在python中,窃取一个B类方法并将其用作A类方法中的A类实例

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我已经成功地从一个类(darkMage)“spellsiphon”(窃取)一个方法给玩家类(玩家)。

然而,“偷来的”方法似乎仍然属于darkMage类 - 换句话说,当玩家施放被盗的咒语时,它仍会(以各种方式)读取暗黑法师施放咒语。

你能帮我吗?我这样做了:

  • 将被盗的darkMage()法术添加到玩家的法术书(列表)中
  • 成功将“cast”命令与法术书中的项目配对

我想: - 让Player()施放咒语而不是施法咒语(当被盗方法被调用时,它将作为darkMage而不是玩家运行)

class Player(livingThing):
    def __init__(self,name="The Stranger", HP=10, MP=5, strength=1, intellect=1, spirit=1, luck=5, gil=6):
        self.name = name
        self.HP = HP
        self.MP = MP
        self.gil = gil
        self.strength = strength
        self.intellect = intellect
        self.spirit = spirit
        self.luck = luck
        self.spellbook = []

    def act(self, enemy):
        actions = {
        "a" : self.attack, 
        "heal" : self.heal, 
        "flee" : self.flee,
        "cast" : self.cast,
        "siphon" : self.spellsiphon
        }
        #Takes input from the player
        self.safe = False
        while ((self.HP > 0) and (enemy.HP > 0)) and (self.safe != True):
            decision = input("What would you like to do? ")

            #Sets the user's input as lower-case and checks for it within the dictionary
            if decision.lower() in actions:
                actions[decision.lower()](enemy)
                if self.safe != True:
                    enemy.agreact(self)
                    self.printHP(enemy)

            else:
                print("That didn't workkkkkk!  Try again.")

    # Prints both player and enemy HP
    def printHP(self, enemy):
        print("{0}'s' HP: {1} \n{2}'s HP: {3}".format(self.name, self.HP, enemy.name, enemy.HP))

    # Allows the player to attack an enemy (currently functional)
    def attack(self, enemy):
        enemy.HP -= self.strength
        print("You strike {0} for {1} damage!".format(enemy.name, self.strength))
        #player.printHP(enemy)

    # Allows the player to heal a certain amount of health based on its "spirit" stat (currently functional)
    def heal(self, enemy):
        healed = randint(0, self.spirit)
        self.HP += healed
        print("You've healed for {0}!".format(healed))
        #player.printHP(enemy)

    #Allows the player to attempt to run away
    def flee(self, enemy):
        randluck = randint(0, self.luck)
        if randluck > 3:
            print("You successfully escaped!")
            self.safe = True
        else:
            print("You weren't able to escape!")

    def cast(self, enemy):
        if len(self.spellbook) != 0:
            spellchoice = randint(0, len(self.spellbook)-1)
            self.spellbook[spellchoice](self)
        else:
            print("You don't have any spells to cast!")

### SPELLSIPHON IS CURRENTLY BROKEN; IT -DOES- SIPHON THE SPELL BUT ONLY ALLOWS THE DARK MAGE TO CONTINUE CASTING ###
    def spellsiphon(self, enemy):
        if len(enemy.spellbook) != 0:
            randspell = randint(0, len(enemy.spellbook)-1)
            stolenspell = darkMage().spellbook[randspell]
            #(type(enemy).__name__).__init__(self, stolenspell)
            self.spellbook.append(stolenspell)
            print("You've successfully stolen {0} from {1}!".format("stolenspell", enemy.name))
        else:
            print("You can't steal a spell from {0}!".format(enemy.name))


# Anything that can act with/against the player
class Actor(livingThing):
    def __init__(self, name="Unknown Entity", HP=10, MP=2, strength=1, intellect=1, spirit=3, gil=3):
        self. name = name
        self.HP = HP
        self.MP = MP
        self.gil = gil
        self.strength = strength
        self.intellect = intellect
        self.spirit = spirit
        self.abilities = [self.strike, self.heal]
        def printabilities():
            print(self.abilities)

    # Chooses how your opponent will respond to your attack
    def agreact(self, player):
        choice = randint(0, len(self.abilities)-1)
        self.abilities[choice](player)

