A Bow只能发射 Missile类型 Arrow , Bolt , 或 Dart (但不是 Stone ),并且只能与 MissileContainer 一起使用类型 Quiver或 Case . Quiver 只能装箭或 bolt ,而 Case 只能装 bolt 、飞镖或石头。我已经声明了这一点:
struct Bow : MissileFireWeapon, MissileTypes<Arrow, Dart, Bolt>,
MissileContainerTypes<Quiver, Case> { /*... */ };
struct Quiver : MissileContainer, MissileTypes<Arrow, Bolt> {};
struct Case : MissileContainer, MissileTypes<Bolt, Dart, Stone> {};
在哪里
template <typename First, typename... Rest>
struct MissileTypes<First, Rest...> {
static const int numMissileTypes = sizeof...(Rest) + 1;
template <int N> using missileType = typename NthType<N, First, Rest...>::type;
};
template <typename First, typename... Rest>
struct MissileContainerTypes<First, Rest...> {
static const int numMissileContainerTypes = sizeof...(Rest) + 1;
template <int N> using missileContainerType = typename NthType<N, First, Rest...>::type;
};
所以通过使用
const int a = std::rand() % T::numMissileContainerTypes;
const int b = std::rand() % T::numMissileTypes;
然后我可以为 T 类型的任何 MissileWeapon 创建一个 MissileContainer (使用已经有效但与问题无关的模板递归内容)。问题是,尽管由此产生的导弹由 b 确定将由 T 类型的导弹武器使用, 导弹可能与 a 确定的 MissileContainer 不兼容.如果我改变主意,我该如何解决这个问题 Bow可以开火,真是个Quiver或 Case可以保留,唯一需要的更改只在 Bow , Quiver和 Case声明而不是其他地方?这是说明我在说什么的完整编译示例:
#include <iostream>
#include <list>
#include <cstdlib>
#include <ctime>
struct Item {};
struct Weapon : Item {};
struct Missile : Weapon {};
struct Arrow : Missile {};
struct Dart : Missile {};
struct Bolt : Missile {};
struct Stone : Missile {};
struct MissileFireWeapon : Weapon {
virtual struct MissileContainer* createMissileContainer() const = 0;
protected:
template <typename T> static inline MissileContainer* helper();
};
template <typename...> struct MissileTypes;
template <typename First, typename... Rest>
struct MissileTypes<First, Rest...> {
static const int numMissileTypes = sizeof...(Rest) + 1;
// template <int N> using missileType = typename NthType<N, First, Rest...>::type;
};
template <typename...> struct MissileContainerTypes;
template <typename First, typename... Rest>
struct MissileContainerTypes<First, Rest...> {
static const int numMissileContainerTypes = sizeof...(Rest) + 1;
// template <int N> using missileContainerType = typename NthType<N, First, Rest...>::type;
};
struct MissileContainer : Item {};
struct Quiver : MissileContainer, MissileTypes<Arrow, Bolt> {}; // Quiver only holds Arrows and Bolts.
struct Case : MissileContainer, MissileTypes<Bolt, Dart, Stone> {}; // Case only holds Bolts and Darts.
struct Bow : MissileFireWeapon, MissileTypes<Arrow, Dart, Bolt>, MissileContainerTypes<Quiver, Case> {
virtual MissileContainer* createMissileContainer() const override {return helper<Bow>();}
};
template <typename T>
inline MissileContainer* MissileFireWeapon::helper() {
const int a = std::rand() % T::numMissileContainerTypes;
const int b = std::rand() % T::numMissileTypes;
std::cout << "Missile container type = " << a << std::endl; // displaying only
std::cout << "Missile type = " << b << std::endl; // displaying only
MissileContainer* m;
// Construct m from and a and b (using template recursion).
return m;
}
int main() {
const int srand_seed = static_cast<int>(std::time(nullptr));
std::srand (srand_seed);
MissileFireWeapon* missileFireWeapon = new Bow; // Using Bow as an example.
MissileContainer* missileContainer = missileFireWeapon->createMissileContainer();
}
a 的随机值和 b可能没有正确配对。如何在保持代码可维护性的同时确保它们是正确的?
