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实验5

时间:2022-11-27 11:00:58浏览次数:42  
标签:cout success int 实验 human include string

task4

pets.hpp

#include<iostream>
using namespace std;
class MachinePets{
    private:
        string nickname;
        public:
            const string get_nickname(){return nickname;}
            MachinePets(const string s):nickname(s){}
            virtual string talk() = 0;
};

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

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

.cpp

#include <iostream>
#include "pets.hpp"

void play(MachinePets &obj) {
    std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl;
}

void test() {
    PetCats cat("miku");
    PetDogs dog("da huang");

    play( cat );
    play( dog );
}

int main() {
    test();
}

运行结果:

 

task 5

.hpp:

#pragma once
#include<iostream>
#include<string>
#include<iomanip>
using namespace std;
class Person {
private:
    string name;
    string telephone;
    string email;
public:
    Person(string name="", string telephone = "", string email = "") {
        this->email = email;
        this->name = name;
        this->telephone = telephone;
    }
    Person(const Person& obj) { email = obj.email;
    name = obj.name; 
    telephone = obj.telephone; }
    void update_telephone() {
        cin.clear();
        string t1;
        cout << "Enter the telephone number:";
        cin >> t1;
        this->telephone = t1;
        cout << "telephone number has been updated..."<<endl;
    }
    void update_email() {
        cin.clear();
        string e1;
        cout << "Enter the email address:";
        cin >> e1;
        this->email = e1;
        cout << "email address has been updated..." << endl;
    }
    friend ostream& operator<<(ostream& cout, Person& p1);
    friend istream& operator>>(istream& cin, Person& p1);
    friend bool operator==(Person& p1, Person& p2) {
        if (p1.name ==p2.name && p1.email == p2.email)
            return true;
        else return false;
    }
};

ostream& operator<<(ostream& cout, Person& p1) {
    cout <<left<< setw(10)<<p1.name << left << setw(10) << p1.telephone << left << setw(10) << p1.email<<endl;
    return cout;
}
istream& operator>>(istream& cin, Person& p1) {
    cin >> p1.name>>p1.telephone>>p1.email;
    return cin;
}

.cpp

#include <iostream>
#include <fstream>
#include <vector>
#include "Person.hpp"

void test() {
    using namespace std;

    vector<Person> phone_book;
    Person p;

    cout << "Enter person's contact until press Ctrl + Z" << endl;
    while (cin >> p)
        phone_book.push_back(p);

    cout << "\nupdate someone's contact: \n";
    phone_book.at(0).update_telephone();
    phone_book.at(0).update_email();

    cout << "\ndisplay all contacts' info\n";
    for (auto& phone : phone_book)
        cout << phone << endl;

    cout << "\ntest whether the same contact\n";
    cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
}

int main() {
    test();
}

测试结果:

task 6:

sm.cpp

//=======================
//        swordsman.cpp
//=======================
#include<iostream>
#include"swordsman.h"
using namespace std;
// constructor. default values don't need to be repeated here
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();
            }
        }
    }
}

play.cpp

//=======================
//        player.cpp
//=======================
#include<iostream>
#include<iomanip>
#include"player.h"
using namespace std;
// 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");
    HP += p.bag.nOfHeal();
    MP += p.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;
}

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 // Conditional compilation
#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 namespace std;
// 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
}

main.cpp:

//=======================
//        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="0";
    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
    human = new swordsman(1, tempName);
    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:
            delete human;
            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;
}===========

// main function for the RPG style game

#include <iostream>
#include <string>
using namespace std;

#include "swordsman.h"


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;
                6_???????????        // player is dead, program is getting to its end, what should we do here?
                system("pause");
                return 0;
            }
        }
    }
    7_?????????            // 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:cout,success,int,实验,human,include,string
From: https://www.cnblogs.com/aomijia/p/16929140.html

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