4;
        HPmax += 8;
        MPmax += 2;
        speed += 2;
        cout << name << " Level UP!" << endl;
        cout << "HP improved 8 points to " << HPmax << endl;
        cout << "MP improved 2 points to " << MPmax << endl;
        cout << "Speed improved 2 points to " << speed << endl;
        cout << "AP improved 4 points to " << AP << endl;
        cout << "DP improved 5 points to " << DP << endl;
        system("pause");
        isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
    }
}

bool swordsman::attack(player& p)
{
    double HPtemp = 0;        // opponent's HP decrement
    double EXPtemp = 0;        // player obtained exp
    double hit = 1;            // attach factor, probably give critical attack
    srand((unsigned)time(NULL));        // generating random seed based on system time

    // If speed greater than opponent, you have some possibility to do double attack
    if ((speed > p.speed) && (rand() % 100 < (speed - p.speed)))        // rand()%100 means generates a number no greater than 100
    {
        HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10));        // opponent's HP decrement calculated based their AP/DP, and uncertain chance
        cout << name << "'s quick strike hit " << p.name << ", " << p.name << "'s HP decreased " << HPtemp << endl;
        p.HP = int(p.HP - HPtemp);
        EXPtemp = (int)(HPtemp * 1.2);
    }

    // If speed smaller than opponent, the opponent has possibility to evade
    if ((speed < p.speed) && (rand() % 50 < 1))
    {
        cout << name << "'s attack has been evaded by " << p.name << endl;
        system("pause");
        return 1;
    }

    // 10% chance give critical attack
    if (rand() % 100 <= 10)
    {
        hit = 1.5;
        cout << "Critical attack: ";
    }

    // Normal attack
    HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10));
    cout << name << " uses bash, " << p.name << "'s HP decreases " << HPtemp << endl;
    EXPtemp = (int)(EXPtemp + HPtemp * 1.2);
    p.HP = (int)(p.HP - HPtemp);
    cout << name << " obtained " << EXPtemp << " experience." << endl;
    EXP = (int)(EXP + EXPtemp);
    system("pause");
    return 1;        // Attack success
}

bool swordsman::specialatt(player& p)
{
    if (MP < 40)
    {
        cout << "You don't have enough magic points!" << endl;
        system("pause");
        return 0;        // Attack failed
    }
    else
    {
        MP -= 40;            // consume 40 MP to do special attack

        //10% chance opponent evades
        if (rand() % 100 <= 10)
        {
            cout << name << "'s leap attack has been evaded by " << p.name << endl;
            system("pause");
            return 1;
        }

        double HPtemp = 0;
        double EXPtemp = 0;
        //double hit=1;            
        //srand(time(NULL));        
        HPtemp = (int)(AP * 1.2 + 20);        // not related to opponent's DP
        EXPtemp = (int)(HPtemp * 1.5);        // special attack provides more experience
        cout << name << " uses leap attack, " << p.name << "'s HP decreases " << HPtemp << endl;
        cout << name << " obtained " << EXPtemp << " experience." << endl;
        p.HP = (int)(p.HP - HPtemp);
        EXP = (int)(EXP + EXPtemp);
        system("pause");
    }
    return 1;    // special attack succeed
}

// Computer opponent
void swordsman::AI(player& p)
{
    if ((HP < (int)((1.0 * p.AP / DP) * p.AP * 1.5)) && (HP + 100 <= 1.1 * HPmax) && (bag.nOfHeal() > 0) && (HP > (int)((1.0 * p.AP / DP) * p.AP * 0.5)))
        // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
    {
        useHeal();
    }
    else
    {
        if (MP >= 40 && HP > 0.5 * HPmax && rand() % 100 <= 30)
            // AI has enough MP, it has 30% to make special attack
        {
            specialatt(p);
            p.isDead();        // check whether player is dead
        }
        else
        {
            if (MP < 40 && HP>0.5 * HPmax && bag.nOfMW())
                // Not enough MP && HP is safe && still has magic water
            {
                useMW();
            }
            else
            {
                attack(p);    // normal attack
                p.isDead();
            }
        }
    }
}

main.cpp

//=======================
//        main.cpp
//=======================

// main function for the RPG style game

#include <iostream>
#include <string>
#include "swordsman.h"
using namespace std;

int main()
{
    string tempName;
    bool success = 0;        //flag for storing whether operation is successful
    cout << "Please input player's name: ";
    cin >> tempName;        // get player's name from keyboard input
    player* human;        // use pointer of base class, convenience for polymorphism
    int tempJob;        // temp choice for job selection
    do
    {
        cout << "Please choose a job: 1 Swordsman, 2 Archer, 3 Mage" << endl;
        cin >> tempJob;
        system("cls");        // clear the screen
        switch (tempJob)
        {
        case 1:
            human = new swordsman(1, tempName);    // create the character with user inputted name and job
            success = 1;        // operation succeed
            break;
        default:
            break;                // In this case, success=0, character creation failed
        }
    } while (success != 1);        // so the loop will ask user to re-create a character

