Map which stores derived objects - c++

I have parent class:
class Data
{
public:
Data ( void ) { }
Virtual int Size ( void )
{
return 100;
}
protected:
map<string, Data*> m;
};
Classes that inherit from class Data:
class Struct : public Data
{
public:
Struct ( void ) { }
Struct & Add ( const string & name, Data x )
{
Data * tmp = new Data ( x );
m[name] = tmp;
return *this;
}
void Print ( void )
{
for ( const auto & tmp : m )
cout << tmp . first << " " << tmp . second -> Size () << endl;
}
};
class IntData : public Data
{
public:
IntData ( void ) { }
int Size ( void )
{
return 4;
}
};
class DoubleData : public Data
{
public:
DoubleData ( void ) { }
int Size ( void )
{
return 8;
}
};
main :
int main ( void )
{
Struct a;
a . Add ( "Integer",IntData () );
a . Print ();
return 0;
}
Current output : Integer 100
Expected output : Integer 4
I want to create a map which would hold various types of objects that are derived from Data class. But when i want to call method Size from stored object in map ( in this case IntData ) which should return 4 It always returns value from parent class Data. How could i fix that please?

There's your problem:
Data * tmp = new Data ( x );
The actual pointer you're putting into the map is an instance of the Data parent class. You're copy-constructing a new instance of the Data parent class from an argument that you're passing, by value, as a parameter.
You need to change this whole function to:
Struct & Add ( const string & name, Data *x)
{
m[name] = x;
return *this;
}
And the caller is now responsible for constructing a new instance of any subclass:
a . Add ( "Integer",new IntData);
Then, this will work as you intended.
Of course, this kind of an approach brings up various issues with memory leaks, etc..., so you're better off using std::shared_ptr. But that would be a different question...

I've rewritten your code for you.
#include <unordered_map>
#include <memory>
#include <iostream>
class Data {
public:
virtual ~Data(){}
virtual int Size() = 0;
};
class Struct : public Data {
std::unordered_map<std::string, std::unique_ptr<Data>> m;
public:
Struct& Add(const std::string& name, std::unique_ptr<Data> x) {
m[name] = std::move(x);
return *this;
}
void Print() {
for(const auto& tmp : m )
std::cout << tmp.first << " " << tmp.second->Size() << "\n";
}
int Size() override {
int sum = 0;
for (const auto& tmp : m)
sum += tmp.second->Size();
return sum;
}
};
class IntData : public Data {
public:
int Size( ) override { return 4; }
};
class DoubleData : public Data {
public:
DoubleData( ) { }
int Size( ) override { return 8; }
};
int main() {
Struct a;
a.Add("Integer", std::make_unique<IntData>() );
a.Print();
}
Your welcome.

