РЕШЕНИЯ

Решение задача 3

https://petaryankov.com/practical-exam/

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
 
namespace _1.Problem_ShipDamage
{
    class ShipDamage
    {
        static void Main()
        {
            int Sx1 = int.Parse(Console.ReadLine());
            int Sy1 = int.Parse(Console.ReadLine());
            int Sx2 = int.Parse(Console.ReadLine());
            int Sy2 = int.Parse(Console.ReadLine());
            int H = int.Parse(Console.ReadLine());
            int Cx1 = int.Parse(Console.ReadLine());
            int Cy1 = int.Parse(Console.ReadLine());
            int Cx2 = int.Parse(Console.ReadLine());
            int Cy2 = int.Parse(Console.ReadLine());
            int Cx3 = int.Parse(Console.ReadLine());
            int Cy3 = int.Parse(Console.ReadLine());
 
            int newCy1 = H + (H - Cy1);
            int newCy2 = H + (H - Cy2);
            int newCy3 = H + (H - Cy3);
            double damage = 0;
 
            //Corners hit
            if ((Cx1==Sx1 && newCy1==Sy1)||(Cx1==Sx2 && newCy1==Sy2)||(Cx1==Sx1 && newCy1==Sy2)||(Cx1==Sx2 && newCy1==Sy1))
            {
               damage=damage+0.25;
            }
            if ((Cx2==Sx1 && newCy2==Sy1)||(Cx2==Sx2 && newCy2==Sy2)||(Cx2==Sx1 && newCy2==Sy2)||(Cx2==Sx2 && newCy2==Sy1))
            {
               damage=damage+0.25;
            }
            if ((Cx3==Sx1 && newCy3==Sy1)||(Cx3==Sx2 && newCy3==Sy2)||(Cx3==Sx1 && newCy3==Sy2)||(Cx3==Sx2 && newCy3==Sy1))
            {
               damage=damage+0.25;
            }
 
            //Sides hit
            if ((Cx1==Sx1 && newCy1 < Math.Max(Sy1, Sy2) && newCy1 > Math.Min(Sy1, Sy2))||
                (Cx1==Sx2 && newCy1 < Math.Max(Sy1, Sy2) && newCy1 > Math.Min(Sy1, Sy2))||
                (newCy1==Sy1 && Cx1 < Math.Max(Sx1, Sx2) && Cx1 > Math.Min(Sx1, Sx2))||
                (newCy1==Sy2 && Cx1 < Math.Max(Sx1, Sx2) && Cx1 > Math.Min(Sx1, Sx2)))
            {
                damage=damage+0.5;
            }
            if ((Cx2==Sx1 && newCy2 < Math.Max(Sy1, Sy2) && newCy2 > Math.Min(Sy1, Sy2))||
                (Cx2==Sx2 && newCy2 < Math.Max(Sy1, Sy2) && newCy2 > Math.Min(Sy1, Sy2))||
                (newCy2==Sy1 && Cx2 < Math.Max(Sx1, Sx2) && Cx2 > Math.Min(Sx1, Sx2))||
                (newCy2==Sy2 && Cx2 < Math.Max(Sx1, Sx2) && Cx2 > Math.Min(Sx1, Sx2)))
            {
                damage=damage+0.5;
            }
            if ((Cx3==Sx1 && newCy3 < Math.Max(Sy1, Sy2) && newCy3 > Math.Min(Sy1, Sy2))||
                (Cx3==Sx2 && newCy3 < Math.Max(Sy1, Sy2) && newCy3 > Math.Min(Sy1, Sy2))||
                (newCy3==Sy1 && Cx3 < Math.Max(Sx1, Sx2) && Cx3 > Math.Min(Sx1, Sx2))||
                (newCy3==Sy2 && Cx3 < Math.Max(Sx1, Sx2) && Cx3 > Math.Min(Sx1, Sx2)))
            {
                damage=damage+0.5;
            }
 
            //Body hit
            if ((Cx1 < Math.Max(Sx1, Sx2) && Cx1 > Math.Min(Sx1, Sx2) && newCy1 < Math.Max(Sy1, Sy2) && newCy1 > Math.Min(Sy1, Sy2)))
            {
                damage=damage+1;
            }
            if ((Cx2 < Math.Max(Sx1, Sx2) && Cx2 > Math.Min(Sx1, Sx2) && newCy2 < Math.Max(Sy1, Sy2) && newCy2 > Math.Min(Sy1, Sy2)))
            {
                damage=damage+1;
            }
            if ((Cx3 < Math.Max(Sx1, Sx2) && Cx3 > Math.Min(Sx1, Sx2) && newCy3 < Math.Max(Sy1, Sy2) && newCy3 > Math.Min(Sy1, Sy2)))
            {
                damage=damage+1;
            }
            Console.WriteLine("{0:0%}",damage);
        }
    }
}

 

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