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magic-spells.cpp
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magic-spells.cpp
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#include <iostream>
#include <vector>
#include <string>
#include <cassert>
#include <string_view>
using namespace std;
class Spell {
private:
string scrollName;
public:
Spell(): scrollName("") { }
Spell(string name): scrollName(name) { }
virtual ~Spell() { }
string revealScrollName() {
return scrollName;
}
};
class Fireball : public Spell {
private: int power;
public:
Fireball(int power): power(power) { }
void revealFirepower(){
cout << "Fireball: " << power << endl;
}
};
class Frostbite : public Spell {
private: int power;
public:
Frostbite(int power): power(power) { }
void revealFrostpower(){
cout << "Frostbite: " << power << endl;
}
};
class Thunderstorm : public Spell {
private: int power;
public:
Thunderstorm(int power): power(power) { }
void revealThunderpower(){
cout << "Thunderstorm: " << power << endl;
}
};
class Waterbolt : public Spell {
private: int power;
public:
Waterbolt(int power): power(power) { }
void revealWaterpower(){
cout << "Waterbolt: " << power << endl;
}
};
class SpellJournal {
public:
static string journal{""};
static string read() {
return journal;
}
};
[[nodiscard]] auto LCS_TopDown(std::string_view first, std::string_view second) -> unsigned {
assert(!first.empty() && !second.empty());
auto matching_character_matrix = std::vector<std::vector<unsigned>>(first.size() + 1,
std::vector<unsigned>(second.size() + 1));
for (auto i = std::size_t{1}; i < first.size() + 1; i++) {
for (auto j = std::size_t{1}; j < second.size() + 1; j++) {
if (first.at(i - 1) == second.at(j - 1)) {
matching_character_matrix.at(i).at(j) = 1 + matching_character_matrix.at(i - 1).at(j - 1);
}
else {
matching_character_matrix.at(i).at(j) = std::max(matching_character_matrix.at(i).at(j - 1),
matching_character_matrix.at(i - 1).at(j));
}
}
}
return matching_character_matrix.back().back();
}
void counterspell(Spell *spell) {
if (auto* fireball = dynamic_cast<Fireball*>(spell); fireball != nullptr) {
fireball->revealFirepower();
}
else if (auto* frostbite = dynamic_cast<Frostbite*>(spell); frostbite != nullptr) {
frostbite->revealFrostpower();
}
else if (auto* thunderstorm = dynamic_cast<Thunderstorm*>(spell); thunderstorm != nullptr) {
thunderstorm->revealThunderpower();
}
else if (auto* waterbolt = dynamic_cast<Waterbolt*>(spell); waterbolt != nullptr) {
waterbolt->revealWaterpower();
}
else {
std::cout << LCS_TopDown(spell->revealScrollName(), SpellJournal::read()) << '\n';
}
}
class Wizard {
public:
Spell *cast() {
Spell *spell;
string s; cin >> s;
int power; cin >> power;
if(s == "fire") {
spell = new Fireball(power);
}
else if(s == "frost") {
spell = new Frostbite(power);
}
else if(s == "water") {
spell = new Waterbolt(power);
}
else if(s == "thunder") {
spell = new Thunderstorm(power);
}
else {
spell = new Spell(s);
cin >> SpellJournal::journal;
}
return spell;
}
};
int main() {
int T;
cin >> T;
Wizard Arawn;
while(T--) {
Spell *spell = Arawn.cast();
counterspell(spell);
}
return 0;
}