Related

Make a collection of an abstract class type, Abstract Class vector of shared_ptr

Error
e/c++/v1/algorithm:642:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1/utility:321:9: error:
field type 'Space' is an abstract class
_T2 second;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1/map:624:16: note:
Question
How can I define a std::vector of type Space which is an abstract class and then fill this vector with instances of the derived classes Empty, Snake, Ladder.
Context
I know abstract classes in C++ can not be instantiated. Instead I've read in several posts on this and other sites that you can create a collection of an abstract type if it the type is defined as a star * pointer or any of the <memory> managed pointer data types like std::unqiue_ptr<T>. I've tried to used shared_ptr<Space> in my case, but still unable to define the collection properly. I am compiled my code using g++ -std=c++17 main.cpp && ./a.out.
Code
#include <cstdlib>
#include <cmath>
#include <iostream>
#include <map>
#include <memory>
#include <typeinfo>
#include <queue>
#include <string>
#include <vector>
class Player
{
private:
int m_current_space = 1;
public:
Player() {}
void role_dice() {
m_current_space += floor( (rand()%10 + 1) / 3 );
}
int const get_current_space() {
return m_current_space;
}
void set_current_space(int current_space) {
m_current_space = current_space;
}
};
class Space
{
protected:
int m_id;
std::vector<Space> m_paths;
public:
Space() {} // requied to use [] operator in map
Space(int id) : m_id(id) {}
void add_path(Space& s) {
m_paths.push_back(s);
}
int get_id() {
return m_id;
}
virtual std::string class_type() = 0;
};
class Empty : public Space
{
public:
Empty(int id) : Space(id) {}
std::string class_type() {
return "Empty";
}
};
class Ladder : public Space
{
public:
Ladder(int id) : Space(id) {}
virtual void event(Player& p) {
p.set_current_space(1);
}
std::string class_type() {
return "Ladder";
}
};
class Snake : public Space
{
public:
Snake(int id) : Space(id) {}
virtual void event(Player& p) {
p.set_current_space(4);
}
std::string class_type() {
return "Snake";
}
};
class Board
{
private:
std::map<int, Space> m_board;
public:
void add_space(Space& s) {
m_board[s.get_id()] = s;
}
void draw_board() {
int i = 1;
for(auto const& [space_key, space] : m_board) {
if(i%3 == 0) {
std::cout << "○\n";
}
else if(typeid(space) == typeid(Snake)) {
std::cout << "○-";
}
else {
std::cout << "○ ";
}
++i;
}
}
void update_player_on_board(int position) {
int i = 1;
for(auto const& [space_key, space] : m_board) {
if(i%3 == 0) {
if (space_key == position) {
std::cout << "●\n";
}
else {
std::cout << "○\n";
}
}
else if(typeid(space) == typeid(Snake)) {
std::cout << "○-";
}
else {
if (space_key == position) {
std::cout << "● ";
}
else {
std::cout << "○ ";
}
}
++i;
}
}
const std::map<int, Space> get_board() {
return m_board;
}
friend std::ostream &operator<<(std::ostream& os, const Board& b) {
return os;
}
};
class GameStateManager
{
private:
std::string m_state = "game over";
bool m_playing = false;
public:
std::string const get_state() {
return m_state;
}
void set_state(std::string state) {
m_state = state;
}
};
int main()
{
std::cout << "Welcome to Bowser's 9 board game\n";
std::cout << "Start? y(yes) n(no)\n";
GameStateManager game_manager;
game_manager.set_state("playing");
auto space1 = std::make_shared<Space>(1);
auto space2 = std::make_shared<Space>(2);
auto space3 = std::make_shared<Space>(3);
auto space4 = std::make_shared<Space>(4);
auto space5 = std::make_shared<Space>(5);
auto space6 = std::make_shared<Space>(6);
auto space7 = std::make_shared<Space>(7);
auto space8 = std::make_shared<Space>(8);
auto space9 = std::make_shared<Space>(9);
std::vector<std::shared_ptr<Space>> v {
space1, space2, space3,
space4, space5, space6,
space7, space8, space9
};
Board bowsers_bigbad_laddersnake;
for(int i = 0; i < 10; ++i) {
bowsers_bigbad_laddersnake.add_space(*(v[i]));
}
bowsers_bigbad_laddersnake.draw_board();
Player mario;
int turn = 0;
while(game_manager.get_state() == "playing") {
std::cin.get();
std::cout << "-- Turn " << ++turn << " --" << '\n';
mario.role_dice();
bowsers_bigbad_laddersnake.update_player_on_board(mario.get_current_space());
if (mario.get_current_space() >= 9) {
game_manager.set_state("game over");
}
}
std::cout << "Thanks a so much for to playing!\nPress any key to continue . . .\n";
std::cin.get();
return 0;
}
You seem to have removed a lot of code to get into details here.
Have a Space pointer (smart or raw). Instantiate the specific space that you want, point to it with your pointer of type Space. Example std::shared_ptr<Space> pointerToSpace = std::make_shared<Snake> ("I'm a snake"); Now, without loss of generality, you can print the contents (of concrete type) with just the pointer to the space pointerToSpace->class_type(). Yes, you can have a collection of shared_ptrs in a container.

