I am trying to implement a high-performance game inventory system. I have This abstract base class to store different type of items in Inventory, for example, Coin, Flashlight, Knife etc..
public abstract class ObtainableItem
{
public string Name { get; private set; }
public ObtainableItem(string name)
{
Name = name;
}
}
For example, I have a DoorKey which opens a door. DoorKey has a property KeyCode which will be used for opening a door.
public class DoorKey : ObtainableItem
{
public int KeyCode { get; private set; }
public DoorKey() : base("key")
{
KeyCode = 1234;
}
}
All ObtainableItem are stored in Inventory
public class Inventory
{
const int slotCount = 2;
ObtainableItem[] slots = new ObtainableItem[slotCount];
public Inventory()
{
slots[0] = new DoorKey();
}
}
Now imagine user drags DoorKey from his Inventory on a Door and triggers Open method
public class Door
{
public void Open(ObtainableItem key)
{
if (key is DoorKey)
{
DoorKey doorKey = (DoorKey)key;
if (doorKey.KeyCode == 1234)
{
// Open door
}
}
else
{
// "can't use this item on a door"
}
}
}
How to avoid cast from ObtainableItem to a DoorKey? I have read that using casting is bad practice and it points at a bad code oop design. Ideally, a Door class should look like this. Is there any pattern I should for my inventory system?
public class Door
{
public void Open(DoorKey key)
{
if (key.KeyCode == 1234)
{
// Open door
}
}
}
There are always exceptions that can be made for ease of implementation and readability. What you describe is common, if not typical.
An alternative would be to have the "control" logic in the class that calls Door.Open. This could be easily achieved with a touch of reflection:
public abstract class ObtainableItem
{
public string Name { get; private set; }
public ObtainableItem(string name)
{
Name = name;
}
}
public abstract class WorldItem
{
}
public interface IActsOn<in TWorldItem>
where TWorldItem : WorldItem
{
void ApplyTo(TWorldItem worldItem);
}
public class World
{
// If profiling shows that this is a performance issue, a cache keyed by tWorldItem, tInvItem
// should fix it. No expiry or invalidation should be needed.
private Action<ObtainableItem, WorldItem> GetApplyTo(Type tWorldItem, Type tInvItem)
{
var tActOn = typeof(IActsOn<>).MakeGenericType(tWorldItem);
if (!tActOn.IsAssignableFrom(tInvItem))
{
return null;
}
var methodInfo = tActOn.GetMethod(nameof(IActsOn<WorldItem>.ApplyTo));
return new Action<ObtainableItem, WorldItem>((invItem, worldItem) =>
{
methodInfo.Invoke(invItem, new object[] { worldItem });
});
}
public bool IsDropTarget(WorldItem worldItem, ObtainableItem item)
=> GetApplyTo(worldItem.GetType(), item.GetType()) != null;
public void ActOn(WorldItem worldItem, ObtainableItem item)
{
var actOn = GetApplyTo(worldItem.GetType(), item.GetType());
if (actOn == null)
{
throw new InvalidOperationException();
}
actOn(item, worldItem);
}
}
While this slightly complicates the implementation of World, it simplifies the implementation of various objects:
class Door : WorldItem
{
public void Unlock(string bitting)
{
if (bitting == "1234")
{
Console.WriteLine("Door Opened");
}
else
{
Console.WriteLine("Door could not unlock");
}
}
}
class DoorKey : ObtainableItem, IActsOn<Door>
{
private readonly string Bitting;
public DoorKey(string bitting)
: base("Key")
{
this.Bitting = bitting;
}
public void ApplyTo(Door worldItem)
{
worldItem.Unlock(this.Bitting);
}
}
class RubberChicken : ObtainableItem
{
public RubberChicken()
: base("Rubber chicken")
{
}
}
Example usage:
class Program
{
static void Main(string[] args)
{
var key1 = new DoorKey("1234");
var key2 = new DoorKey("4321");
var rubberChicken = new RubberChicken();
var door = new Door();
var world = new World();
Debug.Assert(!world.IsDropTarget(door, rubberChicken));
Debug.Assert(world.IsDropTarget(door, key1));
world.ActOn(door, key2);
world.ActOn(door, key1);
Console.ReadLine();
}
}
Related
I have a IHasTag interface, a TaggableItem class that implements IHasTag and a TaggingManager class which I want to make it the only one responsible for setting or clearing the Tags but I've been struggling all day trying to implement but with no luck.
