在上一次的文章里,我们看到,需求的变更,迫使我们需要重新改造现有的糖果机代码来符合这个新提的需求。但是,也并没有难倒我们,至少我们在文末给出了思路和类图,不知道你想的怎么样了呢。
我们不来虚的,直接进入正题,开启我们的学习之旅。
实现我们的状态类
现在是实现一个状态的时候了:我们知道我们要的行为是什么,我们只需要把它变成代码。我们打算完全遵守所写下的状态机代码,但是这一次是分散在不同的类中。比如我们以NoQuarterState类为例。
public class NoQuarterState implements State {
GumballMachine gumballMachine;
public NoQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("You inserted a quarter");
gumballMachine.setState(gumballMachine.getHasQuarterState());
}
public void ejectQuarter() {
System.out.println("You haven't inserted a quarter");
}
public void turnCrank() {
System.out.println("You turned, but there's no quarter");
}
public void dispense() {
System.out.println("You need to pay first");
}
}
在完成这些状态类之前,我们需要重新改造糖果机,好让你了解这一切的原理。我们把原来使用整数代表的状态改为状态对象:
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State state;
int count = 0;
这样,我们就有了一个完整的糖果机类
public class GumballMachine {
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State state;
int count = 0;
public GumballMachine(int numberGumballs) {
soldOutState = new SoldOutState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
soldState = new SoldState(this);
this.count = numberGumballs;
if (numberGumballs > 0) {
state = noQuarterState;
} else {
state = soldOutState;
}
}
public void insertQuarter() {
state.insertQuarter();
}
public void ejectQuarter() {
state.ejectQuarter();
}
public void turnCrank() {
state.turnCrank();
state.dispense();
}
void releaseBall() {
System.out.println("A gumball comes rolling out the slot...");
if (count != 0) {
count = count - 1;
}
}
// 后面部分省略
}
好了,这样子,我们就能继续实现更多的状态类了。比如我们能实现HasQuarterState和SoldState类
public class HasQuarterState implements State {
GumballMachine gumballMachine;
public HasQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("You can't insert another quarter");
}
public void ejectQuarter() {
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}
public void turnCrank() {
System.out.println("You turned...");
gumballMachine.setState(gumballMachine.getSoldState());
}
public void dispense() {
System.out.println("No gumball dispensed");
}
}
public class SoldState implements State {
GumballMachine gumballMachine;
public SoldState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("Please wait, we're already giving you a gumball");
}
public void ejectQuarter() {
System.out.println("Sorry, you already turned the crank");
}
public void turnCrank() {
System.out.println("Turning twice doesn't get you another gumball!");
}
public void dispense() {
gumballMachine.releaseBall();
if (gumballMachine.getCount() > 0) {
gumballMachine.setState(gumballMachine.getNoQuarterState());
} else {
System.out.println("Oops, out of gumba