I'm trying to make a collection class in C#












0












$begingroup$


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









share









$endgroup$

















    0












    $begingroup$


    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









    share









    $endgroup$















      0












      0








      0





      $begingroup$


      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









      share









      $endgroup$




      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





      share












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      asked 2 mins ago









      Brian PleshekBrian Pleshek

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