寫一個鳥類:有一個多態函數:run
寫一個企鵝類,繼承自鳥類:重寫 run?
寫一個鴕鳥類,繼承自鳥類,重寫 run
寫一個老鷹類,繼承自鳥類,重寫run
寫一個鳥籠,能夠存放 不同的鳥類對象
鳥籠是什么類型的自己想
鳥籠初始化的時候,4個不同的鳥類,至少有一個對象在鳥籠里面
寫一個函數,叫做 open_cage
實現效果:放跑里面的所有鳥類,讓所有鳥 run
使用觀察者模式實現
from abc import ABC, abstractmethod
from typing import List# 鳥類接口
class Bird(ABC):@abstractmethoddef run(self) -> str:pass# 具體鳥類實現
class Penguin(Bird):def run(self) -> str:return "企鵝搖擺著逃走了"class Ostrich(Bird):def run(self) -> str:return "鴕鳥大步流星地跑開了"class Eagle(Bird):def run(self) -> str:return "老鷹展翅高飛,離開了鳥籠"# 觀察者接口
class Observer(ABC):@abstractmethoddef update(self) -> None:pass# 鳥籠類 - 被觀察對象
class BirdCage:def __init__(self):self._birds: List[Bird] = [Penguin(),Ostrich(),Eagle(),Penguin() # 至少有一個重復的鳥類]self._observers: List[Observer] = []def add_observer(self, observer: Observer) -> None:self._observers.append(observer)def remove_observer(self, observer: Observer) -> None:self._observers.remove(observer)def notify_observers(self) -> None:for observer in self._observers:observer.update()def open(self) -> List[str]:"""打開鳥籠,放跑所有鳥類"""results = [bird.run() for bird in self._birds]self._birds.clear()self.notify_observers() # 通知觀察者鳥籠已空return results# 實現一個簡單的觀察者
class CageWatcher(Observer):def __init__(self, cage: BirdCage):self._cage = cageself._cage.add_observer(self)def update(self) -> None:print("觀察者: 鳥籠現在空了!")# 釋放鳥類的函數
def open_cage(cage: BirdCage) -> None:"""放跑鳥籠中的所有鳥類"""results = cage.open()for result in results:print(result)# 使用示例
if __name__ == "__main__":cage = BirdCage()watcher = CageWatcher(cage)print("打開鳥籠...")open_cage(cage)
使用 策略模式 + 簡單工廠模式實現以下功能
有一個英雄類,擁有私有成員: hp ,atk,dep
英雄可以打怪掉落武器:怪物可以掉落3種武器:
長劍,匕首,斧頭
英雄裝備長劍,獲得2點hp
英雄裝備匕首,獲得2點atk
英雄裝備斧頭,獲得2點def
英雄裝備不同的武器,使用策略模式去實現
注意:測試的時候,英雄在更換武器的時候,記得使用策略模式,將英雄之間裝備的武器屬性扣除后,再增加新屬性
打敗怪物掉落什么武器,自己設計,但是要求怪物掉落武器是一個簡單工廠模式
方案一:
#include <iostream>
#include <cstdlib>
#include <ctime>
using namespace std;class Weapon;// 英雄類定義
class Hero {
private:int hp = 0;int atk = 0;int def = 0;Weapon* w = NULL;public:void setHp(int h) { hp = h; }void setAtk(int a) { atk = a; }void setDef(int a) { def = a; }int getHp() { return hp; }int getAtk() { return atk; }int getDef() { return def; }void choice_weapon(Weapon* w);void equip_weapon();void show() {cout << "hp = " << hp << endl<< "atk = " << atk << endl<< "def = " << def << endl<< "===========" << endl;}
};// 武器基類定義
class Weapon {
public:virtual void equip(Hero& hero) = 0;virtual void drop(Hero& hero) = 0;virtual ~Weapon() {}
};// 長劍類,繼承自武器基類
class Sword : public Weapon {
public:void equip(Hero& hero) override {cout << "英雄裝備了長劍" << endl;int hero_new_hp = hero.getHp() + 2;hero.setHp(hero_new_hp);}void drop(Hero& hero) override {int hero_new_hp = hero.getHp() - 2;hero.setHp(hero_new_hp);}
};// 短劍類,繼承自武器基類
class Blade : public Weapon {
public:void equip(Hero& hero) override {cout << "英雄裝備了短劍" << endl;int hero_new_atk = hero.getAtk() + 2;hero.setAtk(hero_new_atk);}void drop(Hero& hero) override {int hero_new_atk = hero.getAtk() - 2;hero.setAtk(hero_new_atk);}
};// 斧頭類,繼承自武器基類
class Axe : public Weapon {
public:void equip(Hero& hero) override {cout << "英雄裝備了斧頭" << endl;int hero_new_def = hero.getDef() + 2;hero.setDef(hero_new_def);}void drop(Hero& hero) override {int hero_new_def = hero.getDef() - 2;hero.setDef(hero_new_def);}
};// 怪物類,作為武器工廠,生成不同武器
class Monster {
public:Weapon* createWeapon() {int val = rand() % 3;// cout << "val = " << val << endl;if (val == 0) {return new Sword;} else if (val == 1) {return new Blade;} else if (val == 2) {return new Axe;}return nullptr;}
