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#include <map>
#include<string>
#include <iostream>
std::string Third();
std::string Ask();
std::string Ask2();
std::string WhoIsPicked3(std::string Nothing1, std::string Nothing2);
std::string ThirdRandomizer(std::string Picked1);
std::string ThirdDictionary();
std::string Third() {
std::string Nothing = Ask();
std::string TheNothing = Ask2();
std::string Picked = WhoIsPicked3(Nothing, TheNothing);
std::string Random = ThirdRandomizer(Picked);
return Random;
}
std::string WhoIsPicked3(std::string Nothing1, std::string Nothing2) {
if (Nothing1[0] == 'b' || Nothing1[0] == 'B' && Nothing1[1] == 'l' || Nothing1[1] == 'L') {
std::string Nothing = "";
Nothing1.append("Bloodhound");
}
else if (Nothing1[0] == 'g' || Nothing1[0] == 'G' && Nothing1[1] == 'i' || Nothing1[1] == 'I') {
std::string Nothing1 = "";
Nothing1.append("Gibraltar");
}
else if (Nothing1[0] == 'l' || Nothing1[0] == 'L' && Nothing1[1] == 'i' || Nothing1[1] == 'I') {
std::string Nothing1 = "";
Nothing1.append("Lifeline");
}
else if (Nothing1[0] == 'p' || Nothing1[0] == 'P' && Nothing1[1] == 'a' || Nothing1[1] == 'A') {
std::string Nothing1 = "";
Nothing1.append("Pathfinder");
}
else if (Nothing1[0] == 'w' || Nothing1[0] == 'W' && Nothing1[1] == 'r' || Nothing1[1] == 'R') {
std::string Nothing1 = "";
Nothing1.append("Wraith");
}
else if (Nothing1[0] == 'b' || Nothing1[0] == 'B' && Nothing1[1] == 'a' || Nothing1[1] == 'A') {
std::string Nothing1 = "";
Nothing1.append("Bangalore");
}
else if (Nothing1[0] == 'c' || Nothing1[0] == 'C' && Nothing1[1] == 'a' || Nothing1[1] == 'A') {
std::string Nothing1 = "";
Nothing1.append("Caustic");
}
else if (Nothing1[0] == 'm' || Nothing1[0] == 'M' && Nothing1[1] == 'i' || Nothing1[1] == 'I') {
std::string Nothing1 = "";
Nothing1.append("Mirage");
}
else {
std::cout << "Incorrect answer try again.";
WhoIsPicked3(Nothing1, Nothing2);
}
return Nothing1, Nothing2;
}
std::string ThirdRandomizer(std::string Picked1) {
int a = 10;
while (a == 10) {
int SelectedLegend1 = rand() % 8;
std::string LegendArray[] = { "Bloodhound","Gibraltar","Lifeline","Pathfinder","Wraith","Bangalore","Caustic","Mirage" };
if (Picked1[0] == 'b' || Picked1[0] == 'B' && Picked1[1] == 'l' || Picked1[1] == 'L') {
LegendArray[0] = "";
}
else if (Picked1[0] == 'g' || Picked1[0] == 'G' && Picked1[1] == 'i' || Picked1[1] == 'I') {
LegendArray[1] = "";
}
else if (Picked1[0] == 'l' || Picked1[0] == 'L' && Picked1[1] == 'i' || Picked1[1] == 'I') {
LegendArray[2] = "";
}
else if (Picked1[0] == 'p' || Picked1[0] == 'P' && Picked1[1] == 'a' || Picked1[1] == 'A') {
LegendArray[3] = "";
}
else if (Picked1[0] == 'w' || Picked1[0] == 'W' && Picked1[1] == 'r' || Picked1[1] == 'R') {
LegendArray[4] = "";
}
else if (Picked1[0] == 'b' || Picked1[0] == 'B' && Picked1[1] == 'a' || Picked1[1] == 'A') {
LegendArray[5] = "";
}
else if (Picked1[0] == 'c' || Picked1[0] == 'C' && Picked1[1] == 'a' || Picked1[1] == 'A') {
LegendArray[6] = "";
}
else if (Picked1[0] == 'm' || Picked1[0] == 'M' && Picked1[1] == 'i' || Picked1[1] == 'I') {
LegendArray[7] = "";
}
if (LegendArray[SelectedLegend1] != "") {
std::cout << LegendArray[SelectedLegend1];
return LegendArray[SelectedLegend1];
break;
}
}
}
std::string ThirdDictionary() {
std::string TheThird = Third();
std::map<std::string, std::string> Traits; // Define Dictionary
Traits.insert(std::pair<std::string, std::string>("Bloodhound", "\n-Passive : See tracks left behind your foes.\n-Tactical : Reveal hidden enemies, traps, and clues throughtout structures in front of you.\n-Ultimate : Enhance Sense, moves faster and highlights prey."));
Traits.insert(std::pair<std::string, std::string>("Gibraltar", "\n-Passive : Aiming deplays a gun shield that blocks incoming fire.\n-Tactical : Throw down a dome-shield that blocks attacks for 15 seconds.\n-Ultimate : Call in concentrated mortar strike on a marked position."));
Traits.insert(std::pair<std::string, std::string>("Lifeline", "\n-Passive : Revive knocked down teamates faster while protected by a shield wall. Healing items are used 25% faster.\n-Tactical : Call your drone of compassion to automatically heal nearby teamates over time.\n-Ultimate : Care package with high quality defensive gear."));
Traits.insert(std::pair<std::string, std::string>("Pathfinder", "\n-Passive : Scan a survey beacon to reveal the ring's next location.\n-Tactical: Grapple to get to out-of-reach places quickly.\n-Ultimate : Create a zipline for everyone to use"));
Traits.insert(std::pair<std::string, std::string>("Wraith", "\n-Passive : A voice warns you when danger approaches. As far as you can tell, it's on your side.\n-Tactical : Reposition quickly through the safety of void space, avoiding all damage.\n-Ultimate : Link two locations with portals for 60 seconds, allowing your entire team to use them."));
Traits.insert(std::pair<std::string, std::string>("Bangalore", "\n-Passive : Taking fire while sprinting makes you move faster for a brief time.\n-Tactical : Fire's a high-velocity smoke canister that explodes into a smoke wall on impact.\n-Ultimate : Call in an artillery strike that slowly creeps across the landscape."));
Traits.insert(std::pair<std::string, std::string>("Caustic", "\n-Passive : Allows you to see enemies through your gas.\n-Tactical : Drop canisters that release deadly Nox gas when shot or triggered by enemies.\n-Ultimate : Blankets a large area in Nox gas."));
Traits.insert(std::pair<std::string, std::string>("Mirage", "\n-Passive : Automatically drop a decoy and cloak for five seconds when knocked down.\n-Tactical : Send out a holographic decoy to confuse the enemy.\n-Ultimate : Deploy a team of Decoys to distract enemies while you cloak."));
std::string Legend = Traits.find(TheThird)->second;
std::cout << Legend << "\n\n";
system("PAUSE");
return Legend;
}
std::string Ask() {
std::string Nothing = "";
std::cout << "1st Legend already picked?: ";
std::getline(std::cin, Nothing);
std::cout << std::endl;
return Nothing;
}
std::string Ask2() {
std::string Nothing = "";
std::cout << "2nd Legend already picked?: ";
std::getline(std::cin, Nothing);
std::cout << std::endl;
return Nothing;
}
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