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WarCraft 1.cpp
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WarCraft 1.cpp
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#include<iostream>
#include<iomanip>
using namespace std;
enum class tribes { red, blue };
enum class warrior_type { dragon, ninja, iceman, lion, wolf };
class Warrior
{
protected:
static int minimum_strength;
public:
static void set_minimum_strength(int _strength) { minimum_strength = _strength; }
static int get_minimum_strength() { return minimum_strength; }
};
class Dragon :public Warrior
{
private:
static int strength;
static int attack;
public:
static void set_strength(int _strength) { strength = _strength; }
static int get_strength() { return strength; }
};
class Ninja :public Warrior
{
private:
static int strength;
static int attack;
public:
static void set_strength(int _strength) { strength = _strength; }
static int get_strength() { return strength; }
};
class Iceman :public Warrior
{
private:
static int strength;
static int attack;
public:
static void set_strength(int _strength) { strength = _strength; }
static int get_strength() { return strength; }
};
class Lion :public Warrior
{
private:
static int strength;
static int attack;
public:
static void set_strength(int _strength) { strength = _strength; }
static int get_strength() { return strength; }
};
class Wolf :public Warrior
{
private:
static int strength;
static int attack;
public:
static void set_strength(int _strength) { strength = _strength; }
static int get_strength() { return strength; }
};
class Headquarter
{
private:
int total_warriors_created = 0;
warrior_type last_warrior_type = warrior_type::wolf;
warrior_type next_warrior_type = warrior_type::dragon;
int strength;
tribes tribe;
bool stopped_producing_warriors = false;
int dragon_count = 0;
int ninja_count = 0;
int iceman_count = 0;
int lion_count = 0;
int wolf_count = 0;
public:
Headquarter(tribes _tribe, int _strength);
void set_strength(int _strength) { strength = _strength; }
int get_strength() const { return strength; }
bool has_stopped_producing_warriors() const { return stopped_producing_warriors; }
void stop_producing_warriors();
bool can_create_warriors() { return strength >= Warrior::get_minimum_strength(); }
void determine_next_warrior_type();
void create_warrior();
};
int main()
{
int test_cases_num;
int headquarter_initial_strength;
int dragon_initial_strength;
int ninja_initial_strength;
int iceman_initial_strength;
int lion_initial_strength;
int wolf_initial_strength;
int min_strength;
cin >> test_cases_num;
for (int i = 1; i <= test_cases_num; i++)
{
int time = 0;
cin >> headquarter_initial_strength;
Headquarter red(tribes::red, headquarter_initial_strength);
Headquarter blue(tribes::blue, headquarter_initial_strength);
cin >> dragon_initial_strength >> ninja_initial_strength >> iceman_initial_strength >> lion_initial_strength
>> wolf_initial_strength;
min_strength = min(dragon_initial_strength, min(ninja_initial_strength, min(iceman_initial_strength,
min(lion_initial_strength, wolf_initial_strength))));
Warrior::set_minimum_strength(min_strength);
Dragon::set_strength(dragon_initial_strength);
Ninja::set_strength(ninja_initial_strength);
Iceman::set_strength(iceman_initial_strength);
Lion::set_strength(lion_initial_strength);
Wolf::set_strength(wolf_initial_strength);
cout << setfill('0') << "Case:" << i << endl;
while (!red.has_stopped_producing_warriors() || !blue.has_stopped_producing_warriors())
{
if (red.can_create_warriors())
{
cout << setw(3) << time << " ";
red.determine_next_warrior_type();
red.create_warrior();
}
else
if (!red.has_stopped_producing_warriors())
{
cout << setw(3) << time << " ";
red.stop_producing_warriors();
}
if (blue.can_create_warriors())
{
cout << setw(3) << time << " ";
blue.determine_next_warrior_type();
blue.create_warrior();
}
else
if (!blue.has_stopped_producing_warriors())
{
cout << setw(3) << time << " ";
blue.stop_producing_warriors();
}
time++;
}
}
return 0;
}
Headquarter::Headquarter(tribes _tribe, int _strength) :tribe(_tribe), strength(_strength)
{
switch (_tribe)
{
case tribes::red:
last_warrior_type = warrior_type::dragon;
next_warrior_type = warrior_type::iceman;
break;
case tribes::blue:
last_warrior_type = warrior_type::wolf;
next_warrior_type = warrior_type::lion;
break;
}
}
void Headquarter::stop_producing_warriors()
