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using System; using System.Collections.Generic; using System.Linq; class StartUp { static List<IWeapon> weapons = new List<IWeapon>(); static void Main() { string input; while ((input = Console.ReadLine()) != "END") { string[] inputTokens = input.Split(';', StringSplitOptions.RemoveEmptyEntries); try { switch (inputTokens[0]) { case "Create": IWeapon weapon = CreateWeapon(inputTokens); weapons.Add(weapon); break; case "Add": AddSocket(inputTokens); break; case "Remove": RemoveSocket(inputTokens); break; case "Print": PrintWeapon(inputTokens); break; default: throw new ArgumentException($"Invalid Command: {inputTokens[0]}!"); } } catch (Exception) { } } } private static void PrintWeapon(string[] inputTokens) { string weaponName = inputTokens[1]; IWeapon weapon = weapons.First(w => w.Name == weaponName); // If we do any modification to the weapon at this point using "weapon.Modify" // we will accumulate extra stats to it. // One option to avoid this will be: create a new weapon of the very same type and acumulate it stats using Modify. // Another option will be to store the initial min and max damage (we already know that vitality, agility and strength are zeroes) // for that concrete weapon and add a method to the weapon "Recalculate" // which will loop through its gems and add to the inital max and min damage, based on the type of the gems it owns. //foreach (IGem gem in weapon.Gems.Where(g => g != null)) //{ // weapon.Modify(gem); //} Console.WriteLine(weapon); } private static void RemoveSocket(string[] inputTokens) { string weaponName = inputTokens[1]; int socketIndex = int.Parse(inputTokens[2]); IWeapon weapon = weapons.First(w => w.Name == weaponName); if (socketIndex >= 0 && socketIndex < weapon.Gems.Length) { IGem gem = weapon.Gems[socketIndex]; if (gem != null) { weapon.DegradeWeapon(gem); weapon.Gems[socketIndex] = null; } } } private static void AddSocket(string[] inputTokens) { string weaponName = inputTokens[1]; IWeapon weapon = weapons.First(w => w.Name == weaponName); int socketIndex = int.Parse(inputTokens[2]); string[] gemTokens = inputTokens[3].Split(' ', StringSplitOptions.RemoveEmptyEntries); GemQuality quality = Enum.Parse<GemQuality>(gemTokens[0]); Type gemType = Type.GetType(gemTokens[1]); if (gemType == null) { throw new ArgumentException("Invalid Gem Type!"); } if (!typeof(IGem).IsAssignableFrom(gemType)) { throw new ArgumentException("Invalid Gem!"); } IGem gem = (IGem)Activator.CreateInstance(gemType, new object[] { quality }); if (socketIndex >= 0 && socketIndex < weapon.Gems.Length) { // Since we add or substract to the max and min damage each time when we add or remove а gem, // the proper way in case of an existing gem will be to degrade the weapon first and then to Modify it. var newGem = weapon.Gems[socketIndex]; if (newGem != null) { weapon.DegradeWeapon(newGem); } weapon.Modify(gem); weapon.Gems[socketIndex] = gem; } } private static IWeapon CreateWeapon(string[] inputTokens) { string[] weaponTokens = inputTokens[1].Split(' ', StringSplitOptions.RemoveEmptyEntries); WeaponRarity rarity = Enum.Parse<WeaponRarity>(weaponTokens[0]); Type weaponType = Type.GetType(weaponTokens[1]); if (weaponType == null) { throw new ArgumentException("Invalid Weapon Type!"); } if (!typeof(IWeapon).IsAssignableFrom(weaponType)) { throw new ArgumentException("Invalid Weapon!"); } IWeapon weapon = (IWeapon)Activator.CreateInstance(weaponType, new object[] { rarity, inputTokens[2] }); return weapon; } }
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