假设我有两个类,一个基类和一个继承的类,如下所示:
class Magic : public Attack
{
public:
Magic(int uID, std::string &name) : Attack(ActionType::MagicAction, uID, name)
{
}
};
class MacroMagic : public Magic
{
MacroMagic(int uID) : Magic(uID, std::string("Testing"))
{
}
void PreUse() override
{
std::cout << "Test" << std::endl;
}
}
我有一个我要复制的魔法实例的shared_ptr,但是在运行时我不知道该指针是指向Magic,MacroMagic还是可能从Magic继承的任何实例。我希望能够复制shared_ptr指向的对象,如下所示:
Battles::magic_ptr mgPtr = MagicNameMap[name];
if (mgPtr.get() != nullptr)
{
return magic_ptr(new Magic(*mgPtr));
}
return mgPtr;
其中magic_ptr是Magic Class周围的shared_ptr的typedef。我可以通过指定一个虚拟拷贝函数并调用它来实现它,但我想使它不那么钝,更容易维护。我假设我可以通过复制构造函数执行此操作,但我不确定如何在此实例中。我现在的方式,上面代码返回的指针不会调用覆盖pReUse()函数。
非常感谢一点指导,谢谢
答案 0 :(得分:1)
我可以通过指定虚拟副本函数并调用它来实现它,但我希望减少它的钝化和维护。
你正在反对这种语言。
你可以完成你所追求的目标,但我不推荐它,而且设置或维护肯定不比virtual Magic* clone() = 0
更容易。
也许你可以勾勒出能够得出这个结论的问题,然后我们可以从那里得到帮助。通常有替代方案不会与语言作斗争。
修改强>
这是使用外部函数表(t_magic_operation_table
)的方法。你可以应用并创建几个函数表并保持它们。因为它们作为单个指针存在于魔术对象中,所以您可以使这些表格非常大(如果需要)。如果你的魔法类型可以使用相同的数据/成员,那么这是一种方法。小心:我把它扔得太快了。它演示了这种技术,但是它非常糟糕:
#include <iostream>
#include <string>
namespace MONSpiel {
inline unsigned prndm(const unsigned& max) {
return 1 + arc4random() % max;
}
class t_ghoul;
class t_biclops;
class t_magic;
class t_hero {
t_hero();
t_hero(const t_hero&);
t_hero& operator=(const t_hero&);
public:
t_hero(const std::string& inName) : d_name(inName) {
}
const std::string& name() const {
return this->d_name;
}
template<typename TEnemy, typename TMagic>
void attack(TEnemy& enemy, TMagic& magic) const {
if (enemy.isDead()) {
return;
}
enemy.hit(magic.power());
if (enemy.isDead()) {
std::cout << this->name() << ": see you in the prequel...\n\n";
}
else {
std::cout << this->name() << ": have you had enough " << magic.name() << ", " << enemy.name() << "???\n\n";
}
}
/* ... */
private:
const std::string d_name;
};
class t_enemy {
t_enemy();
t_enemy(const t_enemy&);
t_enemy& operator=(const t_enemy&);
public:
t_enemy(const std::string& inName) : d_name(inName), d_lifePoints(1000) {
}
virtual ~t_enemy() {
}
const std::string& name() const {
return this->d_name;
}
bool isDead() const {
return 0 >= this->d_lifePoints;
}
const int& lifePoints() const {
return this->d_lifePoints;
}
void hit(const int& points) {
this->d_lifePoints -= points;
}
/* ... */
private:
const std::string d_name;
int d_lifePoints;
};
class t_ghoul : public t_enemy {
public:
static int MaxDaysAwake() {
return 100;
}
t_ghoul(const std::string& inName) : t_enemy(inName), d_bouyancy(prndm(100)), d_proximityToZebra(prndm(100)), d_daysAwake(prndm(MaxDaysAwake())) {
}
const int& bouyancy() const {
return this->d_bouyancy;
}
const int& proximityToZebra() const {
return this->d_proximityToZebra;
}
const int& daysAwake() const {
return this->d_daysAwake;
}
private:
int d_bouyancy;
int d_proximityToZebra;
int d_daysAwake;
};
class t_biclops : public t_enemy {
public:
t_biclops(const std::string& inName) : t_enemy(inName), d_isTethered(prndm(2)), d_amountOfSunblockApplied(prndm(100)) {
}
const bool& isTethered() const {
return this->d_isTethered;
}
const int& amountOfSunblockApplied() const {
return this->d_amountOfSunblockApplied;
}
private:
bool d_isTethered;
int d_amountOfSunblockApplied;
};
class t_magic_operation_table {
public:
typedef void (*t_ghoul_skirmish_function)(t_magic&, t_ghoul&);
typedef void (*t_biclops_skirmish_function)(t_magic&, t_biclops&);
t_magic_operation_table(t_ghoul_skirmish_function ghoulAttack, t_biclops_skirmish_function biclopsAttack) : d_ghoulAttack(ghoulAttack), d_biclopsAttack(biclopsAttack) {
}
void willSkirmish(t_magic& magic, t_ghoul& ghoul) const {
this->d_ghoulAttack(magic, ghoul);
}
void willSkirmish(t_magic& magic, t_biclops& biclops) const {
this->d_biclopsAttack(magic, biclops);
}
private:
t_ghoul_skirmish_function d_ghoulAttack;
t_biclops_skirmish_function d_biclopsAttack;
};
class t_action {
public:
typedef enum t_type {
NoAction = 0,
MagicAction,
ClubAction,
