I'm trying to make a collection class in C#
$begingroup$
As a side project i'm trying to remake one of my favorite games from the old days, moria/angband. I'm doing it from scratch and in C#. In order to store the inventory I have the following classes, Item and Items.
The Item Class is an abstract class that provides all the base properties and methods for an item in the game. Then I have other classes that inherit from it such as the Potion, Armor, or Weapon Classes.
Then I have the Items class which I want to be a collection of Items. This will be for the player's inventory, what the enemies carry as loot, and even a collection of items on a map square. Anywhere a collection of Items can exist, i'll use this collection.
I have defined it as such:
public class Items
{
private Dictionary<string, Item> _inventory = new Dictionary<string, Item>();
public Dictionary<string, Item> Inventory
{
get
{
return _inventory;
}
set { }
}
public override string ToString()
{
string hold = "";
int i = 0;
foreach (var item in Inventory)
{
hold += "n" + i.ToString() + " " + item.ToString() + "n";
}
return hold;
}
}
I originally tried to just return the collection, but realized that it is probably bad practice to expose the actual reference and kind of defeats the purpose of encapsulating it. So I was going to modify it to maybe Clone it. However, I don't have access to the Values or Keys collections and since I don't implement IEnumerable, I can't foreach over it which is something that will happen alot. I was thinking I had to impliment IEnumerable:
I have the same issue with my Effects collection class. It is a collection of Effect objects. An effect is something that modifies the base condition of an object, be it the player(poison, fire resistance, etc) a weapon(frost damage effect, holy avenger, etc), and so on. So, I tried it.
public class Effects : IEnumerable
{
Dictionary<string, Effect> _effects = new Dictionary<string, Effect>();
public string Name
{
get
{
string result = "";
foreach (Effect eff in _effects.Values)
{
result += $" {eff.Name}";
}
return result;
}
}
public override string ToString()
{
string result = "";// "Effects:n";
foreach (var effect in _effects.Values)
{
result += $"nEffectName: {effect.Name.PadRight(20,' ')} Type: {effect.EffectType.ToString().PadRight(15,' ')} Magnitude: {effect.Magnitude} Duration: {effect.Duration} ";
}
return result;
}
public void AddEffect(Effect eff)
{
_effects.Add(eff.Name, eff);
}
public void AddEffect(EffectTypes effType, int magnitude)
{
Effect eff = new Effect();
eff.EffectType = effType;
eff.Magnitude = magnitude;
eff.Name = effType.ToString();
_effects.Add(eff.Name, eff);
}
// Implementation for the GetEnumerator method.
IEnumerator IEnumerable.GetEnumerator()
{
return _effects.GetEnumerator();
}
}
I still don't have access to simple things like Count and so on. I think the Effects collection is closer to what I need. What I need is this: I want both Items and Effects to behave exactly as if it were a dictionary from any other class using it. Each will have custom code methods and properties which I haven't included nor written many of which makes using just a vanilla dictionary problematic.
What is the best way to implement this?
Thanks,
Brian
c# object-oriented iterator collections
$endgroup$
add a comment |
$begingroup$
As a side project i'm trying to remake one of my favorite games from the old days, moria/angband. I'm doing it from scratch and in C#. In order to store the inventory I have the following classes, Item and Items.
The Item Class is an abstract class that provides all the base properties and methods for an item in the game. Then I have other classes that inherit from it such as the Potion, Armor, or Weapon Classes.
Then I have the Items class which I want to be a collection of Items. This will be for the player's inventory, what the enemies carry as loot, and even a collection of items on a map square. Anywhere a collection of Items can exist, i'll use this collection.
