策略(Strategy)模式:它定义了算法家族,分别封装起来,让他们之间可以互相替换,此模式让算法的变化,不会影响到算法的客户。下面模拟游戏中常用的打斗场面,来理解策略模式。在游戏中,通常有n个角色,每个角色都能发出动作:fight。每个角色都使用不同的武器,并且可以更换武器。下面是此场景简化的C++实现:
Strategy.h
#ifndef _STRETEGY_H_
#define _STRETEGY_H_

//定义武器接口
class WeaponBehavior


{
public:
void virtual useWeapon() = 0;
};

class Sword:public WeaponBehavior


{
public:
void useWeapon();
};

class Axe:public WeaponBehavior


{
public:
void useWeapon();
};

class Arrow:public WeaponBehavior


{
public:
void useWeapon();
};

class Knife:public WeaponBehavior


{
public:
void useWeapon();
};

//定义角色接口
class Character


{
public:
Character()

{
weapon = 0;
}
void setWeapon(WeaponBehavior *w)

{
this->weapon = w;
}
void virtual fight() = 0;
protected:
WeaponBehavior *weapon;
};

class King:public Character


{
public:
void fight();
};

class Queen:public Character


{
public:
void fight();
};

class Knight:public Character


{
public:
void fight();
};

class Troll:public Character


{
public:
void fight();
};


#endif
说明:
1.因为每个武器的使用方式不同,所以将使用武器的行为封装成接口,利用此接口调用具体武器的useWeapon行为。
2.因为每个角色都有打斗,更换武器的行为,各个角色的打斗行为不同,而更换武器的行为相同,所以将setWeapon在Character中实现,而打斗行为在各个具体的角色中实现。
Strategy.cpp
#include <iostream>
#include "Strategy.h"
using namespace std;
void Sword::useWeapon()


{
cout << "Use Sword to stuck!" << endl;
}

void Axe::useWeapon()


{
cout << "Use Axe to chop!" << endl;
}

void Knife::useWeapon()


{
cout << "Use Knife to kill!" << endl;
}

void Arrow::useWeapon()


{
cout << "Use arrow!" << endl;
}

void King::fight()


{
cout << "The king:" ;
if ( this->weapon == NULL)

{
cout << "You don't have a weapon! Please Set Weapon!" << endl;
}
else

{
weapon->useWeapon();
}
}

void Queen::fight()


{
cout << "The Queen:" ;
if ( this->weapon == NULL)

{
cout << "You don't have a weapon! Please Set Weapon!" << endl;
}
else

{
weapon->useWeapon();
}
}

void Knight::fight()


{
cout << "The Knight:" ;
if ( this->weapon == NULL)

{
cout << "You don't have a weapon! Please Set Weapon!" << endl;
}
else

{
weapon->useWeapon();
}
}

void Troll::fight()


{
cout << "The Troll:";
if ( this->weapon == NULL)

{
cout << "You don't have a weapon! Please Set Weapon!" << endl;
}
else

{
weapon->useWeapon();
}
}
main.cpp
#include <iostream>
#include "Strategy.h"
using namespace std;
int main()


{
//声明武器
WeaponBehavior *sw = new Sword();//声明剑
WeaponBehavior *axe = new Axe();//声明斧头
WeaponBehavior *arr = new Arrow();//声明弓箭
WeaponBehavior *kn = new Knife();//声明刀
//声明角色
Character *kin = new King();
Character *qu = new Queen();
Character *kni = new Knight();
Character *tr = new Troll();
//调用打斗行为
kin->fight();
qu->fight();
kni->fight();
tr->fight();
cout << endl;

//更换武器
kin->setWeapon(sw);
kin->fight();
cout << endl;

kin->setWeapon(arr);
kin->fight();

return 0;
}
策略(Strategy)模式体现了2个重要的面向对象设计原则:
1.封装变化。
2.针对接口编程。
Strategy.h





































































































说明:
1.因为每个武器的使用方式不同,所以将使用武器的行为封装成接口,利用此接口调用具体武器的useWeapon行为。
2.因为每个角色都有打斗,更换武器的行为,各个角色的打斗行为不同,而更换武器的行为相同,所以将setWeapon在Character中实现,而打斗行为在各个具体的角色中实现。
Strategy.cpp










































































































main.cpp




































策略(Strategy)模式体现了2个重要的面向对象设计原则:
1.封装变化。
2.针对接口编程。