How can I make this possible?
public class TaggableItem : TaggingManager.IHasTag
{
public string Tag { get; } // read only
}
public class TaggingManager
{
public interface IHasTag
{
string Tag { get; }
}
private List<IHasTag> _taggedItems = new();
public void TagItem(IHasTag item, string tag)
{
item.Tag = tag; // not working
_taggedItems.Add(item);
}
public void ClearAllTags()
{
foreach (var item in _taggedItems)
{
item.Tag = "": // not working
}
_taggedItems.Clear();
}
}
EDIT
I followed Thomas' suggestion and this is what I end up doing. I know it's not perfect, though. Thank you all for your advices.
public interface ITaggable
{
string? Tag { get; }
}
public interface ISelectable
{
bool IsSelected { get; }
}
public interface IItem : ITaggable, ISelectable
{
}
public class Item : IItem
{
protected Item() { }
public bool IsSelected { get; set; }
public string Tag { get; set; } = string.Empty;
// 'Item' will be created here returning IItem.
// So, unless you 'cast' it, you can't set 'Tag' or 'IsSelected'.
public static IItem CreateItem() => new Item();
}
public class SelectionManager
{
protected List<object> _items = new();
public void Select(ISelectable item)
{
if (item is Item selectable)
{
selectable.IsSelected = true;
_items.Add(item);
}
}
public void Unselect(ISelectable item)
{
if (item is Item selectable)
{
selectable.IsSelected = false;
_items.Remove(item);
}
}
}
public class TaggingManager
{
private List<object> _items = new();
public void Tag(ITaggable item, string tag)
{
if (item is Item taggable)
{
taggable.Tag = tag;
_items.Add(item);
}
}
public void Untag(ITaggable item)
{
if (item is Item taggable)
{
taggable.Tag = string.Empty;
_items.Remove(item);
}
}
}
My suggestion would be to have two interfaces for two purposes: reading and writing.
public interface IHasTag // interface for reading. Maybe IReadTag
{
string Tag { get; }
}
public interface ITagChange // interface for writing. Maybe IWriteTag
{
string Tag { set; }
}
public class TaggableItem : IHasTag, ITagChange // implement both
{
public string Tag { get; set; }
}
// Tagging manager gets write access (ITagChange)
public class TaggingManager
{
private List<ITagChange> _taggedItems = new ();
public void TagItem(ITagChange item, string tag)
{
item.Tag = tag;
_taggedItems.Add(item);
}
public void ClearAllTags()
{
foreach (var item in _taggedItems)
{
item.Tag = "";
}
_taggedItems.Clear();
}
}
// Everyone else has read access only (IHasTag)
class SomeoneElse
{
private List<IHasTag> _taggedItems = new ();
public void DoSomething(IHasTag item)
{
_taggedItems.Add(item);
var tag = item.Tag; // do something with the tag
}
}
class Instantiation
{
public void Main()
{
TaggableItem x = new TaggableItem();
TaggingManager m = new TaggingManager();
m.TagItem(x, "name");
SomeoneElse s = new SomeoneElse();
s.DoSomething(x);
}
}
One possible option is to move the "getter" also to the TagManager. Then the manager is responsible for the tags. The object itself does not even need to know about the tags.
You still can restrict this by exchanging object with an interface.
public class TagManager
{
private Dictionary<object, string> _tagedItems = new Dictionary<object, string>();
public bool HasTag(object item)
{
return _tagedItems.ContainsKey(item);
}
public string GetTag(object item)
{
return _tagedItems[item];
}
public void SetTag(object item, string tag)
{
if(!HasTag(item))
{
_tagedItems.Add(item, tag);
}
else
{
_tagedItems[item] = tag;
}
}
}
I don't think that this is really a answer to the OP, but one possible solution for the underlying problem.
I have a ParentClass. Two classes are inherit from it, FirstChildClass and SecondChildClass. A class MultipleValueTypes contains a Dictionary and a method that adds values to it. My intention is to be able to pass values of different classes, which inherit from the same abstract class to the value parameter of the Dictionary. Therefore, I initialize the dictionary with the value List<ParentClass> so that I would be able to add objects made with the child classes to the Dictionary. I can do this, but I cannot access them, therefore in the abstract class I create a way to tell them apart, a virtual method that both the children classes override to return their own class type.
