行为设计模式-状态(State)

 

package com.leitao.demo.design;

/**
 * 状态
 * @Description: TODO
 * @Author LeiTao
 * @Date 2023/5/4
 * @Version V1.0
 **/
public class StatePattern {
    public static void main(String[] args) {
        Context context = new Context();  //3

        System.out.println(context.getState()); //有货

        context.Request(); //2
        context.Request(); //1
        context.Request(); //0

        System.out.println(context.getState()); //无货

        context.Request(); //购买失败
        System.out.println(context.getState()); //有货
        context.Request(); //购买成功 5
        System.out.println(context.getCount());
    }
}

class Context{ //贩卖机
    private int count; //库存
    private State state;

    public Context() {
        count = 3;
        state = new ConcreteStateA();
    }

    public int getCount() {
        return count;
    }

    public void setCount(int count) {
        this.count = count;
    }

    public State getState() {
        return state;
    }

    public void setState(State state) {
        this.state = state;
    }

    public void Request(){
        state.Handle(this);
    }
}

interface State{
    public void Handle(Context context);
}

class ConcreteStateA implements State { //有货

    @Override
    public void Handle(Context context) {
        int count = context.getCount();
        if (count >= 1){
            System.out.println("购买成功");
            context.setCount(count - 1);
            if (context.getCount() == 0){
                context.setState(new ConcreteStateB());
            }
        }else {
            System.out.println("购买失败");
        }
    }
}

class ConcreteStateB implements State { //无货

    @Override
    public void Handle(Context context) {
        if (context.getCount() == 0){
            System.out.println("购买失败,等待补货");
            context.setCount(5);
            System.out.println("补货成功,请重新购买");
            context.setState(new ConcreteStateA());
        }
    }
}

 

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