假设我想创造一个游戏.在游戏开始时,玩家将挑选一个怪物.
公平地挑选怪物很容易.
// get all monsters with equal chance public Monster getMonsterFair(){ Monster[] monsters = {new GoldMonster(),new SilverMonster(),new BronzeMonster()}; int winIndex = random.nextInt(monsters.length); return monsters[winIndex]; }
并不公平地挑选怪物.
// get monsters with unequal chance public Monster getMonsterUnFair(){ double r = Math.random(); // about 10% to win the gold one if (r < 0.1){ return new GoldMonster(); } // about 30% to winthe silver one else if ( r < 0.1 + 0.2){ return new SilverMonster(); } // about 70% to win the bronze one else { return new BronzeMonster(); } }
问题是,当我在游戏中添加一个新怪物时,我必须编辑if-else.
或者我将赢得GoldMonster的机会改为0.2,我必须将所有0.1改为0.2
这很难看,也不容易维护.
// get monsters with unequal change & special monster public Monster getMonsterSpecial(){ double r = Math.random(); // about 10% to win the gold one if (r < 0.1){ return new GoldMonster(); } // about 30% to win the silver one else if ( r < 0.1 + 0.2){ return new SilverMonster(); } // about 50% to win the special one else if ( r < 0.1 + 0.2 + 0.2){ return new SpecialMonster(); } // about 50% to win the bronze one else { return new BronzeMonster(); } }
解决方法
基本上是@Egor Skriptunoff所说的.这应该很容易扩展.你可以使用Class< Monster>的集合.如果你不想使用枚举.
enum Monster { GOLD(1),SILVER(3),BRONZE(6) // pseudo probabilities private int weight; // constructor etc.. } public Monster getMonsterSpecial() { List<Monster> monsters = new ArrayList<>(); for(Monster monsterType : Monster.values()) { monsters.addAll(Collections.nCopies(monsterType.getWeight(),monsterType)); } int winIndex = random.nextInt(monsters.length); return monsters.get(winIndex); }
你也许可以使枚举怪物复数,并让它指向一个类<?延伸怪物>如果你还想实例化怪物类.我只是想让这个例子更加清晰.