I have defined it as such:
public class Items
{
private Dictionary<string, Item> _inventory = new Dictionary<string, Item>();
public Dictionary<string, Item> Inventory
{
get
{
return _inventory;
}
set { }
}
public override string ToString()
{
string hold = "";
int i = 0;
foreach (var item in Inventory)
{
hold += "n" + i.ToString() + " " + item.ToString() + "n";
}
return hold;
}
}
I originally tried to just return the collection, but realized that it is probably bad practice to expose the actual reference and kind of defeats the purpose of encapsulating it. So I was going to modify it to maybe Clone it. However, I don't have access to the Values or Keys collections and since I don't implement IEnumerable, I can't foreach over it which is something that will happen alot. I was thinking I had to impliment IEnumerable:
I have the same issue with my Effects collection class. It is a collection of Effect objects. An effect is something that modifies the base condition of an object, be it the player(poison, fire resistance, etc) a weapon(frost damage effect, holy avenger, etc), and so on. So, I tried it.
public class Effects : IEnumerable
{
Dictionary<string, Effect> _effects = new Dictionary<string, Effect>();
public string Name
{
get
{
string result = "";
foreach (Effect eff in _effects.Values)
{
result += $" {eff.Name}";
}
return result;
}
}
public override string ToString()
{
string result = "";// "Effects:n";
foreach (var effect in _effects.Values)
{
result += $"nEffectName: {effect.Name.PadRight(20,' ')} Type: {effect.EffectType.ToString().PadRight(15,' ')} Magnitude: {effect.Magnitude} Duration: {effect.Duration} ";
}
return result;
}
public void AddEffect(Effect eff)
{
_effects.Add(eff.Name, eff);
}
public void AddEffect(EffectTypes effType, int magnitude)
{
Effect eff = new Effect();
eff.EffectType = effType;
eff.Magnitude = magnitude;
eff.Name = effType.ToString();
_effects.Add(eff.Name, eff);
}
// Implementation for the GetEnumerator method.
IEnumerator IEnumerable.GetEnumerator()
{
return _effects.GetEnumerator();
}
}
I still don't have access to simple things like Count and so on. I think the Effects collection is closer to what I need. What I need is this: I want both Items and Effects to behave exactly as if it were a dictionary from any other class using it. Each will have custom code methods and properties which I haven't included nor written many of which makes using just a vanilla dictionary problematic.
What is the best way to implement this?
Thanks,
Brian
c# object-oriented iterator collections
$endgroup$
add a comment |
$begingroup$
As a side project i'm trying to remake one of my favorite games from the old days, moria/angband. I'm doing it from scratch and in C#. In order to store the inventory I have the following classes, Item and Items.
The Item Class is an abstract class that provides all the base properties and methods for an item in the game. Then I have other classes that inherit from it such as the Potion, Armor, or Weapon Classes.
Then I have the Items class which I want to be a collection of Items. This will be for the player's inventory, what the enemies carry as loot, and even a collection of items on a map square. Anywhere a collection of Items can exist, i'll use this collection.
I have defined it as such:
public class Items
{
private Dictionary<string, Item> _inventory = new Dictionary<string, Item>();
public Dictionary<string, Item> Inventory
{
get
{
return _inventory;
}
set { }
}
public override string ToString()
{
string hold = "";
int i = 0;
foreach (var item in Inventory)
{
hold += "n" + i.ToString() + " " + item.ToString() + "n";
}
return hold;
}
}
I originally tried to just return the collection, but realized that it is probably bad practice to expose the actual reference and kind of defeats the purpose of encapsulating it. So I was going to modify it to maybe Clone it. However, I don't have access to the Values or Keys collections and since I don't implement IEnumerable, I can't foreach over it which is something that will happen alot. I was thinking I had to impliment IEnumerable:
I have the same issue with my Effects collection class. It is a collection of Effect objects. An effect is something that modifies the base condition of an object, be it the player(poison, fire resistance, etc) a weapon(frost damage effect, holy avenger, etc), and so on. So, I tried it.
public class Effects : IEnumerable
{
Dictionary<string, Effect> _effects = new Dictionary<string, Effect>();
public string Name
{
get
{
string result = "";
foreach (Effect eff in _effects.Values)
{
result += $" {eff.Name}";
}
return result;
}
}
public override string ToString()
{
string result = "";// "Effects:n";
foreach (var effect in _effects.Values)
{
result += $"nEffectName: {effect.Name.PadRight(20,' ')} Type: {effect.EffectType.ToString().PadRight(15,' ')} Magnitude: {effect.Magnitude} Duration: {effect.Duration} ";
}
return result;
}
public void AddEffect(Effect eff)
{
_effects.Add(eff.Name, eff);
}
public void AddEffect(EffectTypes effType, int magnitude)
{
Effect eff = new Effect();
eff.EffectType = effType;
eff.Magnitude = magnitude;
eff.Name = effType.ToString();
_effects.Add(eff.Name, eff);
}
// Implementation for the GetEnumerator method.
