我有一些类函数需要通过指针参数。但是,当我暴露并覆盖boost :: python中的这些函数时,我对参数所做的任何更改都不会反射回原始内容,这意味着它不会像我期望的那样被指针传递。我以前曾将它们作为参考传递,但同样的问题仍然存在。举个例子,我的意思是,这里是我的一些代码,其中没有重要的功能和细节。boost :: python - 如何通过引用传递/指向python重写类的函数
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)
终于在我的Python文件,我尝试做这样的事情
class StatCreepEffect(StatusEffect):
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);
我打电话喜欢的效果所以在我的C++代码
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;
}
我创造了这个代码如下这里的示例http://wiki.python.org/moin/boost.python/OverridableVirtualFunctions
脚本编译并且效果添加正确。 python脚本中的打印行打印正确的值。字符对象以400 HP和打印行输出430开头。但是,我的C++代码中的std :: cout行总是输出400,这意味着脚本添加的额外30 HP不会反映回原始对象。为了清楚起见,这里是从上面的C++代码片段的控制台输出:
HP Regenerated on character Arian New HP: 430
Character HP: 400
有人可以帮助我弄清楚如何正确地做这项工作?这将不胜感激。
感谢
如果它的事项,该AddPythonEffect定义如下:
void StatusEffectsLibrary::AddPythonEffect(boost::shared_ptr<StatusEffect> effect)
{
if (effect.get() != nullptr)
{
NameToSEMap[effect->GetName()] = effect;
IDToSEMap[effect->GetUID()] = effect;
}
}
我很高兴你找到了答案。我会记住这一个为未来。 – 2011-05-26 03:51:10