    # A basic "hit back" reaction from your opponent--everyone can do this
    def strike(self, player):
        player.HP -= self.strength
        print("{0} hit {1} for {2}!".format(self.name, player.name, self.strength))

    def heal(self, enemy):
        healed = randint(0, self.spirit)
        self.HP += healed
        print("{0} healed for {1}!".format(self.name, healed))


### CURRENT VERSION SUPPORTS THE ADDITION OF NEW ABILITIES IN CHILD CLASSES VIA THE "super().__init__()" method! ###
class Enemy(Actor):
    def __init__(self):
        super().__init__()
        self.abilities.append(self.cast)
        self.name = "Unknown Enemy"
        self.HP = 600
        self.spellbook = []
    def cast(self, opponent):
            if len(self.spellbook) != 0:
                spellchoice = randint(0, len(self.spellbook)-1)
                self.spellbook[spellchoice](opponent)

class darkMage(Enemy):
    def __init__(self):
        super().__init__()
        self.player = Player()
        self.name = "Dark Mage"
        self.spellbook.extend((self.fireball, self.icenova))
    def fireball(cls, opponent):
        choice = randint(cls.intellect*1, cls.intellect*2)
        spellname = "Fireball"
        opponent.HP -= choice
        print("{0} casted fireball for {1} damage!".format(cls.name, choice))
    def icenova(cls, opponent):
        opponent.HP -= cls.intellect
        choice = randint(0,1)
        name = "Ice Nova"
        if choice == 1:
            frozen = True
        else:
            frozen = False
        print("{0} casted ice nova for {1} damage!".format(cls.name, cls.intellect))
        if frozen == True:
            print("{0} has been frozen solid!".format(opponent.name))
答案

看起来你想让法术与敌人/玩家分离。您可以通过使用静态方法而不是实例方法来实现这一点(您使用的是def fireball(cls,..)但不使用@classmethod装饰器,因此它们实际上是实例方法)。静态方法不会自动传递它们附加到类/实例方法的类/实例,因此您可以传递它们可以被“窃取”和“强制转换”(被调用),而无需记住原始所有者。

这是一个简单的例子:

class DarkMage:
    def __init__(self, name):
        self.name = name
        self.spellbook = [self.fireball]

    @staticmethod
    def fireball(caster, target):
        print("{} casted fireball on {} for 10 damage".format(caster.name, target.name))


class Player:
    def __init__(self, name):
        self.name = name
        self.spellbook = []

    def spellsiphon(self, enemy):
        if enemy.spellbook:
            spellchoice = randint(0, len(enemy.spellbook)-1)
            self.spellbook.append(enemy.spellbook[spellchoice])

    def cast(self, enemy):
        if self.spellbook:
            spellchoice = randint(0, len(self.spellbook)-1)
            self.spellbook[spellchoice](self, enemy)

>>> dm = DarkMage('Bad Guy')
>>> p = Player('Do-Gooder')
>>> p.spellsiphon(dm)
>>> p.cast(e)
Do-Gooder casted fireball on Evildoer for 10 damage
>>> p.cast(dm)
Do-Gooder casted fireball on Bad Guy for 10 damage

您还可以在类之外定义静态方法,这样可以让您在类之间轻松共享它们,但我认为这样做的理想方法是使spells成为自己的python类,以便您可以附加名称和其他属性给他们:

class Fireball:
    name = 'fireball'
    damage = 10

    @classmethod
    def cast(cls, caster, target):
        print(
            '{} cast {} on {} for {} damage!'.format(
                caster.name,
                cls.name,
                target.name,
                cls.damage,
            )
       )

class SuperFireball(Fireball):
    name = 'super fireball'
    damage = 50

class Player:
    def __init__(self):
        self.spellbook = [Fireball]

    def list_spells(self):
        for spell in self.spellbook:
            print(spell.name)

    def cast(self, enemy):
        if self.spellbook:
            spellchoice = randint(0, len(self.spellbook)-1)
            self.spellbook[spellchoice].cast(self, enemy)

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