又一次向目标迈进了...
这次是实现一个物体所拥有的属性类。没什么好说的,非常简单。
因为我是C++新手,不知道对这次的实现有没有什么更好的实现方式。因为这个类对以后的进展很重要,而且,要充分考虑易用性,安全性,以及扩展性……
emmmmmmm................
Quality.h
#include "stdinc.h"
#include "Random.h"
#include "Rational.h"
#pragma once
namespace Lunacia
{
static RandomNorm g_rn(0.6, 0.15);
/*The Quality Type. Each type corresponds to a class.*/
enum class QualityType : uint32_t
{
HEALTH = 1,
COURAGE = 2,
ACTIVE = 4,
INTELLIGENCE = 8,
CREATITY = 16,
LIFE_INSTINCT = 32
};
/*The base quality class.*/
class Quality
{
protected:
/*Only class QualitiesManager can instantiate it.*/
Quality() = delete;
Quality(QualityType type);
virtual ~Quality();
public:
Quality& operator=(const Quality&) = delete;
public:
void SetValue(int32_t val);
void AddValue(int32_t inc);
int32_t GetValue() const;
QualityType GetType() const;
void SetLimit(int32_t max);
bool AddPassive(Quality*const & passive);
bool RemovePassive(QualityType type);
bool Cut(Quality*& otherQual);
void Clear();
static void Clear(Quality*& pQual);
protected:
virtual void PassiveImpact(const Quality*const & active) = 0;
/*Notify all passives when the value is modified.*/
void NotifyAll();
void SetType(QualityType type);
protected:
QualityType m_type;
Rational<int32_t> m_value;
std::unordered_map<QualityType, Quality* const > m_passives;
};
typedef Quality*const & PtrQuality;
};
Quality.cpp
#include "Quality.h"
namespace Lunacia
{
Quality::Quality(QualityType type):
m_type(type)
{
m_value(0, 1000);
m_value.SetDenomFixed(false);
}
Quality::~Quality()
{
Clear();
}
void Quality::SetValue(int32_t val)
{
int32_t& selfVal = m_value._numer;
selfVal = val;
if (selfVal > m_value._denom)
{
selfVal = m_value._denom;
}
if (selfVal < 0)
{
selfVal = 0;
}
NotifyAll();
}
void Quality::AddValue(int32_t inc)
{
SetValue(inc += m_value._numer);
}
int32_t Quality::GetValue() const
{
return m_value._numer;
}
QualityType Quality::GetType() const
{
return m_type;
}
void Quality::SetType(QualityType type)
{
m_type = type;
}
void Quality::SetLimit(int32_t max)
{
if (max <= 0) return;
const float insRatio = max * 1.0f / m_value._denom;
m_value._denom = max;
if (m_value > 1)
{
m_value._numer = max;
}
else
{
m_value._numer = static_cast<int32_t>(insRatio * m_value._numer);
}
}
bool Quality::AddPassive(Quality*const & passive)
{
if (passive == nullptr)
{
return false;
}
return m_passives.insert(std::pair(passive->m_type, passive)).second;
}
bool Quality::RemovePassive(QualityType type)
{
return m_passives.erase(type) == 1;
}
bool Quality::Cut(Quality *& otherQual)
{
if (otherQual == nullptr || (m_type != otherQual->GetType()))
{
return false;
}
m_value = otherQual->GetValue();
m_passives = otherQual->m_passives;
Quality::Clear(otherQual);
return true;
}
void Quality::Clear()
{
m_passives.clear();
m_value = 0;
}
void Quality::Clear(Quality *& pQual)
{
if (pQual == nullptr)
{
return;
}
pQual->Clear();
delete pQual;
pQual = nullptr;
}
void Quality::NotifyAll()
{
for (auto& each : m_passives)
{
Quality* const& passive = each.second;
if (passive != nullptr)
{
passive->PassiveImpact(this);
}
}
}
};
QualitiesManager.h
#pragma once
#include "Quality.h"
namespace Lunacia
{
class QualitiesManager
{
public:
QualitiesManager();
QualitiesManager(uint8_t qualMaxCount);
~QualitiesManager();
friend class Quality;
public:
void Clear();
public:
Quality* const& AddQuality(Quality* pQual);
template<class T, typename std::enable_if <std::is_base_of<Quality, T>::value, T> ::type * = nullptr >
Quality* const& AddQuality();
bool RemoveQuality(QualityType type);
void RemoveAll();
//void DestoryQuality(Quality*& pQual);
template<class T, typename std::enable_if <std::is_base_of<Quality, T>::value, T> ::type * = nullptr >
Quality* const CreateQuality();
private:
std::unordered_map<QualityType, Quality* > m_qualities;
};
////////////////////////////////////////////////////////////////////////////////////////////////////
//inline void QualitiesManager::DestoryQuality(Quality*& pQual)
//{
// Quality::Clear(pQual);
//}
template<class T, typename std::enable_if <
std::is_base_of<Quality, T>::value,
T> ::type *>
inline Quality * const QualitiesManager::CreateQuality()
{
return new T();
}
template<class T, typename std::enable_if <
std::is_base_of<Quality, T>::value,
T> ::type *>
Quality * const& QualitiesManager::AddQuality()
{
return AddQuality(CreateQuality<T>());
}
};
QualitiesManager.cpp
#include "QualitiesManager.h"
namespace Lunacia
{
QualitiesManager::QualitiesManager()
{
m_qualities.reserve(10);
}
QualitiesManager::QualitiesManager(uint8_t qualMaxCount)
{
m_qualities.reserve(qualMaxCount);
}
QualitiesManager::~QualitiesManager()
{
Clear();
}
void QualitiesManager::Clear()
{
for (auto& each : m_qualities)
{
Quality::Clear(each.second);
}
m_qualities.clear();
}
Quality* const& QualitiesManager::AddQuality(Quality* pQual)
{
//Cover add.