C++ iterator as class member used in class method

i have the following code.
The for-loop at the end should go through the object of CCarList class, print out the the a_rz and vin of Car structure and stop when the AtEnd() method returns true.
But it doesnt stop and moreover when i try to reach the values of a_rz and vin it gives segmentation fault.
Could someone, please, explain how to use properly iterator in my CCarList class?
Thanks
typedef struct Car {
string a_rz;
unsigned int vin;
}Car;
class CCarList
{
public:
string RZ ( void ) const;
unsigned int VIN ( void ) const;
bool AtEnd ( void ) const;
void Next ( void );
vector<Car*> vCar;
vector<Car*>::const_iterator it = vCar.begin();
public:
CCarList ( void ){}
~CCarList ( void ){}
};
string CCarList::RZ ( void ) const {
return "ahoj"; //(**it).a_rz;
}
unsigned int CCarList::VIN ( void ) const{
return 5; //(**it).vin;
}
bool CCarList::AtEnd ( void ) const {
if(it == vCar.end()) return true;
return false;
}
void CCarList::Next ( void ){
it++;
}
int main() {
Car *a, *b, *c;
a = new Car;
b = new Car;
c = new Car;
(*a).a_rz = "abc";
(*a).vin = 45;
(*b).a_rz = "dfg";
(*b).vin = 65;
(*c).a_rz = "jkl";
(*c).vin = 23;
CCarList list_of_cars;
list_of_cars.vCar.push_back(a);
list_of_cars.vCar.push_back(b);
list_of_cars.vCar.push_back(c);
for ( ; ! list_of_cars . AtEnd (); list_of_cars . Next () )
cout << list_of_cars . RZ () << ", " << list_of_cars . VIN () << endl;
return 0;
}
Your problem is that iterator it is not being updated/invalidated after each push_back. After last insertion it still points to "nothing" as it was from beginning.
Soultion is simple -- update your iterator. Add a method for adding new elements:
void CCarList::Add(Car* car)
{
vCar.push_back(car);
it = vCar.begin();
}
and then just:
list_of_cars.Add(a);
list_of_cars.Add(b);
list_of_cars.Add(c);
Also regarding above problem, you're trying to wrap vector and provide same functionality that vectoralready provides. Consider moving functionality related to Car structure inside that structure. And leaving in CCarList only methods that are related to CCarList. Just a short piece of code to show you what I mean:
typedef struct Car {
string a_rz;
unsigned int vin;
} Car;
class CCarList {
public:
vector<Car*> vCar;
CCarList(void){}
~CCarList(void){}
};
int main() {
Car *a, *b, *c;
a = new Car;
b = new Car;
c = new Car;
a->a_rz = "abc";
a->vin = 45;
b->a_rz = "dfg";
a->vin = 65;
c->a_rz = "jkl";
c->vin = 23;
CCarList list_of_cars;
list_of_cars.vCar.push_back(a);
list_of_cars.vCar.push_back(b);
list_of_cars.vCar.push_back(c);
for(auto car : list_of_cars.vCar)
cout << car->a_rz << ", " << car->vin << endl;
return 0;
}

Policy based design - policy implementation has to access members of the host class