如果您想在生产级别查看这段代码,请看这里(尽管名称不同):
#include <iostream>
#include <list>
#include <string>
#include <cstdlib>
#include <ctime>
#include <typeinfo>
#define show(variable) std::cout << #variable << " = " << variable << std::endl;
struct Item {};
struct Weapon : Item {};
struct Missile : Weapon { virtual std::string tag() const = 0; };
struct Arrow : Missile { virtual std::string tag() const override {return "Arrow";} };
struct Dart : Missile { virtual std::string tag() const override {return "Dart";} };
struct Piercer : Missile { virtual std::string tag() const override {return "Piercer";} };
struct Bolt : Missile { virtual std::string tag() const override {return "Bolt";} };
struct Quarrel : Missile { virtual std::string tag() const override {return "Quarrel";} };
struct MissileFireWeapon : Weapon {
virtual struct MissileContainer* createMissileContainer() const = 0;
protected:
template <typename T> static inline MissileContainer* createMissileContainerBase();
private:
template <int, typename> struct AddMissiles;
template <int, typename> struct GetMissileContainer;
template <typename T> static void addMissiles (MissileContainer* m, int n, int numMissiles) {
AddMissiles<T::numMissileTypes - 1, T>()(m, n, numMissiles);
}
template <typename T> static MissileContainer* getMissileContainer (int n) {return GetMissileContainer<T::numMissileContainerTypes - 1, T>()(n);}
};
struct MissileContainer : Item {
std::list<Missile*> missiles;
template <typename T> void addSpecificMissile (int amount) {
for (int i = 0; i < amount; i++)
missiles.emplace_back (new T);
}
virtual int capacity() const = 0;
virtual std::string tag() const = 0;
};
template <int N, typename T>
struct MissileFireWeapon::GetMissileContainer { // Template recursion to determine which MissileContainer will go with this MissileFireWeapon.
MissileContainer* operator() (int n) {
if (n == N)
return new typename T::template missileContainerType<N>; // Template disambiguator
return GetMissileContainer<N - 1, T>()(n);
}
};
template <typename T>
struct MissileFireWeapon::GetMissileContainer<-1, T> {
MissileContainer* operator() (int) {return nullptr;} // End of recursion
};
template <int N, typename T>
struct MissileFireWeapon::AddMissiles { // Template recursion to determine which Missile will go with this MissileFireWeapon.
void operator() (MissileContainer* m, int n, int numMissiles) {
if (n == N) {
m->template addSpecificMissile<typename T::template missileType<N>>(numMissiles); // Template disambiguator needed in two places!
return;
}
AddMissiles<N - 1, T>()(m, n, numMissiles);
}
};
template <typename T>
struct MissileFireWeapon::AddMissiles<-1, T> {
void operator() (MissileContainer*, int, int) {} // End of recursion
};
template <int, typename ...> struct NthType; // Gets the Nth type from a template pack of types.
template <typename First, typename... Rest>
struct NthType<0, First, Rest...> {
using type = First;
};
template <int N, typename First, typename... Rest>
struct NthType<N, First, Rest...> : NthType<N - 1, Rest...> {};
template <typename...> struct MissileTypes;
template <typename First, typename... Rest>
struct MissileTypes<First, Rest...> {
using primaryMissile = First;
static const int numMissileTypes = sizeof...(Rest) + 1;
template <int N> using missileType = typename NthType<N, First, Rest...>::type;
};
template <typename...> struct MissileContainerTypes;
template <typename First, typename... Rest>
struct MissileContainerTypes<First, Rest...> {
using primaryMissileContainer = First;
static const int numMissileContainerTypes = sizeof...(Rest) + 1;
template <int N> using missileContainerType = typename NthType<N, First, Rest...>::type;
};
struct Quiver : MissileContainer, MissileTypes<Arrow, Dart> { // Quiver only holds Arrows and Darts.
virtual int capacity() const override {return 20;}
virtual std::string tag() const override {return "Quiver";}
};
struct Case : MissileContainer, MissileTypes<Bolt, Quarrel> { // Case only holds Bolts and Quarrels.
virtual int capacity() const override {return 20;}
virtual std::string tag() const override {return "Case";}
};
struct Pouch : MissileContainer {
virtual int capacity() const override {return 20;} // 20 sling stones, but can hold 50 blowgun needles.
virtual std::string tag() const override {return "Pouch";}
};
struct LongBow : MissileFireWeapon, MissileTypes<Arrow, Dart, Piercer>, MissileContainerTypes<Quiver, Case> {
virtual MissileContainer* createMissileContainer() const override {return createMissileContainerBase<LongBow>();}
};
struct CrossBow : MissileFireWeapon, MissileTypes<Bolt, Quarrel>, MissileContainerTypes<Case> {
virtual MissileContainer* createMissileContainer() const override {return createMissileContainerBase<CrossBow>();}
};
template <typename T>
inline MissileContainer* MissileFireWeapon::createMissileContainerBase() {
const int m = std::rand() % T::numMissileContainerTypes;
MissileContainer* missileContainer = getMissileContainer<T>(m); // Template recursion.
const int r = std::rand() % T::numMissileTypes,
numMissiles = std::rand() % missileContainer->capacity() / 2 + missileContainer->capacity() / 2 + 1;
addMissiles<T>(missileContainer, r, numMissiles);
std::cout << "Missile container type = " << m << std::endl; /////
std::cout << "Missile type = " << r << std::endl; /////
return missileContainer;
}
int main() {
const int srand_seed = static_cast<int>(std::time(nullptr));
std::srand (srand_seed);
MissileFireWeapon* missileFireWeapon = new LongBow;
// A randomly created MissileContainer carrying missiles for the LongBow.
