1.前言
设计模式一般分为三大类
| 模式类型 | 所属具体模式 |
|---|---|
| 创建新模式 | 单例<->原型;[抽象]工厂及工厂方法模式;建造者模式 |
| 结构型模式 | 代理/桥接/门面/装饰(包装)/适配器/组合/享元 |
| 行为型模式 | 责任链/状态/策略/迭代器/观察者/访问者/备忘录/模板/命令/中介者 |
策略模式属于行为型模式,(即影响软件运行的一种因素)
主要的目的是抽取一些可以被替换的算法部分,(便于添加新的内容,而不重新再去修改原來的方法[開閉原則])
就像导航里面会显示步行,骑行,公交等等出行方式所估计的时间一样,这就是一种策略模式的体现
它的类图也很简单,
[这里放一张类图]
如果按简单的角色分类,则可以分为
- 抽象策略接口
- 具体策略类
- 客户端(策略的使用者)
策略模式的Java代码实现
public interface Strategy {
double CountTravelTime(int distance);
}
public class WalkStrategy implements Strategy {
//步行的速度,單位為米/分
private int WalkSpeed = 80;
@Override
public double CountTravelTime(int distance) {
return distance/WalkSpeed;
}
}
public class RideStrategy implements Strategy {
//騎行速度,單位米/分
private int RideSpeed = 300;
@Override
public double CountTravelTime(int distance) {
return distance/RideSpeed;
}
}
public class DriveStrategy implements Strategy{
//乘車速度,單位米/分
private int DriveSpeed = 800;
@Override
public double CountTravelTime(int distance) {
return distance/DriveSpeed;
}
}
public class NavSystem {
private int distance;
//在客户端中引用一个策略模式的实例,用于设置策略
private Strategy strategy;
public NavSystem(Strategy strategy) {
this.strategy = strategy;
}
public NavSystem() {
}
public Strategy getStrategy() {
return strategy;
}
public void setStrategy(Strategy strategy) {
this.strategy = strategy;
}
public void setdistance(int distance) {
this.distance = distance;
}
//根据不同的策略进行不同的计算,并提示一些信息
public void GOTraveling() {
if(strategy instanceof WalkStrategy) {
System.out.println("你選擇的是步行策略,你將花費"+strategy.CountTravelTime(distance)+"m的時間");
if(strategy.CountTravelTime(distance)>30) {
System.out.println("步行時間過長");
}
}
else if(strategy instanceof RideStrategy) {
System.out.println("你選擇的是騎行策略,你將花費"+strategy.CountTravelTime(distance)+"m的時間");
if(strategy.CountTravelTime(distance)>30) {
System.out.println("騎行時間過長");
}
}
else if(strategy instanceof DriveStrategy) {
System.out.println("你選擇的是開車策略,你將花費"+strategy.CountTravelTime(distance)+"m的時間");
}
}
}
测试的主函数
public class MainTest {
public static void main(String[] args) {
NavSystem system = new NavSystem();
RideStrategy ride = new RideStrategy();
system.setStrategy(ride);
system.setdistance(12333);
system.GOTraveling();
}
}
结果
你選擇的是騎行策略,你將花費41.0m的時間 騎行時間過長
C#代码也是同理
////// 策略模式的C#代碼實現 /// namespace EFCoreDemo2.Models { public class Enemy { public int attack { get; set; } public int defend { get; set; } public Enemy(int attack, int defend, int hP) { this.attack = attack; this.defend = defend; HP = hP; } public Enemy() { } public int HP { get; set; } } public class Gamer { public int attack { get; set; } public int defend { get; set; } public Gamer(int attack, int defend, int hP) { this.attack = attack; this.defend = defend; HP = hP; } public Gamer() { } public int HP { get; set; } } interface Strategy { void setGamer(Gamer gamer); bool BattleInGame(Enemy enemy); } public class AttackStrategy : Strategy { public Gamer gamer { get; set; } public bool BattleInGame(Enemy enemy) { gamer.attack += 20; gamer.defend -= 20; if (enemy.defend >= gamer.attack) { return false; } else { int dis = gamer.attack - enemy.defend; int dis2 = enemy.attack - gamer.defend; if ((enemy.HP / dis) < (gamer.HP / dis2)) return true; else return false; } } public void setGamer(Gamer gamer) { this.gamer = gamer; } } public class DefendStrategy : Strategy { public Gamer gamer { get; set; } public bool BattleInGame(Enemy enemy) { gamer.defend += 20; gamer.attack -= 20; if (gamer.defend >= enemy.attack) { return true; } else { int dis = gamer.attack - enemy.defend; int dis2 = enemy.attack - gamer.defend; if ((enemy.HP / dis) < (gamer.HP / dis2)) return true; else return false; } } public void setGamer(Gamer gamer) { this.gamer = gamer; } } public class StandStrategy : Strategy { public Gamer gamer { get; set; } public bool BattleInGame(Enemy enemy) { gamer.attack += 10; gamer.defend -= 20; int dis = gamer.attack - enemy.defend; int dis2 = enemy.attack - gamer.defend; if ((enemy.HP / dis) < (gamer.HP / dis2)) return true; else return false; } public void setGamer(Gamer gamer) { this.gamer = gamer; } } }
測試:
class Program
{
public class Game
{
private Strategy strategy;
public void setStrategy(Strategy strategy)
{
this.strategy = strategy;
}
public void Battle(Enemy enemy)
{
if (strategy.BattleInGame(enemy))
{
Console.WriteLine("你擊敗了敵人");
}
else
{
Console.WriteLine("你失敗了");
}
}
}
static void Main(string[] args)
{
Strategy strategy = new AttackStrategy();
strategy.setGamer(new Gamer(100, 80, 100));
Game game = new Game();
game.setStrategy(strategy);
game.Battle(new Enemy(120, 30, 80));
}
}
結果:
你擊敗了敵人


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