I think the best way to explain my question is with a piece of code:
class IncreasingMultiplier {
protected:
IncreasingMultiplier(int initialMultiplier = 0, int incrementation = 1)
int getMultiplier() {
mCurrentMultiplier += mIncrementation;
return mCurrentMultiplier - mIncrementation;
}
void setMultiplier(int multiplier) {
mCurrentMultiplier = multiplier;
}
void setIncrementation(int incrementation) {
mIncrementation = incrementation;
}
private:
int mCurrentMultiplier;
int mIncrementation;`
}
class ConstMultiplier {
protected:
int getMultiplier() const {
return 10;
}
}
class NumberLogger {
public:
void log() {
int currentNumber = getNumber(); // How can I call this method?
std::cout << "Current number is " << currentNumber << std::endl;
}
}
template<
class MultiplierPolicy,
class LoggingPolicy
>
class Host : public MultiplierPolicy, public LoggingPolicy {
public:
int getNumber() const {
return mNumber * getMultiplier();
}
private:
int mNumber;
}
Basically, one policy may need to access members defined in the host class, which are in turn dependent on other policies supplied to the host class.
Thanks!
The following code compiles with VS2013 (have not tried with GCC):
#include <iostream>
class IncreasingMultiplier {
protected:
IncreasingMultiplier(int initialMultiplier = 0, int incrementation = 1)
: mCurrentMultiplier(initialMultiplier)
, mIncrementation(incrementation)
{}
int getMultiplier() {
mCurrentMultiplier += mIncrementation;
return mCurrentMultiplier - mIncrementation;
}
void setMultiplier(int multiplier) {
mCurrentMultiplier = multiplier;
}
void setIncrementation(int incrementation) {
mIncrementation = incrementation;
}
private:
int mCurrentMultiplier;
int mIncrementation;
};
class ConstMultiplier {
protected:
int getMultiplier() const {
return 10;
}
};
// Template the logger policy
// Unfortunately - couldn't get host inheritance CRTP pattern
// compiling in Visual Studio 2013 :(
// https://en.wikipedia.org/wiki/Curiously_recurring_template_pattern
template < typename t_Host >
class NumberLogger /*: public t_Host*/ {
public:
void log() {
// This part of the CRTP pattern does work in Visual Studio 2013
int currentNumber = static_cast<t_Host*>(this)->getNumber(); // How can I call this method?
std::cout << "Current number is " << currentNumber << std::endl;
}
};
// Template based on a list of policies
template<
typename PoliciesList
>
class Host : public PoliciesList::MultiplierPolicy, public PoliciesList::LoggingPolicy {
public:
Host() : mNumber(1) {}
int getNumber() /*const*/ {
return mNumber * getMultiplier();
}
private:
int mNumber;
};
// Un-templated policies list
// Could create a macro to declare various policy combinations:
class ConcretePoliciesList_Const
{
public:
typedef Host<ConcretePoliciesList_Const> MyHost;
typedef ConstMultiplier MultiplierPolicy;
typedef NumberLogger<MyHost> LoggingPolicy;
};
class ConcretePoliciesList_Increasing
{
public:
typedef Host<ConcretePoliciesList_Increasing> MyHost;
typedef IncreasingMultiplier MultiplierPolicy;
typedef NumberLogger<MyHost> LoggingPolicy;
};
int main()
{
ConcretePoliciesList_Const::MyHost const_host;
ConcretePoliciesList_Increasing::MyHost increasing_host;
std::cout << "Const policy:" << std::endl;
const_host.log();
const_host.log();
const_host.log();
std::cout << "Increasing policy:" << std::endl;
increasing_host.log();
increasing_host.log();
increasing_host.log();
return 0;
}
The resulting output is:
Const policy:
Current number is 10
Current number is 10
Current number is 10
Increasing policy
Current number is 0
Current number is 1
Current number is 2