IEnumerator IEnumerable.GetEnumerator()
{
return _effects.GetEnumerator();
}
}
I still don't have access to simple things like Count and so on. I think the Effects collection is closer to what I need. What I need is this: I want both Items and Effects to behave exactly as if it were a dictionary from any other class using it. Each will have custom code methods and properties which I haven't included nor written many of which makes using just a vanilla dictionary problematic.
What is the best way to implement this?
Thanks,
Brian
c# object-oriented iterator collections
$endgroup$
As a side project i'm trying to remake one of my favorite games from the old days, moria/angband. I'm doing it from scratch and in C#. In order to store the inventory I have the following classes, Item and Items.
The Item Class is an abstract class that provides all the base properties and methods for an item in the game. Then I have other classes that inherit from it such as the Potion, Armor, or Weapon Classes.
Then I have the Items class which I want to be a collection of Items. This will be for the player's inventory, what the enemies carry as loot, and even a collection of items on a map square. Anywhere a collection of Items can exist, i'll use this collection.
I have defined it as such:
public class Items
{
private Dictionary<string, Item> _inventory = new Dictionary<string, Item>();
public Dictionary<string, Item> Inventory
{
get
{
return _inventory;
}
set { }
}
public override string ToString()
{
string hold = "";
int i = 0;
foreach (var item in Inventory)
{
hold += "n" + i.ToString() + " " + item.ToString() + "n";
}
return hold;
}
}
I originally tried to just return the collection, but realized that it is probably bad practice to expose the actual reference and kind of defeats the purpose of encapsulating it. So I was going to modify it to maybe Clone it. However, I don't have access to the Values or Keys collections and since I don't implement IEnumerable, I can't foreach over it which is something that will happen alot. I was thinking I had to impliment IEnumerable:
I have the same issue with my Effects collection class. It is a collection of Effect objects. An effect is something that modifies the base condition of an object, be it the player(poison, fire resistance, etc) a weapon(frost damage effect, holy avenger, etc), and so on. So, I tried it.
public class Effects : IEnumerable
{
Dictionary<string, Effect> _effects = new Dictionary<string, Effect>();
public string Name
{
get
{
string result = "";
foreach (Effect eff in _effects.Values)
{
result += $" {eff.Name}";
}
return result;
}
}
public override string ToString()
{
string result = "";// "Effects:n";
foreach (var effect in _effects.Values)
{
result += $"nEffectName: {effect.Name.PadRight(20,' ')} Type: {effect.EffectType.ToString().PadRight(15,' ')} Magnitude: {effect.Magnitude} Duration: {effect.Duration} ";
}
return result;
}
public void AddEffect(Effect eff)
{
_effects.Add(eff.Name, eff);
}
public void AddEffect(EffectTypes effType, int magnitude)
{
Effect eff = new Effect();
eff.EffectType = effType;
eff.Magnitude = magnitude;
eff.Name = effType.ToString();
_effects.Add(eff.Name, eff);
}
// Implementation for the GetEnumerator method.
IEnumerator IEnumerable.GetEnumerator()
{
return _effects.GetEnumerator();
}
}
I still don't have access to simple things like Count and so on. I think the Effects collection is closer to what I need. What I need is this: I want both Items and Effects to behave exactly as if it were a dictionary from any other class using it. Each will have custom code methods and properties which I haven't included nor written many of which makes using just a vanilla dictionary problematic.
What is the best way to implement this?
Thanks,
Brian
c# object-oriented iterator collections
c# object-oriented iterator collections
asked 2 mins ago
Brian PleshekBrian Pleshek
91
91
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