Reputation: 271
I'm new to programming and OOP so please forgive me for my lack of knowledge.
As part of my Rock, Paper and Scissors game I have a abstract superclass (Weapon) which has subclasses (Rock, Paper and Scissors) in VB.NET like:
Public MustInherit Class Weapons
Public MustOverride Function compareTo(ByVal Weapons As Object) As Integer
End Class
Public Class Paper
Inherits Weapons
Public Overrides Function compareTo(ByVal Weapons As Object) As Integer
If TypeOf Weapons Is Paper Then
Return 0
ElseIf TypeOf Weapons Is Rock Then
Return 1
Else
Return -1
End If
End Function
End Class
Public Class Rock
Inherits Weapons
Public Overrides Function compareTo(ByVal Weapons As Object) As Integer
If TypeOf Weapons Is Rock Then
Return 0
ElseIf TypeOf Weapons Is Scissors Then
Return 1
Else
Return -1
End If
End Function
End Class
Public Class Scissors
Inherits Weapons
Public Overrides Function compareTo(ByVal Weapons As Object) As Integer
If TypeOf Weapons Is Scissors Then
Return 0
ElseIf TypeOf Weapons Is Paper Then
Return 1
Else
Return -1
End If
End Function
End Class
Also have a superclass Player which has subclasses (PlayerComputerRandom, PlayerHumanPlayer and PlayerComputerTactical) like:
Imports RockPaperScissors.Weapons
Public Class Player
Private pName As String
Private pNumberOfGamesWon As String
Public pWeapon As Weapons
Property Name() As String
Get
Return pName
End Get
Set(ByVal value As String)
pName = value
End Set
End Property
Property NumberOfGamesWon As String
Get
Return pNumberOfGamesWon
End Get
Set(ByVal value As String)
pNumberOfGamesWon = value
End Set
End Property
Property getWeapon As Weapons
Get
Return pWeapon
End Get
Set(ByVal value As Weapons)
pWeapon = value
End Set
End Property
Public Sub pickWeapon(ByVal WeaponType As String)
If WeaponType = "Rock" Then
pWeapon = New Rock()
ElseIf WeaponType = "Paper" Then
pWeapon = New Paper()
Else
pWeapon = New Scissors()
End If
End Sub
End Class
Imports RockPaperScissors.Weapons
Public Class PlayerComputerRandom
Inherits Player
Private Enum weaponsList
Rock
Paper
Scissors
End Enum
Public Overloads Sub pickWeapon()
Dim randomChoice = New Random()
Dim CompChoice As Integer = randomChoice.Next(0, [Enum].GetValues(GetType(weaponsList)).Length)
If CompChoice = "0" Then
pWeapon = New Rock()
ElseIf CompChoice = "1" Then
pWeapon = New Paper()
Else
pWeapon = New Scissors()
End If
End Sub
End Class
Public Class PlayerComputerTactical
Inherits Player
Private plastMove As String
Property lastMove() As String
Get
Return plastMove
End Get
Set(ByVal value As String)
plastMove = value
End Set
End Property
Public Overloads Sub pickWeapon()
' Add tactical player functionality
End Sub
End Class
Public Class PlayerHumanPlayer
Inherits Player
End Class
I have the GameForm class which instantiates the objects and performs various other logic used for the front-end as shown below:
Public Class GameForm
Private Sub btnRock_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnRock.Click
findWinner("HumanPlayer", "Rock", "RandomComputer")
End Sub
Private Sub btnPaper_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnPaper.Click
findWinner("HumanPlayer", "Paper", "RandomComputer")
End Sub
Private Sub btnScissors_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles btnScissors.Click
findWinner("HumanPlayer", "Scissors", "RandomComputer")
End Sub
Public Sub findWinner(ByVal p1name As String, ByVal p1WeaponSelected As String, ByVal p2Name As String)
Dim player1 = New PlayerHumanPlayer()
Dim player2 = New PlayerComputerRandom()
player1.Name = p1name
player1.pickWeapon(p1WeaponSelected) ' Should I be using the Rock Class???
player2.Name = p2Name
player2.pickWeapon()
Dim winner As Integer = player1.getWeapon().compareTo(player2.getWeapon())
Select Case winner
Case 1
txtGameStatus.Text = player1.Name() + " wins!"
Case -1
txtGameStatus.Text = player2.Name() + " wins!"
Case 0
txtGameStatus.Text = "Draw!"
End Select
End Sub
End Class
What I need to do is to be able to add new Weapons (Lizard, Spock) which I know I can do this by simply adding subclasses(Lizard, Spock) which inherit Weapons baseclass.
However, this will require code changes to ALL subclasses (Rock, Paper and Scissors) which is not really a long-term maintainable solution. Certainly not best practise.
Im new to coding and OOP so, could someone kindly show how I could enhance the existing Game to easily allow additional weapons to be added? Could I use a DB table to store the Weapons? If so, could you show how? I just want to be able long-term, reusable solution for this Game.
