C++,处理多个构造函数重载和冗余代码



我最近对(重新)学习编程产生了兴趣,所以我开始学习C++因为它是一种常用的语言。但是,我遇到了障碍,我怀疑我的解决方案是否是绕过它的最佳方法。 我有一个相对复杂的类(无论如何对我来说),大约有 20 个变量,为了简化,它们被分为 4 组。它还有一个在对象初始化期间调用的父类。

但是,我不需要在所有对象中将它们设置为默认值以外的值,因此我设置了各种不同的构造函数重载来考虑所有可能的组合(总共 8 个构造函数)。因此,为了防止编写重复的代码,我编写了一些私有函数,仅在构造函数期间调用,这些函数将变量设置为我在创建新对象时分配的值。

这是解决此问题的最佳方法吗?我也想过将这些变量分组到类或结构中,但感觉这太复杂了,在各种构造函数重载期间调用相关函数应该可以解决问题。如果这不是最佳的,那么解决此问题的最佳方法是什么?为什么呢?

我可以提供对我的问题的更详细的描述,但这将是一堵相当大的文字墙(我首先写了那个,但它太失控了)。提前感谢您的投入。

根据要求,这里是类定义(武器)。父类 (Item) 已经定义并按预期工作,所以我不会粘贴它,所以人们不必阅读大量的文本墙。

武器类别定义:

class Weapon: public Item {

public:

// Default constructor
Weapon();
// Full constructor
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short StartEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Cooldown System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Reload System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constuctor for Weapons without Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Cooldown nor Reload System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Cooldown nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Reload nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Cooldown, Reload nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short maxMagazine, unsigned short MaxAmmunition);
~Weapon();
void m_print();
/*Edited public get and set functions for each variable as they are not relevant*/

private:

// Ubiquitous variables
unsigned short WepGenericID = 0;
unsigned short WepVariantID = 0;
unsigned short WepSkinID = 0;
double EquipLoad = 0;
double EquipLoadperAmmo = 0;
unsigned short ModesNo = 1;
Mode* pModes = NULL;
unsigned short MaxAmmunition = 0;
unsigned short CurrentAmmunition = 0;
unsigned short MaxMagazine = 0;
unsigned short CurrentMagazine = 0;

// Cooldown System variables
bool WeaponCooldown = false;
unsigned short CooldownType = 0;
double CooldownDuration = 0;
unsigned short CooldownAction = 0;
double CooldownPeriod = 0;

// Reload System variables
unsigned short ReloadType = 0;
unsigned short ReloadStyle = 0;
double ReloadTime = 0;

// Energy System variables
unsigned short CurrentEnergy = 0;
unsigned short MaxEnergy = 0;

//Constructor Auxiliary Functions
void m_setGeneralWeapon(double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short MaxMagazine, unsigned short MaxAmmunition);
void m_setCooldownSystem(unsigned short CooldownType, double CooldownDuration, unsigned short CooldownAction, double CooldownPeriod);
void m_setReloadSystem(unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime);
void m_setEnergySystem(unsigned short StartEnergy, unsigned short MaxEnergy);
void m_setWeaponIDs();
void m_WepNameDecisionTree();
string m_searchName();
};

项父类定义

class Item {

public:
Item();
Item(unsigned GenericID);
Item(unsigned GenericID, bool NameFlag);
~Item();
void m_setCustomName();

private:
unsigned GenericID = 0;
unsigned short GenCategoryID = 0;
unsigned short GenSubCategoryID = 0;
bool NameFlag = false;
string ItemName = "Missingno";
unsigned long InstanceID = 0;
};

为您的子系统创建单独的类。

使用建造者/工厂模式创建武器:

  • 如何正确实现C++中的工厂方法模式
  • https://en.wikibooks.org/wiki/C%2B%2B_Programming/Code/Design_Patterns/Creational_Patterns

你也可以分开弹药,只剩下几个实际成员。通过这种方式,您可以使用更加模块化的方法构建所有内容,从而可以更轻松地扩展或修改功能。

我在发布的WeaponAPI中看到的一个问题是构造函数采用大量松散类型的参数,这使得使用它们的代码难以理解和验证。 例如,假设您(或您的开发人员同事)使用构造函数 API 将这一行添加到代码库中:

Weapon bfg(id, true, 3.0, 5.0, 6, modesPtr, COOLDOWN_QUICK, 5.0, 3, 4, RELOAD_SLOW, RELOAD_ANYTIME, 3.8, 12, 14);

阅读这一行,很难看出大多数数字的含义。 如果意外省略了一个参数,或者两个参数的顺序被颠倒了,那么(无论是你还是编译器)那里存在错误可能并不明显;相反,在某些游戏测试人员(或客户?)提交错误报告之前,您可能不会发现错误,这是一种昂贵且耗时的发现错误的方法。

因此,我建议将必须传递给构造函数的参数数量减少到尽可能少。 例如,编写上述内容的另一种方式可能是:

Weapon bfg(id, true);
bfg.SetEquipLoad(3.0);
bfg.SetEquipLoadPerAmmo(5.0);
bfg.SetModes(6, modesPtr);
bfg.SetCooldownType(COOLDOWN_QUICK);
[...]

诚然,这要冗长得多(而且它确实有可能忘记设置您应该设置的内容),但至少当您查看它时,很明显3.0适用于EquipLoad设置,5.0适用于EquipLoadPerAmmo设置,而不是相反。 也就是说,您不必经常在.h文件和代码之间来回查看,以尝试找出每个值所指的内容。

请注意,每个 set-方法 都应该采用产生有用结果所需的所有参数;因此,例如,如果在指定EquipLoad而不指定EquipLoadPerAmmo的情况下没有任何意义,那么您也可以通过单个调用来设置这两个参数:

bfg.SetEquipLoadAndEquipLoadPerAmmo(3.0, 5.0);

。因此,编码人员不可能(即编译时错误)犯设置一个但忽略设置另一个的错误。

至于处理冗长以最小化冗余代码,下一步是将上面的代码包装在一个函数中,以便对于任何给定的武器类型,只有一个地方可以创建它,例如:

Weapon MakeBFG(unsigned id)
{
Weapon bfg(id, true);
bfg.SetEquipLoad(3.0);
bfg.SetEquipLoadPerAmmo(5.0);
bfg.SetModes(6, modesPtr);
bfg.SetCooldownType(COOLDOWN_QUICK);
[...]
return bfg;
}

现在,您的其余代码可以在想要创建新的 BFG 枪时调用Weapon bfg = MakeBFG(idCounter++);

除此之外,我同意另一张海报 - 你的类似乎正在处理许多不同的事情,如果你能找到一种方法将其分解为多个较小的类(并非所有类都需要通过公共API公开;私有类很棒),这可能会帮助你管理代码的整体复杂性;如果你认为你会想要继续,这样做特别有用。将来添加新的功能/行为,因为如果您将所有内容放在一个类中,那么当您尝试使其支持越来越多的不同行为/用例时,该类的复杂性将很快失控。

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