在我的一个类中,我有一个存储一组枚举标志的整数,如下所示:
enum AttackFlags
{
Contact = 1, //Move connects with target
Projectile = 2, //Attack is projectile based
Unblockable = 4, //Attack can not be blocked
UncounterableLv1 = 8, //Attack can't be countered except by extreme counter attack skills/status effects
UncounterableLv2 = 16, //Attack can not be countered
Flinches = 32, //Has a chance to stun the enemy, pushing back their next turn
Unreflectable = 64, //Attack penetrates reflect. Only checked for Magic attacks
IgnoreDefenderStatusEffects = 128, //Ignores active status effects on the defender
IgnoreAttackerStatusEffects = 256, //Ignores active status effects on the attacker
IgnoreDefenderAbilities = 512, //Ignore the defenders abilities
IgnoreAttackerAbilities = 1024, //Ignore the attackers abilities
IgnoreArmorRating = 2048, //Ignore the defensive boosts of armor
IgnoreWeaponRating = 4096, //Ignore the attack boost from weapons
HighCritical = 8192, //The move has an increased chance to crit
CausesStatus = 16384, //Can the move cause status effects?
Elemental = 32768, //Is the move elemental based?
Unimplemented = 65536, //has the move been implemented yet?
ModsTimer = 131072, //Does it have an effect on the target or users timer?
Heals = 262144, //Does the move heal?
SecondaryEffects = 524288, //Attack has additional effects besides basic attack
PhysicalAttackFlag = 1048576, //Is the Class Physically based? I.E. blocked by Protect and Shield
MagicAttackFlag = 2097152, //Is the move Magically Based? I.E. is it affected by things like Shell
MultiHit = 4194304, //Does it enxcapsulate more then 1 hit
SingleUse = 8388608, //Attack can only be used once per battle
DoesNotCauseDamage = 16777216
};
class Attack
{
int AtkFlags; //Stores AttackFlags |'d together
}
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我想使用以下签名为我的Attack类添加一个方法
bool HasAttackFlags(int flags);
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标志将是众多的AttackFlags |'d在一起.如果我只想检查一个标志,我可以和AtkFlags和标志一起,但因为我必须检查多个可能的标志,这将无法正常工作.如何正确检查多个标志?我想避免传递一个矢量/一组标志来检查,因为简单地将一组标志放在一起就更简单了然后构建一个矢量/集合
提前致谢
编辑:
为了澄清我的意思,我可能会有以下内容
Attack atk;
atk.AtkFlags = Contact | Projectile | Heals | MagicAttackFlag;
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然后,我想检查atk上的标志,如下所示:
bool res = atk.HasAttackFlags(Contact | Projectile);
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res应该是真实的,反之亦然
bool res = atk.HasAttackFlags(Contact | Unreflectable);
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应该是假的,因为AtkFlags不包含联系人adn Unreflectable.
我不确定我是否关注你的问题,因为你似乎提到了明显的解决方案.所以作为解决方案有什么问题,显然添加你想要的任何额外标志:
bool HasAttackFlags(int flags) {
return (flags&(contact|projectile))!=0;
}
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编辑:哦......我想我刚想通了,你想检查是否存在2个或更多的标志作为一组?在这种情况下,您只需将方法修改为:
bool HasAttackFlags(int flags) {
return (flags&(contact|projectile))==(contact|projectile);
}
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这是我的建议:
注意使用枚举定义来启用机器
enum AttackFlags
{
Contact = 1ul << 0, // Move connects with target
Projectile = 1ul << 1, // Attack is projectile based
Unblockable = 1ul << 2, // Attack can not be blocked
UncounterableLv1 = 1ul << 3, // Attack can't be countered except by extreme counter attack skills/status effects
UncounterableLv2 = 1ul << 4, // Attack can not be countered
Flinches = 1ul << 5, // Has a chance to stun the enemy, pushing back their next turn
Unreflectable = 1ul << 6, // Attack penetrates reflect. Only checked for Magic attacks
IgnoreDefenderStatusEffects = 1ul << 7, // Ignores active status effects on the defender
IgnoreAttackerStatusEffects = 1ul << 8, // Ignores active status effects on the attacker
IgnoreDefenderAbilities = 1ul << 9, // Ignore the defenders abilities
IgnoreAttackerAbilities = 1ul << 10, // Ignore the attackers abilities
IgnoreArmorRating = 1ul << 11, // Ignore the defensive boosts of armor
IgnoreWeaponRating = 1ul << 12, // Ignore the attack boost from weapons
HighCritical = 1ul << 13, // The move has an increased chance to crit
CausesStatus = 1ul << 14, // Can the move cause status effects?
Elemental = 1ul << 15, // Is the move elemental based?
Unimplemented = 1ul << 16, // has the move been implemented yet?
ModsTimer = 1ul << 17, // Does it have an effect on the target or users timer?
Heals = 1ul << 18, // Does the move heal?
SecondaryEffects = 1ul << 19, // Attack has additional effects besides basic attack
PhysicalAttackFlag = 1ul << 20, // Is the Class Physically based? I.E. blocked by Protect and Shield
MagicAttackFlag = 1ul << 21, // Is the move Magically Based? I.E. is it affected by things like Shell
MultiHit = 1ul << 22, // Does it enxcapsulate more then 1 hit
SingleUse = 1ul << 23, // Attack can only be used once per battle
DoesNotCauseDamage = 1ul << 24,
MaskAttack = MagicAttackFlag | PhysicalAttackFlag,
MaskIgnore = IgnoreWeaponRating | IgnoreArmorRating | IgnoreAttackerAbilities | IgnoreDefenderAbilities | IgnoreAttackerStatusEffects,
// etc
};
static bool HasAttackFlag(AttackFlags flags)
{
return flags & MaskAttack;
}
static bool HasIgnoreFlag(AttackFlags flags)
{
return flags & MaskIgnore;
}
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作为额外的好处,请考虑一种仅返回“杂项”(可以这么说,未屏蔽)标志的方法:
static AttackFlags MiscFlags(AttackFlags flags)
{
return (AttackFlags) (flags & ~(MaskAttack | MaskIgnore));
}
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