I test the values they return against the enum itself and based on whether the condition is fulfilled, the object would be casted as what it is instead of a List<ParentClass>. Is this the wrong approach? Is this impossible?
I think it should work, because in my thinking the FirstObject and SecondObject are still objects of their respective classes, so casting should work and I should be able to access the overridden method.
What doesn't work: I cannot access the method that returns what type of class it is, because it only gets methods from the List<ParentClass>.
What I've tried so far: searching for a way to access the method, but I did not find any.
What I still need help with: everything mentioned above.
public abstract class ParentClass
{
public string Name { get; set; }
public ParentClass(string Name)
{
this.Name = Name;
}
public enum ChildClasses
{
NoChildClass = 0,
FirstChildClass = 1,
SecondChildClass = 2
}
public virtual ChildClasses TypeOfClass()
{
return ChildClasses.NoChildClass;
}
}
public class FirstChildClass : ParentClass
{
private string _randomvalue;
public string RandomValue { get => _randomvalue; set => _randomvalue = value; }
public FirstChildClass(string Name) : base(Name)
{
}
public void ReturnMessage()
{
Console.WriteLine("This is the FirstChildClass");
}
public override ChildClasses TypeOfClass()
{
return ChildClasses.FirstChildClass;
}
}
public class SecondChildClass : ParentClass
{
private string _randomvalue;
public string RandomValue { get => _randomvalue; set => _randomvalue = value; }
public SecondChildClass(string Name) : base(Name)
{
}
public void ReturnMessage()
{
Console.WriteLine("This is the SecondChildClass");
}
public override ChildClasses TypeOfClass()
{
return ChildClasses.SecondChildClass;
}
}
class MultipleValueTypes
{
public Dictionary<string, List<ParentClass>> ADictionary = new Dictionary<string, List<ParentClass>>();
public void AddObject(string Name, ParentClass variable)
{
if (!ADictionary.ContainsKey(Name))
{
ADictionary.Add(Name, new List<ParentClass>());
}
ADictionary[Name].Add(variable);
}
}
class Program
{
static void Main(string[] args)
{
FirstChildClass FirstObject = new FirstChildClass("FirstObject");
SecondChildClass SecondObject = new SecondChildClass("SecondObject");
MultipleValueTypes TestDictionary = new MultipleValueTypes();
TestDictionary.AddObject("FirstObject", FirstObject);
TestDictionary.AddObject("SecondObject", SecondObject);
if(TestDictionary.ADictionary["FirstObject"].TypeOfClass() == ParentClass.ChildClasses.FirstChildClass) ///List<ParentClass>' does not contain a definition for 'TypeOfClass' and no accessible extension method 'TypeOfClass' accepting a first argument of type 'List<ParentClass>' could be found (are you missing a using directive or an assembly reference?)
