模拟原神圣遗物系统-小森设计项目,设计圣遗物副词条

//生命值词条 
class LifeSubGlossary :public SubGlossary {

public:

    LifeSubGlossary(int value) {
        this->m_value.value = value;
        this->m_value.m_name = "生命值";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }

    // 设置生命 或者生命百分比主词条
    virtual void setLife(float life) {}

    // 获取生命 或者生命百分比主词条
    virtual float Life() { return m_value.value; }
    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    NumericSubstatValue m_value;
};

//生命值百分比词条 
class LifePercentageSubGlossary :public SubGlossary {

public:

    LifePercentageSubGlossary(float value) {
        this->m_value.value = value;
        this->m_value.m_name = "生命值";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }


    // 设置生命 或者生命百分比主词条
    virtual void setLife(float life) {}

    // 获取生命 或者生命百分比主词条
    virtual float Life() { return m_value.value; }
    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    PercentageSubstatValue m_value;
};

//攻击力词条 
class ATKSubGlossary :public SubGlossary {

public:

    ATKSubGlossary(int value) {
        this->m_value.value = value;
        this->m_value.m_name = "攻击力";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }

    // 设置攻击或者攻击百分比主词条
    virtual void setAttack(float atk) { this->m_value.value = atk; }


    // 获取攻击力 或者攻击力百分比主词条
    virtual float Attack() { return m_value.value; }
    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    NumericSubstatValue m_value;
};

//攻击力百分比词条 
class ATKPercentageSubGlossary :public SubGlossary {

public:

    ATKPercentageSubGlossary(float value) {
        this->m_value.value = value;
        this->m_value.m_name = "攻击力";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }


    // 设置攻击 或者攻击力百分比副词条
    virtual void setAttack(float Attack) {}

    // 获取攻击力 或者生命百分比词条
    virtual float Attack() { return m_value.value; }
    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    PercentageSubstatValue m_value;
};

/*
 // 设置防御主词条
    virtual void setDefense(float defense) {}

  // 获取防御主词条
    virtual float Defense() { return 0.0; }

    // 设置元素精通词条
    virtual void setElementsMastery(int mastery) {}

    // 获取元素精通词条
    virtual int elementsMastery() { return 0; }

    // 设置暴击率词条
    virtual void setCriticalHit(float CriticalHit) {}

    // 获取暴击率词条
    virtual float CriticalHit() { return 0.0; }

    // 设置暴击伤害主词条
    virtual void setCriticalHitDamage(float CriticalHit) {}

    // 获取暴击率伤害词条
    virtual float CriticalHitDamage() { return 0.0; }

    //设置元素充能效率
    virtual void setEnergyRecharge(float );
    //获取元素充能效率
    virtual float EnergyRecharge(){return 0.0 ;};
*/

//防御力词条 
class DepSubGlossary :public SubGlossary {

public:

    DepSubGlossary(int value) {
        this->m_value.value = value;
        this->m_value.m_name = "防御力";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }

    virtual void setDefense(float life) {}

 
    virtual float Defense() { return m_value.value; }
    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    NumericSubstatValue m_value;
};

//防御力百分比词条 
class DepPercentageSubGlossary :public SubGlossary {

public:

    DepPercentageSubGlossary(float value) {
        this->m_value.value = value;
        this->m_value.m_name = "防御力";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }


    // 设置防御词条
    virtual void setDefense(float defense) {}

    // 获取防御词条
    virtual float Defense() { return m_value.value; }


    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    PercentageSubstatValue m_value;
};


//元素精通词条 
class EmSubGlossary :public SubGlossary {

public:

    EmSubGlossary(int value) {
        this->m_value.value = value;
        this->m_value.m_name = "元素精通";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }

    // 设置元素精通词条
    virtual void setElementsMastery(int mastery) {}

    // 获取元素精通词条
    virtual int elementsMastery() { return this->m_value.value; }
    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    NumericSubstatValue m_value;
};

//暴击率词条 
class CcSubGlossary :public SubGlossary {

public:

    CcSubGlossary(float value) {
        this->m_value.value = value;
        this->m_value.m_name = "暴击率";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }


    // 设置暴击率词条
    virtual void setCriticalHit(float CriticalHit) {}

    // 获取暴击率词条
    virtual float CriticalHit() { return 0.0; }


    //副词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    PercentageSubstatValue m_value;
};

//暴击伤害词条 
class CcDPercentageSubGlossary :public SubGlossary {

public:

    CcDPercentageSubGlossary(float value) {
        this->m_value.value = value;
        this->m_value.m_name = "暴击伤害";
    }
    virtual  void setArtifactSetBonuses(ArtifactSetBonuses*& ArtifactSetBonuses) {
        this->m_ArtifactSetBonuses = ArtifactSetBonuses;
    }



    // 设置暴击伤害主词条
    virtual void setCriticalHitDamage(float CriticalHit) {}

    // 获取暴击率伤害词条
    virtual float CriticalHitDamage() { return this      ->m_value.value; }


    //词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    PercentageSubstatValue m_value;
};


//元素充能效率词条 
class ErSubGlossary :public SubGlossary {

public:

    ErSubGlossary(float value) {
        this->m_value.value = value;
        this->m_value.m_name = "元素充能效率";
    }

    //设置元素充能效率
    virtual void setEnergyRecharge(float);
    //获取元素充能效率 
    virtual float EnergyRecharge() { return this->m_value.value; };
    //词条
    virtual string name(void)  const { return this->m_value.m_name; }
private:
    PercentageSubstatValue m_value;
};
【电力系统】单机无穷大电力系统短路故障暂态稳定Simulink仿真(带说明文档)内容概要:本文档围绕“单机无穷大电力系统短路故障暂态稳定Simulink仿真”展开,提供了完整的仿真模型与说明文档,重点研究电力系统在发生短路故障后的暂态稳定性问题。通过Simulink搭建单机无穷大系统模型,模拟不同类型的短路故障(如三相短路),分析系统在故障期间及切除后的动态响应,包括发电机转子角度、转速、电压和功率等关键参数的变化,进而评估系统的暂态稳定能力。该仿真有助于理解电力系统稳定性机理,掌握暂态过程分析方法。; 适合人群:电气工程及相关专业的本科生、研究生,以及从事电力系统分析、运行与控制工作的科研人员和工程师。; 使用场景及目标:①学习电力系统暂态稳定的基本概念与分析方法;②掌握利用Simulink进行电力系统建模与仿真的技能;③研究短路故障对系统稳定性的影响及提高稳定性的措施(如故障清除时间优化);④辅助课程设计、毕业设计或科研项目中的系统仿真验证。; 阅读建议:建议结合电力系统稳定性理论知识进行学习,先理解仿真模型各模块的功能与参数设置,再运行仿真并仔细分析输出结果,尝试改变故障类型或系统参数以观察其对稳定性的影响,从而深化对暂态稳定问题的理解。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

小森程序员

若能帮助到你,小费自愿付费

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值