ClassAction
} t_type;
};
class t_attack {
public:
t_attack(const t_action::t_type& actionType, const int& uID, const std::string& inName) : d_actionType(actionType), d_uID(uID), d_name(inName) {
}
virtual ~t_attack() {
}
void reset() {
/* ... */
}
const std::string& name() const {
return this->d_name;
}
private:
t_action::t_type d_actionType;
int d_uID;
std::string d_name;
};
class t_magic : public t_attack {
t_magic();
t_magic(const t_magic&);
t_magic& operator=(const t_magic&);
static void GhoulSkirmishA(t_magic& magic, t_ghoul& ghoul) {
magic.d_accuracy = ghoul.bouyancy() + prndm(16);
magic.d_power = ghoul.proximityToZebra() + prndm(43);
}
static void GhoulSkirmishB(t_magic& magic, t_ghoul& ghoul) {
magic.d_accuracy = ghoul.bouyancy() / magic.flammability() + prndm(32);
magic.d_power = t_ghoul::MaxDaysAwake() - ghoul.daysAwake() + prndm(23);
}
static void BiclopsSkirmishA(t_magic& magic, t_biclops& biclops) {
if (biclops.isTethered()) {
magic.d_accuracy = 90 + prndm(16);
}
else {
magic.d_accuracy = 40 + prndm(11);
}
magic.d_power = biclops.amountOfSunblockApplied() + prndm(17);
}
static void BiclopsSkirmishB(t_magic& magic, t_biclops& biclops) {
if (biclops.isTethered()) {
magic.d_accuracy = 80 + prndm(80);
}
else {
magic.d_accuracy = 50 + prndm(50);
}
magic.d_power = 80 + prndm(30);
}
const t_magic_operation_table* NextOperationTable() {
static const t_magic_operation_table tables[4] = {
t_magic_operation_table(GhoulSkirmishA, BiclopsSkirmishA),
t_magic_operation_table(GhoulSkirmishB, BiclopsSkirmishB),
t_magic_operation_table(GhoulSkirmishB, BiclopsSkirmishA),
t_magic_operation_table(GhoulSkirmishA, BiclopsSkirmishB)
};
return & tables[arc4random() % 4];
}
public:
t_magic(const int& uID, const std::string& inName) : t_attack(t_action::MagicAction, uID, inName), d_power(-1), d_accuracy(-1), d_operationTable(0) {
}
int flammability() const {
return prndm(73);
}
int power() const {
return this->d_power;
}
void reset() {
t_attack::reset();
this->d_power = -1;
this->d_accuracy = -1;
this->d_operationTable = 0;
}
private:
/* assigns this->d_operationTable */
void updateOperationTableForAttack() {
this->d_operationTable = NextOperationTable();
}
public:
void heroWillAttack(const t_hero& hero, t_ghoul& ghoul) {
this->updateOperationTableForAttack();
this->d_operationTable->willSkirmish(*this, ghoul);
std::cout << hero.name() << " vs. " << ghoul.name() << "(lp:" << ghoul.lifePoints() << ")";
this->printState();
}
void heroWillAttack(const t_hero& hero, t_biclops& biclops) {
this->updateOperationTableForAttack();
this->d_operationTable->willSkirmish(*this, biclops);
std::cout << hero.name() << " vs. " << biclops.name() << "(lp:" << biclops.lifePoints() << ")";
this->printState();
}
void printState() {
std::cout << ": Magic { Power: " << this->d_power << ", Accuracy: " << this->d_accuracy << ", Operation Table: " << this->d_operationTable << "}\n";
}
private:
int d_power;
int d_accuracy;
const t_magic_operation_table* d_operationTable;
};
template<typename TEnemy>
void AttackEnemyWithMagic(t_hero& hero, TEnemy& enemy, t_magic& magic) {
if (!enemy.isDead()) {
magic.heroWillAttack(hero, enemy);
hero.attack(enemy, magic);
magic.reset();
}
}
inline void PlayIt() {
t_hero zoe("Zoe");
t_hero aragosta("Aragosta");
t_ghoul ghoul0("Al Paca");
t_ghoul ghoul1("Spud");
t_ghoul ghoul2("Sleepy");
t_biclops biclops("Scimpanzè");
t_magic hemlock(59, "hemlock");
t_magic babyPowder(91, "baby powder");
for (size_t idx(0); idx < 1000; ++idx) {
AttackEnemyWithMagic(zoe, ghoul1, hemlock);
AttackEnemyWithMagic(aragosta, biclops, babyPowder);
AttackEnemyWithMagic(zoe, ghoul2, hemlock);
AttackEnemyWithMagic(aragosta, ghoul0, babyPowder);
}
}
} /* << MONSpiel */
int main(int argc, char* const argv[]) {
#pragma unused(argc)
#pragma unused(argv)
MONSpiel::PlayIt();
return 0;
}
另一个选择是简单地创建商店(例如矢量),每个商店都有不同的魔术类型。然后填充一个向量以指向这些商店中的对象。这样,您可以为每种类型创建一个连续分配,并根据需要随机化和权衡。如果你的魔法物品的大小差异很大,这很有用。