{
TestDictionary.ADictionary["FirstObject"] = (FirstChildClass)TestDictionary.ADictionary["FirstObject"]; ///Cannot convert type 'System.Collections.Generic.List<Dictionary.ParentClass>' to 'Dictionary.FirstChildClass
}
}
}
You forgot to use indexer of the list value of the key of the dictionary here:
==> TestDictionary.ADictionary["FirstObject"][0]
Here is your code now refactored too:
class Program
{
static void Main(string[] args)
{
var FirstObject = new FirstChildClass("FirstObject");
var SecondObject = new SecondChildClass("SecondObject");
FirstObject.ReturnMessage();
SecondObject.ReturnMessage();
MultipleValueTypes TestDictionary = new MultipleValueTypes();
TestDictionary.AddObject("FirstObject", FirstObject);
TestDictionary.AddObject("SecondObject", SecondObject);
if ( TestDictionary.ADictionary["FirstObject"][0].TypeOfClass()
== ParentClass.ChildClasses.FirstChildClass )
{
TestDictionary.ADictionary["FirstObject"][0]
= (FirstChildClass)TestDictionary.ADictionary["FirstObject"][0];
}
Console.ReadKey();
}
}
public abstract class ParentClass
{
public string Name { get; set; }
public string RandomValue { get; set; }
public ParentClass(string Name)
{
this.Name = Name;
}
public virtual void ReturnMessage()
{
Console.WriteLine($"This is the {this.GetType().Name} instance");
}
public virtual ChildClasses TypeOfClass()
{
return ChildClasses.NoChildClass;
}
public enum ChildClasses
{
NoChildClass = 0,
FirstChildClass = 1,
SecondChildClass = 2
}
}
public class FirstChildClass : ParentClass
{
public FirstChildClass(string Name)
: base(Name)
{
}
public override ChildClasses TypeOfClass()
{
return ChildClasses.FirstChildClass;
}
}
public class SecondChildClass : ParentClass
{
public SecondChildClass(string Name)
: base(Name)
{
}
public override ChildClasses TypeOfClass()
{
return ChildClasses.SecondChildClass;
}
}
class MultipleValueTypes
{
public readonly Dictionary<string, List<ParentClass>> ADictionary
= new Dictionary<string, List<ParentClass>>();
public void AddObject(string Name, ParentClass variable)
{
if ( !ADictionary.ContainsKey(Name) )
{
ADictionary.Add(Name, new List<ParentClass>());
}
ADictionary[Name].Add(variable);
}
}
If the intention is to cast the whole list from List<ParentClass> to List<FirstChildClass> and List<SecondChildClass>, then Linq is your friend, just use the Cast function:
List<FirstChildClass> firstChildClasses = TestDictionary.ADictionary["FirstObject"]
.Cast<FirstChildClass>().ToList();
List<SecondChildClass> secondChildClasses = TestDictionary.ADictionary["SecondObject"]
.Cast<SecondChildClass>().ToList();
I need to collect some classes and provide it by request to some parts of program. I have following code:
public interface ISameClass
{
int Value { get; set; }
void DoStuff();
}
public class SameClass : ISameClass
{
int Value { get; set; }
void DoStuff()
{
//Do something
}
}
public class SameClassProvider
{
private readonly Dictionary<string, ISameClass> _sameClasses;
public SameClassProvider(string parentDir)
{
_sameClasses = new Dictionary<string, ISameClass>
{
{ "Type1", new SameClass() },
{ "Type2", new SameClass() },
{ "Type3", new SameClass() }
};
}
public bool AddClass(string type, ISameClass class)
{
if (_sameClasses.ContainsKey(type) || class == null)
{
return false;
}
_nodes.Add(type, class);
return true;
}
public ISameClass GetClass(string type)
{
if (_sameClasses.TryGetValue(type, out var someClass))
{
return someClass;
}
}
}
Is using classes like SameClassProvider is good practice? Or i can refactor this something or replace with correct pattern? Tnx
I want to redefine the classes of a package in a sub-package while keeping the hierarchy.
I would have wanted to do something like this :
namespace RPG {
public class Actor {}
public class Character : Actor {}
}
public class Actor : RPG.Actor {}
//kind of a diamond problem
public class Character : Actor, RPG.Character {}
I know this is incorrect ; C# doesn't support multiple inheritance, but I don't know the best way to resolve this kind of redefinition.
Interfaces doesn't solve my problem. I could do something like that using composition :
public class Character : Actor {
private RPG.Character basis;
// and do this for each attribute and method
public int atk { get { return basis.atk } set { basis.atk = value; } }
}
but it doesn't look good. Moreover, I ran into another problem with this way
namespace RPG {
public class Actor {
public List<Stat> stats { get; set; }
}
public class Stat {}
}
public class Actor {
private RPG.Actor basis;
//I can't do that because Stat does not inherit from RPG.Stat
public override List<RPG.Stat> stats { get; set; }
}
public class Stat {
private RPG.Stat basis;
}
What is the best way to resolve my problem ?
Use composition instead of inheritance.
It's tough to draw a direct example because you didn't provide any actions for your RPG actor/characters but the concept is that you inject the behaviors in the constructor of your class.