Automatically decide which class to use for data processing

I have a big project where I faced a problem, which can be shortly formulated as following:
I had a class which is created temporally and used to process and modify some data (let's call it "worker"). Now I have two workers and two corresponding data formats. The data array can contain mixed data, how to make my programm automatically decide which worker class it should create and use for data processing? How to make this in the best way?
To illustrate this problem I wrote small example programm, which is analogical to my project.
#include <iostream>
#include <vector>
using namespace std;
const int NInputs = 10;
struct TOutput {
int i;
};
class TProcess {
public:
TProcess( const vector<TInput>& i ){ fInput = i; }
void Run();
void GetOutput( TOutput& o ) { o = fOutput; }
private:
vector<TInput> fInput;
TOutput fOutput;
};
#if 0
struct TInput {
int i;
};
class TWorker{
public:
void Init( int i ) { fResult = i; }
void Add( int i ) { fResult += i; }
int Result() { return fResult; }
private:
int fResult;
};
#else
struct TInput {
int i;
};
class TWorker {
public:
void Init( int i ) { fResult = i; }
void Add( int i ) { fResult ^= i; }
int Result() { return fResult; }
private:
int fResult;
};
#endif
void TProcess::Run() {
TWorker worker;
worker.Init(0);
for( int i = 0; i < fInput.size(); ++i )
worker.Add(fInput[i].i);
fOutput.i = worker.Result();
}
int main() {
vector<TInput> input(NInputs);
for ( int i = 0; i < NInputs; i++ ) {
input[i].i = i;
}
TProcess proc(input);
proc.Run();
TOutput output;
proc.GetOutput(output);
cout << output.i << endl;
}
The example is very simple, but that doesn't means that it's simply possible to transform it to one function --- it corresponds to big project. Therefore it is not possible to:
delete classes or functions, which already exists (but possible to modify them and create new)
make workers static or create only one copy of worker (each workers are temporary in many complicated functions and loops)
So how to modify it such that this will be something like this:
// TODO: TProcess declaration
struct TInput1 {
int i;
};
class TWorker1{
public:
void Init( TInput1 i ) { fResult = i; }
void Add( TInput1 i ) { fResult += i.i; }
int Result() { return fResult; }
private:
int fResult;
};
#else
struct TInput2 {
int i;
};
class TWorker2 {
public:
void Init( TInput2 i ) { fResult = i.i; }
void Add( TInput2 i ) { fResult ^= i.i; }
int Result() { return fResult; }
private:
int fResult;
};
void TProcess::Run() {
for( int i = 0; i < fInput.size(); ++i ) {
// TODO: choose and create a worker
worker.Add(fInput[i].i);
// TODO: get and save result
}
fOutput.i = worker.Result();
}
int main() {
vector<TInputBase> input(NInputs);
// TODO: fill input
TProcess proc(input);
proc.Run();
TOutput output;
proc.GetOutput(output);
cout << output.i << endl;
}
My initial idea was to use basic class and template functions, but there is no template virtual functions...
You've got the right idea with the vector<TInputBase> declaration in your second example -- you need to have a common base class for all inputs, and similarly for all workers:
class TInput {
}
class TInput1 : public TInput { ... }
class TInput2 : public TInput { ... }
class TWorker {
public:
void Init(TInput *input) = 0;
void Add(TInput *input) = 0;
int Result() = 0;
}
class TWorker1 : public TWorker { ... }
class TWorker2 : public TWorker { ... }
Note, however, that this means all workers can only take a TInput * as input and you will need to cast to the correct input class inside each worker class.
The simplest way to decide which worker class to use for a given input is to ask the input itself! You can have a virtual function in the input class that creates the right kind of worker:
class TInput {
virtual TWorker *createWorker() = 0;
}
class TInput1 : public TInput {
TWorker *createWorker() {
return new TWorker1();
}
}
class TInput2 : public TInput {
TWorker *createWorker() {
return new TWorker2();
}
}
If this is not possible for some reason, you can use typeid to determine the type of the input and create a corresponding worker instance.

