I'm working on a small game/simulator, written in GoLang, in which there will be potentially hundreds of abilities. For each player, they will have between 1 and 3 abilities. I'll have these stored with either strings or Ids. What is the best way to instantiate these abilities. Normally I'd use a factory class, but with as many as I'm talking about, I'm not sure that's the best way.
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- dqyuipw44576 2014-06-10 11:36关注
You can still use the factory pattern, it's what the encoding/gob package uses.
playground: http://play.golang.org/p/LjR4PTTCvw
For example in
abilities.go
you could havetype Ability interface { Execute() } var abilities = struct { m map[string]AbilityCtor sync.RWMutex }{m: make(map[string]AbilityCtor)} type AbilityCtor func() Ability func Register(id string, newfunc AbilityCtor) { abilities.Lock() abilities.m[id] = newfunc abilities.Unlock() } func GetAbility(id string) (a Ability) { abilities.RLock() ctor, ok := abilities.m[id] abilities.RUnlock() if ok { a = ctor() } return }
Then for each ability (in separate files probably) you could do something like :
type Fireball struct{} func (s *Fireball) Execute() { fmt.Println("FIREBALL EXECUTED") } func init() { Register("Fireball", func() Ability { return &Fireball{} }) } func main() { if fireball := GetAbility("Fireball"); fireball != nil { //could be nil if not found fireball.Execute() } }
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