Strategy(策略)模式与 Template 模式目的相同,区别在于实现手法:Template 依赖继承,而 Strategy 采用组合,从而解决了继承带来的弊端。
问题背景
为了在业务逻辑(算法)的具体实现与抽象接口之间实现解耦,Strategy 模式将算法(业务逻辑)封装到一个 Context 类中,通过组合的方式持有算法对象,再通过委托将抽象接口的调用转发给具体的组合对象。State 模式与之有类似的区别。
Strategy 模式定义了一系列算法并将它们封装起来,使各算法可以相互替换,从而让算法的变化独立于使用它的客户。
示例 1:基本策略模式
#include "PublicHeaders.h"
class Strategy
{
public:
virtual void AlgrithmInterface() = 0;
};
class ConCreateStrategy :public Strategy
{
public:
void AlgrithmInterface()override
{
cout << __FUNCTION__ << endl;
}
};
class Contex
{
public:
Contex(Strategy *strategy)
{
this->strategy = strategy;
}
void DoAction()
{
this->strategy->AlgrithmInterface();
}
private:
Strategy*strategy;
};
/**
* @brief test function for strategy pattern
*/
void testStrategy()
{
Contex* contex = new Contex(new ConCreateStrategy);
contex->DoAction();
}
示例 2:武器系统
class WeaponStrategy
{
public:
virtual void doFire() = 0;
};
class GaTlingGun_Strategy :public WeaponStrategy
{
public:
virtual void doFire()override
{
}
};
class PistolGun_Strategy :public WeaponStrategy
{
public:
virtual void doFire()override
{
}
};
class PlayerContex
{
public:
void Fire()
{
weapon->doFire();
}
void setWeapon(WeaponStrategy *strategy)
{
this->weapon = strategy;
}
WeaponStrategy*weapon;
};
void test()
{
PlayerContex*player = new PlayerContex;
player->setWeapon(new GaTlingGun_Strategy);
player->Fire();
}