Copying object from a superclass pointer

Suppose I have two classes a base class and an inherited class as follows:
class Magic : public Attack
{
public:
Magic(int uID, std::string &name) : Attack(ActionType::MagicAction, uID, name)
{
}
};
class MacroMagic : public Magic
{
MacroMagic(int uID) : Magic(uID, std::string("Testing"))
{
}
void PreUse() override
{
std::cout << "Test" << std::endl;
}
}
I have a shared_ptr to an instance of magic that I would like to copy, but at runtime I will not know whether that pointer points to an instance of Magic, MacroMagic or anything that may have inherited from Magic. I want to be able to copy the object pointed to by the shared_ptr like so:
Battles::magic_ptr mgPtr = MagicNameMap[name];
if (mgPtr.get() != nullptr)
{
return magic_ptr(new Magic(*mgPtr));
}
return mgPtr;
where magic_ptr is a typedef for a shared_ptr around the Magic Class. I could do it by specifying a virtual copy function and calling that, but I'd like to make it less obtuse and easier to maintain. I assume I can do this by a copy constructor, but I'm unsure how to in this instance. The way I have it now, the pointer returned by the above code will not call the override pReUse() function.
A bit of guidance would be much appreciated, thanks
I could do it by specifying a virtual copy function and calling that, but I'd like to make it less obtuse and easier to maintain.
you're working against the language.
you could accomplish what you are after, but i don't recommend it, and it is certainly not easier to setup or maintain than virtual Magic* clone() = 0.
perhaps you could outline the problem that brought you to this conclusion, and then we can help from there. there are usually alternatives which don't fight the language.
EDIT
here's a way around it using an external function table (t_magic_operation_table). you can apply and create several function tables and keep them around. since they exist in the magic object as a single pointer, then you can make these tables quite large (if needed). if your magic types can use the same data/members, then that is one approach. be careful: i threw this together suuuper-fast. it demonstrates the technique, but it's pretty bad otherwise:
#include <iostream>
#include <string>
namespace MONSpiel {
inline unsigned prndm(const unsigned& max) {
return 1 + arc4random() % max;
}
class t_ghoul;
class t_biclops;
class t_magic;
class t_hero {
t_hero();
t_hero(const t_hero&);
t_hero& operator=(const t_hero&);
public:
t_hero(const std::string& inName) : d_name(inName) {
}
const std::string& name() const {
return this->d_name;
}
template<typename TEnemy, typename TMagic>
void attack(TEnemy& enemy, TMagic& magic) const {
if (enemy.isDead()) {
return;
}
enemy.hit(magic.power());
if (enemy.isDead()) {
std::cout << this->name() << ": see you in the prequel...\n\n";
}
else {
std::cout << this->name() << ": have you had enough " << magic.name() << ", " << enemy.name() << "???\n\n";
}
}
/* ... */
private:
const std::string d_name;
};
class t_enemy {
t_enemy();
t_enemy(const t_enemy&);
t_enemy& operator=(const t_enemy&);
public:
t_enemy(const std::string& inName) : d_name(inName), d_lifePoints(1000) {
}
virtual ~t_enemy() {
}
const std::string& name() const {
return this->d_name;
}
bool isDead() const {
return 0 >= this->d_lifePoints;
}
const int& lifePoints() const {
return this->d_lifePoints;
}
void hit(const int& points) {
this->d_lifePoints -= points;
}
/* ... */
private:
const std::string d_name;
int d_lifePoints;
};
class t_ghoul : public t_enemy {
public:
static int MaxDaysAwake() {
return 100;
}
t_ghoul(const std::string& inName) : t_enemy(inName), d_bouyancy(prndm(100)), d_proximityToZebra(prndm(100)), d_daysAwake(prndm(MaxDaysAwake())) {
}
const int& bouyancy() const {
return this->d_bouyancy;
}
const int& proximityToZebra() const {
return this->d_proximityToZebra;
}
const int& daysAwake() const {
return this->d_daysAwake;
}
private:
int d_bouyancy;
int d_proximityToZebra;
int d_daysAwake;
};
class t_biclops : public t_enemy {
public:
t_biclops(const std::string& inName) : t_enemy(inName), d_isTethered(prndm(2)), d_amountOfSunblockApplied(prndm(100)) {
}
const bool& isTethered() const {
return this->d_isTethered;
}
const int& amountOfSunblockApplied() const {
return this->d_amountOfSunblockApplied;
}
private:
bool d_isTethered;
int d_amountOfSunblockApplied;
};
class t_magic_operation_table {
public:
typedef void (*t_ghoul_skirmish_function)(t_magic&, t_ghoul&);
typedef void (*t_biclops_skirmish_function)(t_magic&, t_biclops&);
