[英]How to use polymorphism instead of generic in C#
我有一個通用的基礎接口IGameble(例如,舉動是通用的)和類:國際象棋和井字游戲(以及更多的棋盤游戲),它們是從通用接口IGmable派生而不再是通用的。
我想設計類Agent(可能有幾種)來玩任何類型的游戲(而不是同時玩),但是問題是我不能
例如:
interface IGame<T_move,T_matrix>
{
T_matrix[,] game_state { get; }
void MakeMove(Move mov);
List<Move> ListAllMoves();
...// some more irrelevant code
}
class Tic_Tac_Toe : IGameble<Tuple<int,int>,int>
{
public int turn;
public int[,] game_state;
public List<Tuple<int,int>> ListAllMoves() {...}
public void MakeMove(Tuple<int,int> mov) {...}
}
public Chess : IGameble <some other kind> //...
// so on more classes which uses other kind in the generic.
interface IAgent<Move>
{
Move MakeMove();
}
public RandomAgent<T_Move,T_Matrix> : IAgent
{
public IGameble<T_move> game;
public D(IGameble game_) {game = game_}
public T_Move MakeMove() {//randomly select a move}
}
public UserAgent<T_Move,T_Matrix> : IAgent {get the move from the user}
問題是我希望隨機代理(或任何其他代理)的1個實例玩所有游戲(一次1個游戲),並使用通用強制我專門選擇我要使用的T_Move和T_Matrix的類型。 。
我可能全都錯了,並且沒有很好地使用泛型。
有建議使用IMovable和IBoardable代替通用。 這是正確的設計嗎? 它能解決所有問題嗎?
我在C#中仍然是設計模式的Noobie :(
如果有人可以鏈接到可以在這里對我有所幫助的某些設計模式,我也將不勝感激(如果有)。
我認為您可以只使用is
關鍵字:
public D(IA<T> a_)
{
if (a_ is B)
{
//do something
}
else if (a_ is C)
{
//do something else
}
}
C#中的泛型幾乎不像C ++那樣靈活,因此,正如一些評論者指出的那樣,您可能不想這樣做。 您可能需要設計一個中間接口,例如IMove
,您的算法可以使用該接口以通用方式枚舉移動。
我不知道您想要什么,但是您可以在沒有泛型的情況下做到。
樣例代碼:
using System;
using System.Collections.Generic;
using System.Linq;
namespace ConsoleApplication1
{
class Program
{
static void Main (string[] args)
{
var game = new TicTacToe (
(x) => new UserAgent (x, "John"),
(x) => new RandomAgent (x));
game.Play ();
Console.ReadKey ();
}
}
public interface IGame
{
IMove[] GetAvailableMoves ();
}
public interface IMove
{
void MakeMove ();
string Description { get; }
}
public interface IAgent
{
string Name { get; }
IMove SelectMove ();
}
public delegate IAgent AgentCreator (IGame game);
public class RandomAgent : IAgent
{
private readonly IGame game;
private readonly Random random = new Random ();
public RandomAgent (IGame game)
{
this.game = game;
}
public string Name => "Computer (random moves)";
public IMove SelectMove ()
{
var availableMoves = game.GetAvailableMoves ();
int moveIndex = random.Next (availableMoves.Length);
return availableMoves[moveIndex];
}
}
public class UserAgent : IAgent
{
private readonly IGame game;
public UserAgent (IGame game, string playerName)
{
this.game = game;
Name = playerName;
}
public string Name { get; }
public IMove SelectMove ()
{
var availableMoves = game.GetAvailableMoves ();
Console.WriteLine ("Choose your move:");
for (int i = 0; i < availableMoves.Length; i++)
{
Console.WriteLine (i + " " + availableMoves[i].Description);
}
int selectedIndex = int.Parse (Console.ReadLine ());
return availableMoves[selectedIndex];
}
}
public class TicTacToe : IGame
{
enum CellState { Empty = 0, Circle, Cross }
CellState[] board = new CellState[9]; // 3x3 board
int currentPlayer = 0;
private IAgent player1, player2;
public TicTacToe (AgentCreator createPlayer1, AgentCreator createPlayer2)
{
player1 = createPlayer1 (this);
player2 = createPlayer2 (this);
}
public void Play ()
{
PrintBoard ();
while (GetAvailableMoves ().Length > 0)
{
IAgent agent = currentPlayer == 0 ? player1 : player2;
Console.WriteLine ($"{agent.Name} is doing a move...");
var move = agent.SelectMove ();
Console.WriteLine ("Selected move: " + move.Description);
move.MakeMove (); // apply move
PrintBoard ();
if (IsGameOver ()) break;
currentPlayer = currentPlayer == 0 ? 1 : 0;
}
Console.Write ("Game over. Winner is = ..."); // some logic to determine winner
}
public bool IsGameOver ()
{
return false;
}
public IMove[] GetAvailableMoves ()
{
var result = new List<IMove> ();
for (int i = 0; i < 9; i++)
{
var cell = board[i];
if (cell != CellState.Empty) continue;
int index = i;
int xpos = (i % 3) + 1;
int ypos = (i / 3) + 1;
var move = new Move ($"Set {CurrentPlayerSign} on ({xpos},{ypos})", () =>
{
board[index] = currentPlayer == 0 ? CellState.Cross : CellState.Circle;
});
result.Add (move);
}
return result.ToArray ();
}
private char CurrentPlayerSign => currentPlayer == 0 ? 'X' : 'O';
public void PrintBoard ()
{
Console.WriteLine ("Current board state:");
var b = board.Select (x => x == CellState.Empty ? "." : x == CellState.Cross ? "X" : "O").ToArray ();
Console.WriteLine ($"{b[0]}{b[1]}{b[2]}\r\n{b[3]}{b[4]}{b[5]}\r\n{b[6]}{b[7]}{b[8]}");
}
}
public class Move : IMove // Generic move, you can also create more specified moves like ChessMove, TicTacToeMove etc. if required
{
private readonly Action moveLogic;
public Move (string moveDescription, Action moveLogic)
{
this.moveLogic = moveLogic;
Description = moveDescription;
}
public string Description { get; }
public void MakeMove () => moveLogic.Invoke ();
}
}
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