首页 > 其他分享 >实验五

实验五

时间:2022-11-27 14:12:25浏览次数:39  
标签:string int void player 实验 include HP

实验 5

task 4

pets.hpp

#pragma once
#include<iostream>
#include<iomanip>
#include<string>
using namespace std;
class MachinePets
{
public:
	MachinePets() {};
	MachinePets(const string s) : nickname{ s } {}
	string get_nickname() { return nickname; }
	virtual string talk() = 0;
	string nickname;
};
class PetCats :public MachinePets {
public:
	PetCats(const string s) { nickname = s; }
	string talk() { 
		string w;
		w = "miao wu~";
		return w;
	}

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

task 4.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();
}

reslut:

task 5

Person.hpp

#pragma once
#include<iostream>
#include<string>
#include<iomanip>
using namespace std;
class Person {
public:
	Person(){}
	Person(string n,string t,string e = ""):name{n},telephone{t},email{e}{}
	Person(const Person& obj) :name{ obj.name }, telephone{ obj.telephone }, email{ obj.email } {}
	void update_telephone() {
		cin.clear();
		string s;
		cout << "输入电话号码:"<<endl;
		cin >> s;
		telephone = s;
		cout << "sucess!"<<endl;
	}
	void update_email() {
		cin.clear();
		string s;
		cout << "输入email:"<<endl;
		cin >> s;
		email = s;
		cout << "sucess!"<<endl;
	}
	friend bool operator==(const Person& c1, const Person& c2) {
		if (c1.name == c2.name && c1.telephone == c2.telephone)
			return true;
		else
			return false;
	}
	friend ostream& operator <<(ostream& out, Person &p) {
		out << left << setw(10) << p.name;
		out << left << setw(10) << p.telephone;
		out << left << setw(10) << p.email;
		return out;
	}
	friend istream& operator >>(istream& in, Person &p)
	{
		in >> p.name;
		in >> p.telephone;
		in >> p.email;
		return in;
	}

private:
	string name;
	string telephone;
	string email;
};

task 5.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();
}

result:

task 6

container.cpp

//=======================
//		container.cpp
//=======================

#include"container.h"

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
}

container.h

//=======================
//		container.h
//=======================

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

#include<iostream>
#define _CONTAINER
using namespace std;
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
};

main.cpp

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

// 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;
                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;
}

player.cpp

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


// character's HP and MP resume
#include"player.h"
#include<iostream>
using namespace std;
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;
}

player.h

//=======================
//		player.h
//=======================

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

#ifndef _PLAYER
#define _PLAYER

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

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

swordsman.cpp

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

// constructor. default values don't need to be repeated here
#include"swordsman.h"
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();
			}
		}
	}
}

swordman.h

//=======================
//		swordsman.h
//=======================

// Derived from base class player
// For the job Swordsman

#include "player.h"
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
};

result:

标签:string,int,void,player,实验,include,HP
From: https://www.cnblogs.com/lkx1366070554/p/16929575.html

相关文章

  • 实验五:全连接神经网络手写数字识别实验
    【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。【实验内容】1.使用pytorch框架......
  • 实验五 继承和多态
    Task4:pets.hpp1#pragmaonce2#include<iostream>3#include<string>45usingnamespacestd;67//机器宠物(+猫、狗)定义8classMachinePets{......
  • SDN-实验1:SDN拓扑实践
    1.使用Mininet可视化工具,生成下图所示的拓扑,并保存拓扑文件名为学号.py。2.使用Mininet的命令行生成如下拓扑:a)3台交换机,每个交换机连接1台主机,3台交换机连接成一条线......
  • 实验5
    task4pets.hpp#include<iostream>usingnamespacestd;classMachinePets{private:stringnickname;public:conststringget_n......
  • 实验五:全连接神经网络手写数字识别实验
    【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。【实验内容】1.使用pytorch框架......
  • 实验5 继承和多态
    task4Pets.h#pragmaonce#include<iostream>#include<string>usingnamespacestd;classMachinePets{public:MachinePets(conststrings);virtual......
  • 实验五:全连接神经网络手写数字识别实验
    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。【实验内容】1.使用pytorch框架,设......
  • 弱口令实验室招新赛 WP
    MISC签到扫描二维码关注青少年CTF,输入ls查看当前目录文件,发现flag,直接cat得到答案EasyMisc先放到010里面看,发现是压缩包文件,改后缀为zip 查看可以看到Base64解码......
  • 实验5 继承和多态
    task4:pets.hpp1#pragmaonce2#include<iostream>3#include<string>4usingnamespacestd;56//定义基类,机器宠物类MachinePets7classMachinePe......
  • RNA-seq 详细教程:实验设计(2)
    学习目标了解设置重复对于RNA-seq分析的重要性了解生物重复次数、测序深度和鉴定到的差异表达基因之间的关系了解如何设计RNA-seq实验,以避免批次效应1.注意事项......