t_magic_operation_table(t_ghoul_skirmish_function ghoulAttack, t_biclops_skirmish_function biclopsAttack) : d_ghoulAttack(ghoulAttack), d_biclopsAttack(biclopsAttack) {
}
void willSkirmish(t_magic& magic, t_ghoul& ghoul) const {
this->d_ghoulAttack(magic, ghoul);
}
void willSkirmish(t_magic& magic, t_biclops& biclops) const {
this->d_biclopsAttack(magic, biclops);
}
private:
t_ghoul_skirmish_function d_ghoulAttack;
t_biclops_skirmish_function d_biclopsAttack;
};
class t_action {
public:
typedef enum t_type {
NoAction = 0,
MagicAction,
ClubAction,
ClassAction
} t_type;
};
class t_attack {
public:
t_attack(const t_action::t_type& actionType, const int& uID, const std::string& inName) : d_actionType(actionType), d_uID(uID), d_name(inName) {
}
virtual ~t_attack() {
}
void reset() {
/* ... */
}
const std::string& name() const {
return this->d_name;
}
private:
t_action::t_type d_actionType;
int d_uID;
std::string d_name;
};
class t_magic : public t_attack {
t_magic();
t_magic(const t_magic&);
t_magic& operator=(const t_magic&);
static void GhoulSkirmishA(t_magic& magic, t_ghoul& ghoul) {
magic.d_accuracy = ghoul.bouyancy() + prndm(16);
magic.d_power = ghoul.proximityToZebra() + prndm(43);
}
static void GhoulSkirmishB(t_magic& magic, t_ghoul& ghoul) {
magic.d_accuracy = ghoul.bouyancy() / magic.flammability() + prndm(32);
magic.d_power = t_ghoul::MaxDaysAwake() - ghoul.daysAwake() + prndm(23);
}
static void BiclopsSkirmishA(t_magic& magic, t_biclops& biclops) {
if (biclops.isTethered()) {
magic.d_accuracy = 90 + prndm(16);
}
else {
magic.d_accuracy = 40 + prndm(11);
}
magic.d_power = biclops.amountOfSunblockApplied() + prndm(17);
}
static void BiclopsSkirmishB(t_magic& magic, t_biclops& biclops) {
if (biclops.isTethered()) {
magic.d_accuracy = 80 + prndm(80);
}
else {
magic.d_accuracy = 50 + prndm(50);
}
magic.d_power = 80 + prndm(30);
}
const t_magic_operation_table* NextOperationTable() {
static const t_magic_operation_table tables[4] = {
t_magic_operation_table(GhoulSkirmishA, BiclopsSkirmishA),
t_magic_operation_table(GhoulSkirmishB, BiclopsSkirmishB),
t_magic_operation_table(GhoulSkirmishB, BiclopsSkirmishA),
t_magic_operation_table(GhoulSkirmishA, BiclopsSkirmishB)
};
return & tables[arc4random() % 4];
}
public:
t_magic(const int& uID, const std::string& inName) : t_attack(t_action::MagicAction, uID, inName), d_power(-1), d_accuracy(-1), d_operationTable(0) {
}
int flammability() const {
return prndm(73);
}
int power() const {
return this->d_power;
}
void reset() {
t_attack::reset();
this->d_power = -1;
this->d_accuracy = -1;
this->d_operationTable = 0;
}
private:
/* assigns this->d_operationTable */
void updateOperationTableForAttack() {
this->d_operationTable = NextOperationTable();
}
public:
void heroWillAttack(const t_hero& hero, t_ghoul& ghoul) {
this->updateOperationTableForAttack();
this->d_operationTable->willSkirmish(*this, ghoul);
std::cout << hero.name() << " vs. " << ghoul.name() << "(lp:" << ghoul.lifePoints() << ")";
this->printState();
}
void heroWillAttack(const t_hero& hero, t_biclops& biclops) {
this->updateOperationTableForAttack();
this->d_operationTable->willSkirmish(*this, biclops);
std::cout << hero.name() << " vs. " << biclops.name() << "(lp:" << biclops.lifePoints() << ")";
this->printState();
}
void printState() {
std::cout << ": Magic { Power: " << this->d_power << ", Accuracy: " << this->d_accuracy << ", Operation Table: " << this->d_operationTable << "}\n";
}
private:
int d_power;
int d_accuracy;
const t_magic_operation_table* d_operationTable;
};
template<typename TEnemy>
void AttackEnemyWithMagic(t_hero& hero, TEnemy& enemy, t_magic& magic) {
if (!enemy.isDead()) {
magic.heroWillAttack(hero, enemy);
hero.attack(enemy, magic);
magic.reset();
}
}
inline void PlayIt() {
t_hero zoe("Zoe");
t_hero aragosta("Aragosta");
t_ghoul ghoul0("Al Paca");
t_ghoul ghoul1("Spud");
t_ghoul ghoul2("Sleepy");
t_biclops biclops("Scimpanzè");
t_magic hemlock(59, "hemlock");
t_magic babyPowder(91, "baby powder");
for (size_t idx(0); idx < 1000; ++idx) {
AttackEnemyWithMagic(zoe, ghoul1, hemlock);
AttackEnemyWithMagic(aragosta, biclops, babyPowder);
AttackEnemyWithMagic(zoe, ghoul2, hemlock);
AttackEnemyWithMagic(aragosta, ghoul0, babyPowder);
}
}
} /* << MONSpiel */
int main(int argc, char* const argv[]) {
#pragma unused(argc)
#pragma unused(argv)
MONSpiel::PlayIt();
return 0;
}
another option is to simply create stores (e.g. a vector), each with a different magic type. then fill a vector to point to objects in those stores. that way, you can just create one contiguous allocation for each type and randomize and weigh as needed. this is useful if your magic objects' sizes vary considerably.