我有一些類函數需要通過指針參數。但是,當我暴露並覆蓋boost :: python中的這些函數時,我對參數所做的任何更改都不會反射回原始內容,這意味着它不會像我期望的那樣被指針傳遞。舉個例子,我的意思是,這裏是我的一些代碼,其中沒有重要的功能和細節。不能更改傳遞給python函數的對象boost :: python
class StatusEffect
{
public:
virtual void TickCharacter(Character::BaseCharacter* character, Battles::BattleField *field, int ticks = 1);
}
//In my Scripting Code header file
struct StatusEffectWrapper : Game::StatusEffects::StatusEffect
{
virtual void TickCharacter(Game::Character::BaseCharacter* character, Game::Battles::BattleField *field, int ticks = 1);
virtual void TickCharacterDefault(Game::Character::BaseCharacter* character, Game::Battles::BattleField *field, int ticks = 1);
}
//In the actual scripting code
void StatusEffectWrapper::TickCharacter(Game::Character::BaseCharacter* character, Game::Battles::BattleField *field, int ticks)
{
call_method<void>(self, "TickCharacter", character, field, ticks);
}
void StatusEffectWrapper::TickCharacterDefault(Game::Character::BaseCharacter* character, Game::Battles::BattleField *field, int ticks)
{
this->StatusEffect::TickCharacter(character, field, ticks);
}
class_<StatusEffects::StatusEffect, boost::shared_ptr<StatusEffectWrapper> >("StatusEffect")
.def("TickCharacter", &StatusEffect::TickCharacter, &StatusEffectWrapper::TickCharacterDefault)
終於在我的Python文件,我嘗試做這樣的事情
class StatCreepEffect(StatusEffect):
#rate = 0.075
#stat = Stat.HP
def __init__(self, name, stat_, rate_, descript, uid, turns, prior, canrefresh, poseffect, cats, conds, flgs, sep, pers):
StatusEffect.__init__(self, name, descript, uid, turns, prior, canrefresh, poseffect, cats, conds, flgs, sep, pers)
self.rate = rate_
self.stat = stat_
def TickCharacter(self, Character, Field, Ticks):
if (self.stat == Stat.HP):
Character.SetHP(int(round(Character.GetHP() + Character.GetInBattleStat(self.stat) * self.rate)))
print("HP Regenerated on character " + Character.GetName() + " New HP: " + str(Character.GetHP()))
elif (self.stat == Stat.MP):
Character.SetMP(int(round(Character.GetMP() + Character.GetInBattleStat(self.stat) * self.rate)))
elif (self.stat == Stat.SP):
Character.SetSP(int(round(Character.SetSP() + Character.GetInBattleStat(self.stat) * self.rate)))
Regen = StatCreepEffect("Regen", Stat.HP, 0.05, "Regenerates a small amount of HP every turn", PrimaryEngine.GetUID(), 14, 0, True, True, StatusCategories.SC_Regen, 0, StatusFlags.TickEffect, True, StatusPersistence.SP_Timer_Cure)
SELibrary.AddPythonEffect(Regen);
我打電話喜歡的效果所以在我的C++代碼
StatusEffect* regen = game.GetSELibrary().GetStatusEffect(std::string("Regen"));
while(character.GetHP() < 600)
{
regen->TickCharacter(&character, &field, 1);
std::cout << "Character HP: " << character.GetHP() << std::endl;
}
我創造了這個代碼如下這裏的示例http://wiki.python.org/moin/boost.python/OverridableVirtualFunctions
腳本編譯並且效果添加正確。 python腳本中的打印行打印正確的值。字符對象以400 HP和打印行輸出430開頭。但是,我的C++代碼中的std :: cout行總是輸出400,這意味着腳本添加的額外30 HP不會反映回原始對象。爲了清楚起見,這裏是從上面的C++代碼片段的控制檯輸出:
HP Regenerated on character Arian New HP: 430
Character HP: 400
我最初擁有的一切作爲傳遞按引用而不是指針,但我希望切換到指針將解決這個問題。它沒有。
有人可以幫我弄清楚如何使這項工作正確嗎?這將不勝感激。
感謝
編輯:
如果它的事項,該AddPythonEffect定義如下:
void StatusEffectsLibrary::AddPythonEffect(boost::shared_ptr<StatusEffect> effect)
{
if (effect.get() != nullptr)
{
NameToSEMap[effect->GetName()] = effect;
IDToSEMap[effect->GetUID()] = effect;
}
}
我討厭打擾你,但我還不清楚我到底需要做什麼。 StatusEffectWrapped作爲持有的類型正確?我如何修改它以完成此項工作?我將它封裝到shared_ptr中,但沒有任何效果。我需要公開shared_ptr嗎?對不起,我只是有點困惑 – Megatron 2011-05-25 03:05:04