假设我们要编写一个具有3种基本角色类型的RPG游戏:战斗机,法师和弓箭手。此外,我们还结合了骑士,圣骑士和游侠等角色类型。在TypeScript中,我们可以像这样描述字符接口:
// fighter can fight
// mage can cast
// archer can shoot
// paradin can cast and fight
// knight can fight and shoot
// ranger can cast and shoot
type Fighter = {fight: () => string}
type Mage = {cast: () => string}
type Archer = {shoot: () => string}
type Knight = Fighter & Archer
type Paladin = Fighter & Mage
type Ranger = Archer & Mage
问题是如何仅使用OOP技术来实现这些接口(假设我们正在使用主流的OOP语言,如C#)?
我在没有行为重复的情况下用继承来表达这一点没有成功。目前,我看到的唯一方法是:
class Paladin {
constructor(private fighter: Fighter, private mage: Mage) {}
fight() {this.fighter.fight()}
cast() {this.mage.cast()}
}
但是我不喜欢这种方法,因为任何时候我想要制造圣骑士,我还必须制造一个法师和一个基本上是同一个人的战士
也许尝试将您的构图推得更远。您只需要一种具有不同能力的类型,例如:
public class Hero
{
private readonly string name;
private readonly IEnumerable<IHeroAbility> abilities;
public Hero(string name, [Optional] IEnumerable<IHeroAbility> abilities)
{
this.name = name;
this.abilities = abilities ?? new List<IHeroAbility> { new OhCrap() };
}
public void Attack()
{
Console.WriteLine(name);
foreach (var ability in abilities) ability.Execute();
Console.WriteLine();
}
}
现在准备将可用的能力:
public interface IHeroAbility
{
void Execute();
}
public class SwingSwordAbility : IHeroAbility
{
public void Execute()
{
Console.WriteLine("And with all his might the hero swung his sword down onto his opponent...");
}
}
public class ShootArrowAbility : IHeroAbility
{
public void Execute()
{
Console.WriteLine("The hero loads an arrow into his bow without blinking and launches it with fierce speed towards his opponant...");
}
}
public class CastFireBallAbility : IHeroAbility
{
public void Execute()
{
Console.WriteLine("The hero reaches deep into the underverse and hurls a ball of fire towards his opponant...");
}
}
public class OhCrap : IHeroAbility
{
public void Execute()
{
Console.WriteLine("The hero pats his pockets as if he forgot something at home...");
}
}
然后撰写您的英雄类型:
class Program
{
static void Main(string[] args)
{
IHeroAbility swingSwordAbility = new SwingSwordAbility();
IHeroAbility shootArrowAbility = new ShootArrowAbility();
IHeroAbility castFireBallAbility = new CastFireBallAbility();
var fighter = new Hero("The Fighter", new[] { swingSwordAbility });
fighter.Attack();
var mage = new Hero("The Mage", abilities: new[] { castFireBallAbility });
mage.Attack();
var archer = new Hero("The Archer", abilities: new[] { shootArrowAbility });
archer.Attack();
var knight = new Hero("The Knight", abilities: new[] { swingSwordAbility, shootArrowAbility });
knight.Attack();
var paladin = new Hero("The Paladin", abilities: new[] { swingSwordAbility, castFireBallAbility });
paladin.Attack();
var ranger = new Hero("The Ranger",abilities: new[] { shootArrowAbility, castFireBallAbility });
ranger.Attack();
}
}
输出:
如果您想要更明确的操作组,可以将Hero
类修改为类似以下内容:
public class Hero
{
private readonly string name;
private readonly IEnumerable<IHeroAbility> meleeAbilities;
private readonly IEnumerable<IHeroAbility> magicAbilities;
private readonly IEnumerable<IHeroAbility> rangedAbilities;
private static IHeroAbility Crap = new OhCrap();
public Hero(
string name,
[Optional] IEnumerable<IHeroAbility> meleeAbilities,
[Optional] IEnumerable<IHeroAbility> magicAbilities,
[Optional] IEnumerable<IHeroAbility> rangedAbilities)
{
this.name = name;
var defaultAbilities = new List<IHeroAbility> { };
this.meleeAbilities = meleeAbilities ?? defaultAbilities;
this.magicAbilities = magicAbilities ?? defaultAbilities;
this.rangedAbilities = rangedAbilities ?? defaultAbilities;
}
public void MeleeAttack()
{
var ability = meleeAbilities.Any() ? meleeAbilities.First() : Crap;
Console.WriteLine(name);
ability.Execute();
}
public void MagicAttack()
{
var ability = magicAbilities.Any() ? magicAbilities.First() : Crap;
Console.WriteLine(name);
ability.Execute();
}
public void RangedAttack()
{
var ability = rangedAbilities.Any() ? rangedAbilities.First() : Crap;
Console.WriteLine(name);
ability.Execute();
}
}
然后您可以开始构建它,以合并更复杂的逻辑,例如具有与技能,冷却时间,技能选择等相关的成本。
希望这会有所帮助!