MissileContainer* missileContainer = missileFireWeapon->createMissileContainer();
show(missileContainer->tag()) // Displaying the missile container type.
show(missileContainer->missiles.size()) // Displaying the number of missiles.
show(missileContainer->missiles.front()->tag()) // Displaying the missile type.
missileFireWeapon = new CrossBow;
missileContainer = missileFireWeapon->createMissileContainer();
show(missileContainer->tag())
show(missileContainer->missiles.size())
show(missileContainer->missiles.front()->tag())
}
更新:我刚刚想到的一个想法:写一个元函数来获取两个包的交集并使用该交集来确定导弹类型?
最佳答案
好的,我得到了一个采用交叉点想法的可行解决方案:
template <typename, typename> struct ExistsInPack;
template <typename T, template <typename...> class P>
struct ExistsInPack<T, P<>> : std::false_type {};
template <typename T, template <typename...> class P, typename First, typename... Rest>
struct ExistsInPack<T, P<First, Rest...>> {
static const bool value = std::is_same<T, First>::value ? true : ExistsInPack<T, P<Rest...>>::value;
};
template <typename, typename, typename> struct IntersectPacksHelper;
template <template <typename...> class P, typename... Types, typename... Accumulated>
struct IntersectPacksHelper<P<>, P<Types...>, P<Accumulated...>> {
using type = P<Accumulated...>;
};
template <template <typename...> class P, typename First, typename... Rest, typename... Types, typename... Accumulated>
struct IntersectPacksHelper<P<First, Rest...>, P<Types...>, P<Accumulated...>> {
using type = typename std::conditional<ExistsInPack<First, P<Types...>>::value,
typename IntersectPacksHelper<P<Rest...>, P<Types...>, P<Accumulated..., First>>::type,
typename IntersectPacksHelper<P<Rest...>, P<Types...>, P<Accumulated...>>::type
>::type;
};
template <typename, typename> struct IntersectTwoPacks;
template <template <typename...> class P, typename... Types1, typename... Types2>
struct IntersectTwoPacks<P<Types1...>, P<Types2...>> : IntersectPacksHelper<P<Types1...>, P<Types2...>, P<>> {};
template <typename...> struct IntersectPacks;
template <typename T> struct Identity { using type = T; };
template <>
struct IntersectPacks<> { using type = void; };
template <template <typename...> class P, typename... Types>
struct IntersectPacks<P<Types...>> : Identity<P<Types...>> {};
template <template <typename...> class P, typename... Types1, typename... Types2, typename... Packs>
struct IntersectPacks<P<Types1...>, P<Types2...>, Packs...> :
IntersectPacks<typename IntersectTwoPacks<P<Types1...>, P<Types2...>>::type, Packs...> {};
template <int N, typename T>
struct MissileFireWeapon::FillMissileContainer : FillMissileContainer<N - 1, T> {
void operator()(MissileContainer* missileContainer, int n) const {
if (n == N) {
using MissilesForThisMissileFireWeapon = typename T::missileTypes;
using MissileContainerTypes = typename T::missileContainerTypes;
using ThisMissileContainer = typename MissileContainerTypes::template missileContainerType<N>;
using MissilesForThisMissileContainer = typename ThisMissileContainer::missileTypes;
using PossibleMissiles =
typename IntersectPacks<MissilesForThisMissileFireWeapon, MissilesForThisMissileContainer>::type;
// Now get a random missile type from this pack instead. For completion, the rest is:
const int r = std::rand() % PossibleMissiles::numMissileTypes,
numMissiles = std::rand() % missileContainer->capacity();
addMissiles<PossibleMissiles>(missileContainer, r, numMissiles);
return;
}
FillMissileContainer<N - 1, T>::operator()(missileContainer, n);
}
};
template <typename T>
struct MissileFireWeapon::FillMissileContainer<-1, T> {
void operator()(MissileContainer*, int) const {} // End of recursion.
};
template <typename T>
void MissileContainer::fillMissileContainer (MissileContainer* missileContainer, int n) {
FillMissileContainer<T::numMissileContainerTypes - 1, T>()(missileContainer, n); // Template recursion.
}
template <typename T>
inline MissileContainer* MissileFireWeapon::createMissileContainerBase() {
const int n = std::rand() % T::numMissileContainerTypes;
MissileContainer* missileContainer = getMissileContainer<T>(n); // Template recursion.
fillMissileContainer<T> (missileContainer, n); //*** The key line.
return missileContainer;
}
不确定它的效率如何,但它确实有效,并且代码保留了我指定的可维护性。由于 IntersectPacks 适用于任意数量的包,我认为如果有两个以上的类(即不仅仅是 MissileFireWeapon 和 MissileContainer) 限制哪些导弹是合适的。只需将与每个类别关联的所有导弹类型相交即可。
虽然我欢迎其他想法,因为这个解决方案看起来很长,并且从我之前的问题中我了解到,我的长尝试通常会让人感到羞耻,但这里的专家给出了更短和更优雅的解决方案。
关于c++ - 配对从可变参数模板中随机获得的兼容类型,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28368433/
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