    int tempCom;            // temp command inputted by user
    int nOpp = 0;                // the Nth opponent
    for (int i = 1; nOpp < 5; i += 2)    // i is opponent's level
    {
        nOpp++;
        system("cls");
        cout << "STAGE" << nOpp << endl;
        cout << "Your opponent, a Level " << i << " Swordsman." << endl;
        system("pause");
        swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
        human->reFill();                // get HP/MP refill before start fight

        while (!human->death() && !enemy.death())    // no died
        {
            success = 0;
            while (success != 1)
            {
                showinfo(*human, enemy);                // show fighter's information
                cout << "Please give command: " << endl;
                cout << "1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game" << endl;
                cin >> tempCom;
                switch (tempCom)
                {
                case 0:
                    cout << "Are you sure to exit? Y/N" << endl;
                    char temp;
                    cin >> temp;
                    if (temp == 'Y' || temp == 'y')
                        return 0;
                    else
                        break;
                case 1:
                    success = human->attack(enemy);
                    human->isLevelUp();
                    enemy.isDead();
                    break;
                case 2:
                    success = human->specialatt(enemy);
                    human->isLevelUp();
                    enemy.isDead();
                    break;
                case 3:
                    success = human->useHeal();
                    break;
                case 4:
                    success = human->useMW();
                    break;
                default:
                    break;
                }
            }
            if (!enemy.death())        // If AI still alive
                enemy.AI(*human);
            else                            // AI died
            {
                cout << "YOU WIN" << endl;
                human->transfer(enemy);        // player got all AI's items
            }
            if (human->death())
            {
                system("cls");
                cout << endl << setw(50) << "GAME OVER" << endl;
                delete human;        // player is dead, program is getting to its end, what should we do here?
                system("pause");
                return 0;
            }
        }
    }
    delete human;        // You win, program is getting to its end, what should we do here?
    system("cls");
    cout << "Congratulations! You defeated all opponents!!" << endl;
    system("pause");
    return 0;
}

 

标签:std,string,int,player,实验,include,cout
From: https://www.cnblogs.com/gosj/p/16920448.html

相关文章

  • 实验五:继承和多态
    task4.cpp#include<iostream>#include"pets.h"voidplay(MachinePets&obj){std::cout<<obj.get_nickname()<<"says"<<obj.talk()<<std::endl;}voidtest(){......
  • 实验五
    task4task4.hpp#pragmaonce#include<iostream>#include<string>usingnamespacestd;classMachinePets{public:MachinePets(conststrings):nickname(s)......
  • 实验五:全连接神经网络手写数字
    实验五:全连接神经网络手写数字【实验目的】理解神经网络原理,掌握神经网络前向推理和后向传播方法;掌握使用pytorch框架训练和推理全连接神经网络模型的编程实现方法【实......
  • 【Quartus系列】实验一: 3-8译码器(原理图输⼊设计)
    实验一: 3-8译码器(原理图输⼊设计)⼀:实验⽬的 1. 了解3-8译码器的电路原理,掌握组合逻辑电路的设计⽅法 2. 掌握QuartusII软件原理图输⼊设计的流程⼆:实验内容 2.......
  • 计算机综合设计实验二·SPDK的安装和使用
    实验任务下载SPDK源代码并编译安装运行NVMEhelloworld程序通过分析NVMEhelloworld源码学习SPDK基本原理修改helloworld,实现zns命令I/O读写实验过程下......
  • 弈悟计划——大一C程期末实验之五子棋AI的开发日志
    写在前面大一C程的期末作业,因为觉得从头学C太没意思,因此报了学校的什么挑战班(早知道不换了去混绩点了)由于本人懒得要死,刚开始想手搓GUI,然后看了各种图形界面感觉徒增烦恼......
  • 软件分析课程实验A1-活跃变量分析和迭代求解器
    课程主页:https://tai-e.pascal-lab.net/lectures.html数据流分析数据流分析指的是一种用来获取有关数据如何沿着程序执行路径流动的相关技术,许多编译优化技术都依赖于数......
  • ebpf-4——reference_guide.md翻译与实验
    https://github.com/iovisor/bpftrace/blob/master/docs/reference_guide.md一、说明bpftrace参考指南有关参考摘要,请参阅README.md中有关探测器类型的部分以及本指......
  • HCIA综合实验
    前言:    我最近觉得还是有必要出一期HCIA综合实验,因为确实有看博客的人不会,你们的鸽子王还是飞回来了。 拓扑图:        实验要求:1.内网所有终......
  • 实验四
    defforward(self,x):h1=self.w1*x[0]+self.w2*x[1]+self.b1h2=self.w3*x[0]+self.w4*x[1]+self.b2out=sigmoid(sel......