{
stopped_producing_warriors = true;
cout << (tribe == tribes::red ? "red" : "blue") << " headquarter stops making warriors" << endl;
}
void Headquarter::determine_next_warrior_type()
{
switch (tribe)
{
case tribes::red:
switch (last_warrior_type)
{
case warrior_type::dragon:
if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else next_warrior_type = warrior_type::dragon;
break;
case warrior_type::iceman:
if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else next_warrior_type = warrior_type::iceman;
break;
case warrior_type::lion:
if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else next_warrior_type = warrior_type::lion;
break;
case warrior_type::wolf:
if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else next_warrior_type = warrior_type::wolf;
break;
case warrior_type::ninja:
if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else next_warrior_type = warrior_type::ninja;
break;
}
break;
case tribes::blue:
switch (last_warrior_type)
{
case warrior_type::wolf:
if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else next_warrior_type = warrior_type::wolf;
break;
case warrior_type::lion:
if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else next_warrior_type = warrior_type::lion;
break;
case warrior_type::dragon:
if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else next_warrior_type = warrior_type::dragon;
break;
case warrior_type::ninja:
if (strength >= Iceman::get_strength())next_warrior_type = warrior_type::iceman;
else if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else next_warrior_type = warrior_type::ninja;
break;
case warrior_type::iceman:
if (strength >= Wolf::get_strength())next_warrior_type = warrior_type::wolf;
else if (strength >= Lion::get_strength())next_warrior_type = warrior_type::lion;
else if (strength >= Dragon::get_strength())next_warrior_type = warrior_type::dragon;
else if (strength >= Ninja::get_strength())next_warrior_type = warrior_type::ninja;
else next_warrior_type = warrior_type::iceman;
break;
}
break;
}
}
void Headquarter::create_warrior()
{
switch (next_warrior_type)
{
case warrior_type::dragon:
total_warriors_created++;
last_warrior_type = next_warrior_type;
strength -= Dragon::get_strength();
dragon_count++;
cout << (tribe == tribes::red ? "red" : "blue") << " dragon " << total_warriors_created << " born with strength "
<< Dragon::get_strength() << "," << dragon_count << " dragon in " << (tribe == tribes::red ? "red" : "blue")
<< " headquarter" << endl;
break;
case warrior_type::ninja:
total_warriors_created++;
last_warrior_type = next_warrior_type;
strength -= Ninja::get_strength();
ninja_count++;
cout << (tribe == tribes::red ? "red" : "blue") << " ninja " << total_warriors_created << " born with strength "
<< Ninja::get_strength() << "," << ninja_count << " ninja in " << (tribe == tribes::red ? "red" : "blue")
<< " headquarter" << endl;
break;
case warrior_type::iceman:
total_warriors_created++;
last_warrior_type = next_warrior_type;
strength -= Iceman::get_strength();
iceman_count++;
cout << (tribe == tribes::red ? "red" : "blue") << " iceman " << total_warriors_created << " born with strength "
<< Iceman::get_strength() << "," << iceman_count << " iceman in " << (tribe == tribes::red ? "red" : "blue")
<< " headquarter" << endl;
break;
case warrior_type::lion:
total_warriors_created++;
last_warrior_type = next_warrior_type;
strength -= Lion::get_strength();
lion_count++;
cout << (tribe == tribes::red ? "red" : "blue") << " lion " << total_warriors_created << " born with strength "
<< Lion::get_strength() << "," << lion_count << " lion in " << (tribe == tribes::red ? "red" : "blue")
<< " headquarter" << endl;
break;
case warrior_type::wolf:
total_warriors_created++;
last_warrior_type = next_warrior_type;
strength -= Wolf::get_strength();
wolf_count++;
cout << (tribe == tribes::red ? "red" : "blue") << " wolf " << total_warriors_created << " born with strength "
<< Wolf::get_strength() << "," << wolf_count << " wolf in " << (tribe == tribes::red ? "red" : "blue")
<< " headquarter" << endl;
break;
}
}
int Warrior::minimum_strength = 0;
int Dragon::strength = 0;
int Dragon::attack = 0;
int Ninja::strength = 0;
int Ninja::attack = 0;
int Iceman::strength = 0;
int Iceman::attack = 0;
int Lion::strength = 0;
int Lion::attack = 0;
int Wolf::strength = 0;
int Wolf::attack = 0;