我正在尝试对项目的矢量进行排序。如代码注释中所述,顺序应为:
拥有更多行动点(mAp
)的参与者先行。当存在平局时,与战斗发起人(mDisposition
)具有相同处置(mBattleInitiator
)的参与者将首先出现。
以下代码(简化示例)在macOS上崩溃,可能是由于我的排序实现不正确:
#include <QtCore>
class AiComponent
{
public:
enum Disposition {
Friendly,
Hostile
};
AiComponent(Disposition disposition) : mDisposition(disposition) {}
~AiComponent() { qDebug() << "Destroying AiComponent"; }
Disposition mDisposition;
};
class BattleManager
{
public:
BattleManager() : mBattleInitiator(AiComponent::Hostile) {}
class Turn {
public:
Turn() : mAp(1) {}
Turn(QSharedPointer<AiComponent> aiComponent) :
mAiComponent(aiComponent),
mAp(1)
{
}
Turn(const Turn &rhs) :
mAiComponent(rhs.mAiComponent),
mAp(1)
{
}
QSharedPointer<AiComponent> mAiComponent;
int mAp;
};
void addToTurnQueue(QSet<QSharedPointer<AiComponent>> aiComponents);
AiComponent::Disposition mBattleInitiator;
QVector<Turn> mTurnQueue;
Turn mActive;
};
void BattleManager::addToTurnQueue(QSet<QSharedPointer<AiComponent> > aiComponents)
{
foreach (auto aiComponent, aiComponents) {
mTurnQueue.append(Turn(aiComponent));
}
// Sort the participants so that ones with more action points (mAp) go first.
// When there is a tie, participants with the same disposition (mDisposition)
// as the initiator of the battle (mBattleInitiator) go first.
std::sort(mTurnQueue.begin(), mTurnQueue.end(), [=](const Turn &a, const Turn &b) {
if (a.mAp > b.mAp)
return true;
if (a.mAp < b.mAp)
return false;
// At this point, a.mAp is equal to b.mAp, so we must resolve the tie
// based on mDisposition.
if (a.mAiComponent->mDisposition == mBattleInitiator)
return true;
if (b.mAiComponent->mDisposition == mBattleInitiator)
return false;
return false;
});
}
int main(int /*argc*/, char */*argv*/[])
{
BattleManager battleManager;
for (int i = 0; i < 20; ++i) {
qDebug() << "iteration" << i;
QSet<QSharedPointer<AiComponent>> participants;
AiComponent::Disposition disposition = i % 2 == 0 ? AiComponent::Hostile : AiComponent::Friendly;
QSharedPointer<AiComponent> ai(new AiComponent(disposition));
participants.insert(ai);
battleManager.addToTurnQueue(participants);
}
// This should print (1 1), (1 1), ... (1 0), (1 0)
foreach (auto turn, battleManager.mTurnQueue) {
qDebug() << "(" << turn.mAp << turn.mAiComponent->mDisposition << ")";
}
return 0;
}
我已经查看了有关该主题的其他答案。他们中的大多数人只是说“将它实现为&gt; b”,这在我的情况下不起作用。有一些似乎相关,但没有帮助我:
实现我追求目标的最简单方法是什么?
答案 0 :(得分:1)
我会在您的代码中删除评论并解释它的错误(如果有的话),以及如何修复它。
// Sort the participants so that ones with more action points (mAp) go first.
到目前为止很好
// When there is a tie, participants with the same disposition (mDisposition) as the initiator of the battle (mBattleInitiator) go first.
如果两个参与者的处置方式与发起人相同,会怎样?即使您可以保证没有2个元素满足这个条件,也允许排序算法将元素与自身进行比较。在这种情况下,此测试将返回true
,违反了严格弱排序的条件之一,即元素必须与自身进行比较(即compare(a,a)
必须始终为false)。
或许您想说,如果a
与发起人具有相同的处置方式,而b
没有,则a
应被视为小于b
。这可以编码为:
return dispositionOfA == mBattleInitiator && dispsitionOfB != mBattleInitiator;
所以你的完整测试看起来像这样:
if (a.mAp > b.mAp)
return true;
if (a.mAp < b.mAp)
return false;
return a.mAiComponent->mDisposition == mBattleInitiator &&
b.mAiComponent->mDisposition != mBattleInitiator;