};// 英雄類中 choice_weapon 方法實現
void Hero::choice_weapon(Weapon* w) {if (this->w != NULL) {// 選擇新武器,記得脫掉上一件武器this->w->drop(*this); // 脫掉上一件武器delete this->w; // 銷毀上一件武器}this->w = w; // 記錄新的武器
}// 英雄類中 equip_weapon 方法實現
void Hero::equip_weapon() {this->w->equip(*this);
}// 主函數,程序入口
int main(int argc, const char** argv) {srand((unsigned int)time(0)); // 更改隨機種子,以時間為依據種下隨機種子Hero hero;Monster mon;while (1) {Weapon* w = mon.createWeapon();hero.choice_weapon(w);hero.equip_weapon();hero.show();// step(1); // 該函數未定義,若需使用需補充實現,這里先注釋}return 0;
}
方案二:
from abc import ABC, abstractmethod
from enum import Enum
import random# 武器策略接口
class WeaponStrategy(ABC):@abstractmethoddef equip(self, hero) -> None:pass@abstractmethoddef unequip(self, hero) -> None:pass# 具體武器策略
class LongswordStrategy(WeaponStrategy):def equip(self, hero) -> None:hero._hp += 2hero._current_weapon = selfdef unequip(self, hero) -> None:hero._hp -= 2hero._current_weapon = Noneclass DaggerStrategy(WeaponStrategy):def equip(self, hero) -> None:hero._atk += 2hero._current_weapon = selfdef unequip(self, hero) -> None:hero._atk -= 2hero._current_weapon = Noneclass AxeStrategy(WeaponStrategy):def equip(self, hero) -> None:hero._def += 2hero._current_weapon = selfdef unequip(self, hero) -> None:hero._def -= 2hero._current_weapon = None# 武器類型枚舉
class WeaponType(Enum):LONGSWORD = "longsword"DAGGER = "dagger"AXE = "axe"# 武器工廠
class WeaponFactory:@staticmethoddef create_weapon(weapon_type: WeaponType) -> WeaponStrategy:if weapon_type == WeaponType.LONGSWORD:return LongswordStrategy()elif weapon_type == WeaponType.DAGGER:return DaggerStrategy()elif weapon_type == WeaponType.AXE:return AxeStrategy()else:raise ValueError(f"未知武器類型: {weapon_type}")@staticmethoddef from_monster_drop() -> WeaponStrategy:"""模擬怪物掉落武器"""weapon_type = random.choice(list(WeaponType))return WeaponFactory.create_weapon(weapon_type)# 英雄類
class Hero:def __init__(self, hp: int, atk: int, defense: int):self._hp = hpself._atk = atkself._def = defenseself._current_weapon: WeaponStrategy | None = Nonedef get_status(self) -> str:weapon_name = self._get_weapon_name()return f"HP: {self._hp}, ATK: {self._atk}, DEF: {self._def}, 武器: {weapon_name}"def _get_weapon_name(self) -> str:if self._current_weapon is None:return "無"elif isinstance(self._current_weapon, LongswordStrategy):return "長劍"elif isinstance(self._current_weapon, DaggerStrategy):return "匕首"elif isinstance(self._current_weapon, AxeStrategy):return "斧頭"return "未知武器"def equip_weapon(self, weapon: WeaponStrategy) -> None:"""裝備新武器,自動卸下當前武器"""if self._current_weapon:self._current_weapon.unequip(self)weapon.equip(self)print(f"裝備了{self._get_weapon_name()}")def defeat_monster(self) -> WeaponStrategy:"""擊敗怪物,獲得掉落武器"""weapon = WeaponFactory.from_monster_drop()print(f"擊敗怪物,掉落了{self._get_weapon_name_from_type(weapon)}")return weapondef _get_weapon_name_from_type(self, weapon: WeaponStrategy) -> str:if isinstance(weapon, LongswordStrategy):return "長劍"elif isinstance(weapon, DaggerStrategy):return "匕首"elif isinstance(weapon, AxeStrategy):return "斧頭"return "未知武器"# 測試代碼
if __name__ == "__main__":# 創建英雄hero = Hero(hp=10, atk=5, defense=3)print("初始狀態:", hero.get_status())# 擊敗怪物獲得武器并裝備weapon1 = hero.defeat_monster()hero.equip_weapon(weapon1)print("當前狀態:", hero.get_status())# 再次擊敗怪物獲得新武器并裝備weapon2 = hero.defeat_monster()hero.equip_weapon(weapon2)print("當前狀態:", hero.get_status())# 手動更換武器weapon3 = WeaponFactory.create_weapon(WeaponType.AXE)hero.equip_weapon(weapon3)print("當前狀態:", hero.get_status())