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    Design Pattern-State === # 狀態模式(State) * 為一種行為模式 * 使用時機 : * 程式內部需要切換不同狀態執行時使用 * 目的 : * 針對狀態實機的切換執行 * 可看到其UML圖與Stratgy相似,但Strategy目的是選擇適當的策略解決問題,State則是確認當下狀態執行完後在執行下一個狀態,兩者目的不同。 * 優點 : * 把state相關的邏輯分割同時減少if/else即switch case的使用 * 每個狀態都是一個子類別且互不干涉(IRP即OCP) * 缺點 : * 如果state過多會導致debug困難以及類別膨脹 # Flow chart ![image](https://hackmd.io/_uploads/B15f4ShV0.png) # State * 一個抽象類別並定義一個handle,handle用來目的是切換下一個狀態用的api接口 * 舉英雄聯盟藍寶的當範例,藍寶有一般狀態、警告狀態、過熱狀態 ```cpp= #include <iostream> #include <string> #include <memory> #include <vector> using namespace std; int count_num = 0; class Rumble; class State{ public: virtual void handle(Rumble* hero) = 0; }; ``` # ConcreteState * 這邊先對原本State做override並在後續再實作各程式細節 * 可以看到各個不同的狀態handle是共同定義的方式 ```cpp= class Normal_State : public State{ public: void handle(Rumble* hero) override; }; class Warning_State : public State{ public: void handle(Rumble* hero) override; }; class OverHeat_State : public State{ public: void handle(Rumble* hero) override; }; ``` # Context * 用來切換狀態的地方,在藍寶的類別後面則補上各handle的細節 * 實作一個藍寶的類別並在三次過熱後結束程式 * 藍寶的狀態會從 Normal_State->Warning_State->OverHeat_Stat一直循環,直到做完3次 ```cpp= class Rumble{ public: unique_ptr<State> hero_state=nullptr; // State* hero_state; Rumble(){ hero_state = make_unique<Normal_State>(); } ~Rumble(){}; void run(){ while(1){ if(count_num>=3)break; hero_state->handle(this); } } }; void Normal_State::handle(Rumble* hero) { hero->hero_state = make_unique<Warning_State>(); cout << "-------------------" << endl; cout << "Normal State" << endl; cout << "Attack is 50" << endl; } void Warning_State::handle(class Rumble* hero){ hero->hero_state = make_unique<OverHeat_State>(); cout << "-------------------" << endl; cout << "Warning State" << endl; cout << "Attack is 75" << endl; } void OverHeat_State::handle(class Rumble* hero){ hero->hero_state = make_unique<Normal_State>(); count_num++; cout << "-------------------" << endl; cout << "Over Heat State" << endl; cout << "Can't control Rumble" << endl; cout << "Attack is 100" << endl; cout << "Over Heat times " << count_num << endl;; } ``` # 輸出結果 ```cpp= int main() { Rumble hero; hero.run(); return 0; } ``` source : https://hypc-pub.github.io/design-patterns/patterns/state-pattern.html github : https://github.com/GU-Lin/Design_Pattern_Practice/tree/main/Behavioral/State ###### tags : `Behavioral` `DesignPattern`

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