Any idea how I can achieve this? Any help would be greatly appreciated.
Manys thanks in advance
Upvotes: 3
Views: 1065
Reputation: 1693
A widely used approach for this is double dispatching. You apply this whern you need to define a behavior (or return value) that depends on two different classes. Instead of creating a switch statement, you create one message per case and let each class decide how to behave. I'm not familiar with VB, so forgive me for using another language, but I think you will get the idea:
abstract class Weapon
{
abstract public function compareTo($otherWeapon);
abstract public function compareToRock();
abstract public function compareToPaper();
}
class Rock extends Weapon
{
public function compareTo($otherWeapon)
{
return $otherWeapon->compareToRock();
}
public function compareToRock(){return 0;}
public function compareToPaper(){return -1;}
}
class Paper extends Weapon
{
public function compareTo($otherWeapon)
{
return $otherWeapon->compareToPaper();
}
public function compareToRock(){return 1;}
public function compareToPaper(){return 0;}
}
The next step would be to add the Scissors
class, which would mean:
Scissors
class and implementing the correspondign methods.Adding Lizard
and Spock
is just repeating the same steps. As you can see there are some tradeoffs here:
As a final note you may consider not returning an integer but to actually model your result as an object (Win/Loose/Tie). By doing so you can then delegate behavior to the result instead fo making switch statements over it.
HTH
Upvotes: 0
Reputation: 1670
also one thing if this helps you can write operator for your class for compare and other Ex :
#Region "Operators"
Public Shared Operator =(ByVal crD1 As GPSCoordinate, ByVal crD2 As GPSCoordinate) As Boolean
Return IsEql(crD1, crD2)
End Operator
Public Shared Operator <>(ByVal crD1 As GPSCoordinate, ByVal crD2 As GPSCoordinate) As Boolean
Return Not IsEql(crD1, crD2)
End Operator
Private Shared Function IsEql(ByVal crD1 As GPSCoordinate, ByVal crD2 As GPSCoordinate) As Boolean
If crD1 Is Nothing And crD2 Is Nothing Then
Return True
ElseIf Not crD1 Is Nothing And Not crD2 Is Nothing Then
Return CBool(crD1.Value = crD2.Value)
End If
Return False
End Function
#End Region
Upvotes: 0
Reputation: 1785
Though it would be possible to dynamically add new "subclasses" it doesn't make sense. Just dont see "Paper" and "Rock" (as example) as different CLASSES, but as the same class with different attributes. One Attribute of a weapon is it's "name" ("Rock"), the other attribute is how it compares to another weapon (defined by name).
** UPDATED** Example:
Private TheData() As String = {"Scissor|Paper,Spock|Lizard,Rock",
"Paper|Rock,Spock|Scissor,Lizard",
"Rock|Scissor,Lizard|Paper,Spock",
"Spock|Rock,Lizard|Scissor,Paper",
"Lizard|Scissor,Paper|Rock,Spock"}
Sub Main()
Dim Weapons As New List(Of Weapon)
For Each s In TheData
Dim spl = s.Split("|"c)
Weapons.Add(New Weapon(spl(0), spl(1).Split(","c), spl(2).Split(","c)))
Next
Dim r As New Random
Dim outcome(2) As Integer
For i = 1 To 1000000
Dim w1 = Weapons(r.Next(Weapons.Count))
Dim w2 = Weapons(r.Next(Weapons.Count))
Dim o = w1.CompareTo(w2)
outcome(o + 1) += 1
Next i
Console.WriteLine("Loose = {0}, Win = {1}, Draw = {2}", outcome(0), outcome(2), outcome(1))
Console.ReadLine()
End Sub
End Module
Public Class Weapon
Implements IComparable(Of Weapon)
Public Name As String
Private StrongerWeapons As List(Of String)
Private WeakerWeapons As List(Of String)
Public Sub New(name As String, stronger As IEnumerable(Of String), weaker As IEnumerable(Of String))
Me.Name = name
StrongerWeapons = New List(Of String)(stronger)
WeakerWeapons = New List(Of String)(weaker)
End Sub
Public Function CompareTo(other As Weapon) As Integer Implements IComparable(Of Weapon).CompareTo
Select Case True
Case Me.Name = other.Name : Return 0
Case WeakerWeapons.Contains(other.Name) : Return -1
Case StrongerWeapons.Contains(other.Name) : Return 1
Case Else : Throw New ApplicationException("Error in configuration!")
End Select
End Function
End Class
Now you would have a configurable "battle-system".
The updated example shows the system "in action". TheData
is the place where your configuration is "stored" and this could be inside a text/xml file, a database or whatever.
Please note, that this is an example for configurable and not for Stone/Scissor/Paper(Lizard/Spock), because in that specific case, the "solution" would be much simpler.
Upvotes: 1