策略模式:定义了算法族,分别封装起来,让他们之间可以相互替换,次模式让算法的 变化独立于使用算法的客户。
point1:针对接口编程,而不是针对实现编程
point2:多用组合,少用继承
point3:使用委托“delegate”
简单需求定义:这是一个RPG游戏,游戏中提供多种人物角色供你选择,每个角色都有自己特定的武器。
角色:骑士(长矛),剑客(长剑),刺客(匕首)
使用设计模式:
定义基础角色类:
1 package com.pattern.strategypattern.character; 2 3 import com.pattern.strategypattern.behavior.FightBehavior; 4 5 public class Character { 6 public Character(){} 7 8 public FightBehavior fightBehavior; 9 10 public void setFightBehavior(FightBehavior fightBehavior) { 11 this.fightBehavior = fightBehavior; 12 } 13 14 public void performFight(){ 15 fightBehavior.useWeapon(); 16 //to fight with weapon 17 } 18 }
所有的攻击行为托管(delegate)给FightBehavior,并通过performFight来执行攻击行为,提供setFightBehavior方法,供给后期如果需要增加角色的武器使用行为,可以进行更丰富的设置
定义处理攻击行为的接口
1 package com.pattern.strategypattern.behavior; 2 3 public interface FightBehavior { 4 public void useWeapon(); 5 }
针对接口进行编程的目的,很显然就是为了能够动态的决定代理的行为。详细参考java多态。
定义丰富的攻击行为,用矛,用剑,用匕首
1 package com.pattern.strategypattern.behavior; 2 3 public class FightWithLance implements FightBehavior { 4 public void useWeapon() { 5 System.out.println("fight with my lance"); 6 } 7 }
1 package com.pattern.strategypattern.behavior; 2 3 public class FightWithSword implements FightBehavior{ 4 public void useWeapon() { 5 System.out.println("Fighit with my sword"); 6 } 7 }
1 package com.pattern.strategypattern.behavior; 2 3 public class FightWithKnife implements FightBehavior{ 4 public void useWeapon() { 5 System.out.println("fight with my knife"); 6 } 7 }
定义具体的角色:骑士,剑客,刺客
1 package com.pattern.strategypattern.character; 2 import com.pattern.strategypattern.behavior.FightWithLance;; 3 4 public class Knight extends Character { 5 public Knight(){ 6 this.fightBehavior = new FightWithLance(); 7 } 8 }
1 package com.pattern.strategypattern.character; 2 3 import com.pattern.strategypattern.behavior.FightWithSword; 4 5 public class SwordsMan extends Character { 6 public SwordsMan(){ 7 this.fightBehavior = new FightWithSword(); 8 } 9 }
1 package com.pattern.strategypattern.character; 2 3 import com.pattern.strategypattern.behavior.FightWithKnife; 4 5 public class Assassin extends Character { 6 public Assassin(){ 7 this.fightBehavior = new FightWithKnife(); 8 } 9 }
进行测试:
1 package com.pattern.strategypattern; 2 3 import com.pattern.strategypattern.character.Assassin; 4 import com.pattern.strategypattern.character.Character; 5 import com.pattern.strategypattern.character.Knight; 6 import com.pattern.strategypattern.character.SwordsMan; 7 8 public class Test { 9 10 /** 11 * @param args 12 */ 13 public static void main(String[] args) { 14 Character knight = new Knight(); 15 Character swordsMan = new SwordsMan(); 16 Character assassin = new Assassin(); 17 18 knight.performFight(); 19 swordsMan.performFight(); 20 assassin.performFight(); 21 } 22 23 }
反思:如果我们用继承来实现各类角色会导致哪些缺点?
1.代码在多个子类中重复
2.运行时的行为不容易改变
3.如果改动基础的Character类,会导致全部的代码都需要改动,可维护性差!
总结:在维护的过程中,这个游戏可能会有新的角色产生,新的角色攻击行为,或者其他的行为,我们都可以采用这样一种模式来进行维护,使用策略模式的结果就是维护的代价非常的低,并伴随着很好的扩展性。