In this case "move" is the behavior:
class Fighter
{
public int Health = 100;
public string Name;
private Move _move;
public string MoveName
{
get
{
return _move.Name;
}
}
public int MoveDamage
{
get
{
return _move.Damage;
}
}
public Fighter(string name, Move defaultMove)
{
Name = name;
_move = defaultMove;
}
public void Attack(Fighter defendant)
{
if (_move != null)
_move.Attack(defendant);
}
public void SetMove(Move move)
{
if (move != null)
_move = move;
}
}
abstract class Move
{
public int Damage { get; set; }
public string Name { get; set; }
protected Move(int damage,string name)
{
Damage = damage;
Name = name;
}
public void Attack(Fighter defendant)
{
defendant.Health -= Damage;
}
}
class PunchMove:Move
{
public PunchMove() : base(5, "Punch")
{
}
}
class KickMove:Move
{
public KickMove() : base(7, "Kick")
{
}
}
try this.
namespace RPG {
public class Actor {
public void d(){
System.Console.Write("fhdf");
}
}
public class Character : Actor {}
}
////////////////
public class Character : RPG.Character {}
class Program
{
static void Main()
{
Character c = new Character();
c.d();
Console.WriteLine("Hello, World!");
}
}
So I want to design a team/player relationship like this: every player belongs to one team but since I wanted to practice with interfaces I made ITeam and IAthlete and then made BasketballTeam and BasketballPlayer.
Then I wrote this code:
public interface IAthlete
{
string GetName();
string GetSport();
}
public interface ITeam
{
void AddPlayer(IAthlete player);
IAthlete[] GetAthletes();
string GetName();
int GetNumberOfPlayers();
}
public class BasketballPlayer:IAthlete
{
private string name;
public string GetName()
{
return this.name;
}
public string GetSport()
{
return "Basketball";
}
public BasketballPlayer(string name)
{
this.name = name;
}
public void Run(int distance)
{
Console.WriteLine(this.name + " just ran " + distance.ToString() + " meters.");
}
public bool Shoot()
{
Console.WriteLine("Successful shot for " + this.name);
return true;
}
}
public class BasketballTeam: ITeam
{
BasketballPlayer[] players;
int numberOfPlayers;
private string name;
public void AddPlayer(BasketballPlayer player)
{
this.players[this.numberOfPlayers] = player;
this.numberOfPlayers++;
}
public IAthlete[] GetAthletes()
{
return this.players;
}
public string GetName()
{
return this.name;
}
public int GetNumberOfPlayers()
{
return this.numberOfPlayers;
}
public BasketballTeam(string name)
{
this.numberOfPlayers = 0;
this.name = name;
this.players = new BasketballPlayer[10];
}
}
class Program
{
static void Main(string[] args)
{
BasketballTeam bt = new BasketballTeam("MyTeam");
BasketballPlayer bp = new BasketballPlayer("Bob");
bt.AddPlayer(bp);
foreach (BasketballPlayer player in bt.GetAthletes())
{
Console.WriteLine(player.GetName());
}
foreach (IAthlete a in bt.GetAthletes())
{
Console.WriteLine(a.GetName());
}
}
}
But it won't compile because I'm using this:
public void AddPlayer(BasketballPlayer player)
in the BasketballPlayer instead of this
public void AddPlayer(IAthlete player)
I thought it should work because BasketballPlayer is an IAthlete.
And if I change it to IAthlete then I can make another class like this:
public class HockeyPlayer : IAthlete
{
private string name;
public string GetName()
{
return this.name;
}
public string GetSport()
{
return "Hockey";
}
public HockeyPlayer(string name)
{
this.name = name;
}
public void Run(int distance)
{
Console.WriteLine(this.name + " just ran " + distance.ToString() + " meters.");
}
}
and then do this in my main:
HockeyPlayer hp = new HockeyPlayer("Henry");
bt.AddPlayer(hp);
which is logically wrong because I'm adding HockeyPlayer to a BasketballTeam. Is it supposed to be like this and I should just be careful not to do that? What am I doing wrong? How do I show this using class diagrams? Does this lead to loose coupling?
You're trying to violate the Liskov Substitution Principle.
Anything that can be done with a supertype – such as adding a HockeyPlayer – can also be done with a subtype – including a BasketballTeam.