QualityType type = pQual->GetType();
if (m_qualities.find(type) != m_qualities.end())
{
Quality*& qual = m_qualities.at(type);
qual->Cut(pQual);
return qual;
}
auto resIt = m_qualities.insert(std::pair(type, pQual));
return resIt.first->second;
}
bool QualitiesManager::RemoveQuality(QualityType type)
{
auto found = m_qualities.find(type);
Quality* qualFound = (found == m_qualities.end()) ? nullptr : found->second;
for (auto& each : m_qualities)
{
each.second->RemovePassive(type);
}
Quality::Clear(qualFound);
return m_qualities.erase(type) == 1;
}
void QualitiesManager::RemoveAll()
{
Clear();
}
};
*以下文件为测试用文件。
QualHealth.cpp
#include "QualHealth.h"
namespace Lunacia
{
QualHealth::QualHealth()
:Quality(QualityType::HEALTH)
{
}
QualHealth::~QualHealth()
{
}
void QualHealth::PassiveImpact(const Quality * const & active)
{
if (active == nullptr) return;
int32_t val = active->GetValue();
switch (active->GetType())
{
case QualityType::LIFE_INSTINCT:
m_value._numer += static_cast<int32_t>(val * g_rn.GetRandNum<float>()); //test.
break;
default:
break;
}
}
};
QualHealth.h
#pragma once
#include "Quality.h"
namespace Lunacia
{
class QualHealth final : public Quality
{
public:
QualHealth();
~QualHealth();
private:
void PassiveImpact(const Quality*const& active);
};
};
QualLifeInstinct.cpp
#include "QualLifeInstinct.h"
namespace Lunacia
{
QualLifeInstinct::QualLifeInstinct()
:Quality(QualityType::LIFE_INSTINCT)
{
SetValue(500);
}
QualLifeInstinct::~QualLifeInstinct()
{
}
void QualLifeInstinct::PassiveImpact(const Quality * const & active)
{
//Nothing here...
return;
}
};
QualLifeInstinct.h
#pragma once
#include "Quality.h"
namespace Lunacia
{
class QualLifeInstinct final : public Quality
{
public:
QualLifeInstinct();
~QualLifeInstinct();
private:
void PassiveImpact(const Quality*const & active);
};
};
main.cpp
#include "Tilee.h"
#include "Location.h"
#include "stdinc.h"
#include "Random.h"
#include "Rational.h"
#include "QualitiesManager.h"
#include "QualHealth.h"
#include "QualLifeInstinct.h"
using namespace Lunacia;
struct Item
{
uint32_t weight;
int id;
};
int main(void)
{
//QualHealth
QualitiesManager qm;
PtrQuality ptrQualHealth = qm.AddQuality<QualHealth>();
PtrQuality ptrQualHealth2 = qm.AddQuality<QualHealth>();
PtrQuality ptrQualLifeIns = qm.AddQuality<QualLifeInstinct>();
ptrQualLifeIns->AddPassive(ptrQualHealth);
ptrQualHealth->AddValue(100);
ptrQualHealth2->SetValue(432);
ptrQualLifeIns->AddValue(10);
qm.RemoveQuality(ptrQualHealth->GetType());
RandomNorm rn(0.6, 0.15);
for (size_t i = 0; i < 100; i++)
{
std::cout << rn.GetRandNum() << std::endl;
}
system("pause");
return 0;
}
对于漫长的编译时间,我应该仔细考虑一下代码结构了。
下一个,物体类(object class)。
原文地址:https://www.cnblogs.com/rkexy/p/9768523.html
时间: 2024-10-28 19:17:24