boost::python - 如何将引用/指针传递给Python重写的类函数
我有一些类的函数,它们通过指针来接收参数。不过,当我在boost::python中暴露并重写这些函数时,我对参数所做的任何修改都没有反映回原来的值,这意味着它并没有像我预期的那样通过指针传递。我之前是用引用传递的,但同样的问题依然存在。为了让你明白我的意思,这里有一些代码,省略了一些不重要的函数和细节。
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)
最后在我的Python文件中,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);
在我的C++代码中,我是这样调用效果的
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;
}
我创建这段代码是参考这里的例子 http://wiki.python.org/moin/boost.python/OverridableVirtualFunctions
脚本编译成功,效果也正确添加了。Python脚本中的打印语句输出了正确的值。角色对象的初始生命值是400,而打印语句输出的是430。然而,我的C++代码中的std::cout语句总是输出400,这意味着脚本添加的额外30点生命值没有反映回原来的对象。为了更清楚,这里是上面C++代码片段的控制台输出:
HP Regenerated on character Arian New HP: 430
Character HP: 400
有人能帮我弄明白怎么才能让这个正常工作吗?我会非常感激。
谢谢
如果这有关系,AddPythonEffect的定义如下:
void StatusEffectsLibrary::AddPythonEffect(boost::shared_ptr<StatusEffect> effect)
{
if (effect.get() != nullptr)
{
NameToSEMap[effect->GetName()] = effect;
IDToSEMap[effect->GetUID()] = effect;
}
}
1 个回答
2
经过一番搜索,我找到了答案。原来你需要明确告诉 call_method 在通过引用传递时不要复制(使用 ref(T)),或者在通过指针传递时(使用 ptr(T))。
通过将
void StatusEffectWrapper::TickCharacter(Game::Character::BaseCharacter* character, Game::Battles::BattleField *field, int ticks)
{
call_method<void>(self, "TickCharacter", character, field, ticks);
}
改成
void StatusEffectWrapper::TickCharacter(Game::Character::BaseCharacter* character, Game::Battles::BattleField *field, int ticks)
{
call_method<void>(self, "TickCharacter", ptr(character), ptr(field), ticks);
}
我得到了我想要的效果。