Instead, you should use generics:
class Team<TPlayer> where TPlayer : IAthlete {
public ReadOnlyCollection<TPlayer> Players { get; }
public string Name { get; }
public void AddPlayer(TPlayer player);
}
Here is some thoughts on your code. First, in C# you can use properties, instead of Get and Set methods.
public interface IAthlete
{
string Name { get; }
string Sport { get; }
}
With auto-properties you can ask compiler to generate back store for property. Also consider creating base class Player, which will hold implementation of Name and Sport properties.
public class Player : IAthlete
{
public Player(string name, string sport)
{
Name = name;
Sport = sport;
}
public string Name { get; private set; }
public string Sport { get; private set; }
}
Now when implementing some player, you can just pass values to base class constructor. And your custom players will hold only specific for them functionality (no code duplication). Also it's recommended to use string format, instead of concatenating strings:
public class BasketballPlayer : Player
{
public BasketballPlayer(string name)
: base(name, "Basketball")
{
}
public void Run(int distance)
{
Console.WriteLine("{0} just ran {1} meters.", Name, distance);
}
public bool Shoot()
{
Console.WriteLine("Successful shot for " + Name);
return true;
}
}
Now about teams. If you don't want to have FootballPlayers in your BasketballTeam, then you should create parametrized team. Also consider using IEnumerable:
public interface ITeam<TPlayer>
where TPlayer : IAthlete
{
void AddPlayer(TPlayer player);
IEnumerable<TPlayer> Players { get; }
string Name { get; }
int NumberOfPlayers { get; }
}
Again, for common functionality you can create base class. Keep in mind, that you should check how many players currently in your team before adding new player.
public class Team<TPlayer> : ITeam<TPlayer>
where TPlayer : IAthlete
{
private readonly List<TPlayer> _players = new List<TPlayer>();
public Team(string name, int teamSize)
{
Name = name;
TeamSize = teamSize;
}
public void AddPlayer(TPlayer player)
{
if (_players.Count == TeamSize)
throw new Exception("Players number exceeded");
_players.Add(player);
}
public string Name { get; private set; }
public int TeamSize { get; private set; }
public IEnumerable<TPlayer> Players
{
get { return _players; }
}
public int NumberOfPlayers
{
get { return _players.Count; }
}
}
And custom team implementation becomes really easy. You just tell which type of players it will have, and pass to base team implementation team name and size of team.
public class BasketballTeam : Team<BasketballPlayer>
{
public BasketballTeam(string name)
: base(name, 10)
{
}
}
Now your program works like a charm:
class Program
{
static void Main(string[] args)
{
BasketballTeam bt = new BasketballTeam("MyTeam");
BasketballPlayer bp = new BasketballPlayer("Bob");
bt.AddPlayer(bp);
foreach (BasketballPlayer player in bt.Players)
{
Console.WriteLine(player.Name);
}
foreach (IAthlete a in bt.Players)
{
Console.WriteLine(a.Name);
}
}
}
Logically ,
These should be your base classes : Team , Player
These should be your derived classes : BasketballTeam , BasketballPalyer
These should be interfaces on Player : IPlay() , IRun , IGetName etc.. whichever applicable
and so on...
Guideline : Verbs suits more good on interfaces and Noun suits good on classes. Noun in the requirement best suits for Class in the code.
SLaks is correct. You could add a generic constraint to your ITeam to not accept all players, but just those of one type:
public interface ITeam<T> where T : IAthlete
{
void AddPlayer(T player);
IAthlete[] GetAthletes();
// or: T[] GetAthletes();
string GetName();
int GetNumberOfPlayers();
}
A BasketballTeam implementation could look like:
public class BasketballTeam : ITeam<BasketballPlayer>
{
BasketballPlayer[] players;
// […]
public void AddPlayer(BasketballPlayer player)
{
this.players[this.numberOfPlayers] = player;
this.numberOfPlayers++;
}
public IAthlete[] GetAthletes()
{
return this.players;
}
// or:
// public BasketballPlayer[] GetAthletes()
// {
// return this.players;
// }
// […]
}
If your interfaces are meant to be used by variety of games, it seems that you are missing the Game here and perhaps need to use Generics:
public interface IGame
{
string Name {get;}
...
}
public class Bastketball : IGame
{
...
}
public interface ITeam<TGame> where TGame: class, IGame
{
void AddPlayer(IPlayr<TGame> player);
...
}
public interface IPlayer<TGame> where TGame: class, IGame
{
...
}
This will prevent from hockey player to be added to Basketball team.