Reputation: 607
I'm writing a pathfinding algorithm for a game, but trying to keep it generic so it can be used in future applications.
I have a Node class which holds X, Y and "PassableType".
The NodeGrid class stores an array of Nodes, containing the graph information of how they connect, and then has a FindAStarPath() function, which takes as its parameters StartNode, EndNode, and params for "PassableTypes".
My problem is determining what type "PassableType" should have.
Ideally what I want is to be able to use a generic enum - i.e. a restricted list which each game defines. The Node will hold a single element of that list, to say what path type it is (the current game may use Path, Grass, Wall, etc)
Thus, when an entity tries to path, it provides the pathfinding function which types to treat as "passable". So a man may use
FindAStarPath(CurrentNode, DestinationNode, "Path", "Floor", "Door");
but a car may just use
FindAStarPath(StartNode, EndNode, "Road");
My problem is I can't work out how to get the NodeGrid to take a Generic enum or equivalent logic.
At the moment I have it taking strings, but this means I have to write
MyEnum.Road.ToString()
every time I use it.
Ideally I'd like to do something like
NodeGrid<MyEnum> CurrentNodeGrid = new NodeGrid<MyEnum>()
And then Nodes will take a MyEnum for their passableType, as will the pathfinding functions, thus allowing each game to have a different set of tile types for pathing.
But I can't define NodeGrid as:
public class NodeGrid<T> where T:enum
For clarity, the only part of the pathfinding function which uses this enum is this (contained within Node):
public bool IsPassable(string[] passableTypes)
{
for (var i = 0; i < passableTypes.Count(); i++)
{
if (this.PassableType == passableTypes[i]) return true;
}
return false;
}
Thanks Haighstrom
Upvotes: 3
Views: 224
Reputation: 23198
Unless you're using some specific functionality of enums (like Enum.Parse
), then I don't see any reason to constrain it to them. By freeing constraints, callers can use whatever types they see fit, beit enum
, or a set of string
values (as you currently have it), or a set of custom class instances to check against.
public class NodeGrid<T>
{
public T PassableType { get; private set; }
public bool IsPassable(params T[] passableTypes)
{
return IsPassable((IEnumerable<T>)passableTypes);
}
public bool IsPassable(IEnumerable<T> passableTypes)
{
foreach(T passType in passableTypes)
{
if (EqualityComparer<T>.Default.Equals(this.PassableType, passType))
return true;
}
return false;
}
}
But since we're now using generics, you can't use the ==
comparison anymore. The simplest is to leverage the EqualityComparer.Default utility. The main reason to use this over directly calling this.PassableType.Equals(passType)
is it will perform null checks and leverage generics properly where applicable and if the types implement IEquatable<T>
, then use those generic versions. Probably some other minor things. It will usually eventually call the Object.Equals
overload.
Some examples based on your question:
//using a custom enum, calls the params T[] overload
NodeGrid<MyCarEnum> carNode = ...
carNode.IsPassable(MyCarEnum.Road, MyCarEnum.Tunnel);
//demonstrates receiving a set of pass types strings from an external source
List<string> passTypes = new List<string>("Path", "Floor", "Door");
NodeGrid<string> personNode = ...
personNode.IsPassable(passTypes) //calls the IEnumerable<T> overload
//feel free to declare enums wherever you want,
//it can avoid potential mixups like this:
NodeGrid<string> airplaneNode = ...
NodeGrid<string> personNode = ...
NodeGrid<MyCarEnum> carNode = ...
airplaneNode.IsPassable("Floor"); //makes no sense, but will compile
personNode.IsPassable("Clouds"); //makes no sense, but will compile
carNode.IsPassable("Sky"); //compile error: was expected a MyCarEnum value
Upvotes: 5