我最近对(重新)学习编程产生了兴趣,所以我开始学习 C++,因为它是一种常用的语言。但是,我遇到了障碍,我怀疑我的解决方案是否是绕过它的最佳方法。 我有一个相对复杂的类(无论如何对我来说),大约有 20 个变量,为了简化,它们被分为 4 组。它还有一个在对象初始化期间调用的父类。
但是,我不需要在所有对象中将它们设置为默认值以外的值,因此我设置了各种不同的构造函数重载以考虑所有可能的组合(总共 8 个构造函数)。因此,为了防止编写重复代码,我编写了一些私有(private)函数,仅在构造函数期间调用,这些函数将变量设置为我在创建新对象时分配的值。
这是解决这个问题的最佳方法吗?我也考虑过将这些变量分组到类或结构中,但感觉这太复杂了,在各种构造函数重载期间调用相关函数应该可以解决问题。如果这不是最优的,那么解决这个问题的最佳方法是什么?为什么?
我可以提供对我的问题的更详细的描述,但这将是一堵相当大的文字墙(我首先写了那个,但它太失控了)。预先感谢您的输入。
根据要求,这是类定义(武器)。父类 (Item) 已经定义并按预期工作,所以我不会粘贴它,这样人们就不必阅读大量的文本。
武器类别定义:
class Weapon: public Item {
public:
// Default constructor
Weapon();
// Full constructor
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short StartEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Cooldown System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Reload System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constuctor for Weapons without Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Cooldown nor Reload System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Cooldown nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Reload nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Cooldown, Reload nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short maxMagazine, unsigned short MaxAmmunition);
~Weapon();
void m_print();
/*Edited public get and set functions for each variable as they are not relevant*/
private:
// Ubiquitous variables
unsigned short WepGenericID = 0;
unsigned short WepVariantID = 0;
unsigned short WepSkinID = 0;
double EquipLoad = 0;
double EquipLoadperAmmo = 0;
unsigned short ModesNo = 1;
Mode* pModes = NULL;
unsigned short MaxAmmunition = 0;
unsigned short CurrentAmmunition = 0;
unsigned short MaxMagazine = 0;
unsigned short CurrentMagazine = 0;
// Cooldown System variables
bool WeaponCooldown = false;
unsigned short CooldownType = 0;
double CooldownDuration = 0;
unsigned short CooldownAction = 0;
double CooldownPeriod = 0;
// Reload System variables
unsigned short ReloadType = 0;
unsigned short ReloadStyle = 0;
double ReloadTime = 0;
// Energy System variables
unsigned short CurrentEnergy = 0;
unsigned short MaxEnergy = 0;
//Constructor Auxiliary Functions
void m_setGeneralWeapon(double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short MaxMagazine, unsigned short MaxAmmunition);
void m_setCooldownSystem(unsigned short CooldownType, double CooldownDuration, unsigned short CooldownAction, double CooldownPeriod);
void m_setReloadSystem(unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime);
void m_setEnergySystem(unsigned short StartEnergy, unsigned short MaxEnergy);
void m_setWeaponIDs();
void m_WepNameDecisionTree();
string m_searchName();
};
Item父类定义
class Item {
public:
Item();
Item(unsigned GenericID);
Item(unsigned GenericID, bool NameFlag);
~Item();
void m_setCustomName();
private:
unsigned GenericID = 0;
unsigned short GenCategoryID = 0;
unsigned short GenSubCategoryID = 0;
bool NameFlag = false;
string ItemName = "Missingno";
unsigned long InstanceID = 0;
};
最佳答案
为您的子系统创建单独的类。
使用构建器/工厂模式创建你的武器:
- How to implement the factory method pattern in C++ correctly
- https://en.wikibooks.org/wiki/C%2B%2B_Programming/Code/Design_Patterns/Creational_Patterns
您也可以将弹药分开,只剩下很少的实际成员。通过这种方式,您可以使用更加模块化的方法构建所有内容,让您可以更轻松地扩展或修改您的功能
关于C++,处理多个构造函数重载和冗余代码,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50555223/