我应该如何让一个集合的成员知道他们的兄弟姐妹"与他们的立场有关

时间:2017-01-25 21:07:15

标签: c# wpf linq generics

上下文

最近我一直在研究几个简单的WPF项目,以便更熟悉C#和XAML。它们主要是复制旧的或简单的游戏,如扫雷,蜈蚣和乒乓。我决定通过重新创造SEGA Genesis游戏 Fatal Labyrinth 来提高赌注,但是我已经在迷宫的一代中遇到了障碍。

该程序的工作原理是生成<Cell>列表,这是我制作的类,它将作为跟踪实体,玩家和迷宫本身位置的基础。我遇到的第一个问题是2D列表的浮躁,所以我决定修复它的最简单方法是创建我自己的泛型类型Grid<T>,它由Dimensions组成,分别是X和Y的int,以及GridItem<T>GridItem<T>列表是其自己的泛型类。

GridItem<T>包含其位置,由X和Y坐标表示,表示其在网格中的位置(不要将这些与Grid的X和Y维度混淆,后者表示实际的大小Grid)和T

类型的实际项目

问题 如果我可以在GridItem中包含一个HasTop / HasNorth布尔值以及一个TopNeighbor / NorthNeighbor(所有这些都是T自然的那种)从网格的一个成员那么方便的话会非常方便,我可以直接引用它的邻居,而不必首先确认它甚至有一个邻居,然后执行查找以获得它是什么。另一个问题是,当我在GridItem中设置其中一个项目时,我再次必须通过Linq执行查找然后进行设置。虽然我可以使用Linq,虽然它可以工作,但它看起来和写作都非常笨重和丑陋。

尝试解决方案 我尝试的第一个解决方案是在GridItem中为每个方向放置一个邻居,但问题是实际网格中的GridItem和存储为邻居的GridItem s不要互相更新。

从那里流出的下一个自然解决方案是在他们的get和set方法中包含适当更新它们的东西,并且链条会自然地从那里涟漪。问题是只能以一种方式工作,因为GridItem不知道它所属的Grid

很好,接下来我尝试的是将Grid作为GridItem成员的GridItem作为名为Parent的属性。不幸的是,这是我自己的爷爷问题&#34;以及在先前尝试的解决方案中遇到相同的纹波和递归问题。

我正在寻找

如何让GridItem知道相邻的GridItem,以便它可以在不创建递归更新的情况下获取和设置它们,并且&#34;我是我自己的爷爷&#34;

加成

此外,如果有人能告诉我如何使T仅作为可空类型接受。例如,我希望它允许我的Cell之类的东西可以返回为null,但不能返回Int或Bool,它们不能为空

修改 有些人要求代码,所以这里是:

public class Grid<T> where T : new()
{
    #region Constructors
    public Grid() { }
    public Grid(List<T> input, int RowLength, int ColumnLength)
    {
        XDimension = RowLength;
        YDimension = ColumnLength;
        int x = 0;
        int y = 0;
        input = input.Take(RowLength * ColumnLength).ToList();
        foreach (T item in input)
        {
            Items.Add(new GridItem<T> { Item = item, Position = new Coordinate { X = (UInt32)x, Y = (UInt32)y } });
            x += 1;
            if (x >= RowLength)
            {
                y += 1;
                x = 0;
            }
        }
        for (int i = 0; i < RowLength * ColumnLength - Items.Count; i++)
        {
            Items.Add(new GridItem<T> { Item = new T(), Position = new Coordinate { X = (UInt32)x, Y = (UInt32)y }, SystemGenerated = true });
            x += 1;
            if (x >= RowLength)
            {
                y += 1;
                x = 0;
            }
        }
    }
    #endregion
    public enum NeigborSelectionEnum { Top, Bottom, Left, Right };
    private List<GridItem<T>> items = new List<GridItem<T>>();
    private int xDimension;
    private int yDimension;
    public List<GridItem<T>> Items
    {
        get
        {
            return items;
        }

        set
        {
            items = value;
        }
    }
    public int XDimension
    {
        get
        {
            return xDimension;
        }

        set
        {
            xDimension = value;
        }
    }
    public int YDimension
    {
        get
        {
            return yDimension;
        }

        set
        {
            yDimension = value;
        }
    }
    public T NeighborOf(NeigborSelectionEnum selectedNeighbor, Coordinate position)
    {
        switch (selectedNeighbor)
        {
            case NeigborSelectionEnum.Top:
                if (position.Y > 0)
                {
                    return Items.FirstOrDefault(n => n.Position.X == position.X && n.Position.Y == position.Y - 1).Item;
                }
                return default(T);
            case NeigborSelectionEnum.Bottom:
                if (position.Y + 1 < YDimension)
                {
                    return Items.FirstOrDefault(n => n.Position.X == position.X && n.Position.Y == position.Y + 1).Item;
                }
                return default(T);
            case NeigborSelectionEnum.Left:
                if (position.X > 0)
                {
                    return Items.FirstOrDefault(n => n.Position.X == position.X - 1 && n.Position.Y == position.Y).Item;
                }
                return default(T);
            case NeigborSelectionEnum.Right:
                if (position.X + 1 < XDimension)
                {
                    return Items.FirstOrDefault(n => n.Position.X == position.X + 1 && n.Position.Y == position.Y).Item;
                }
                return default(T);
            default:
                return default(T);
        }
    }
    public T NeighborOf(NeigborSelectionEnum selectedNeighbor, GridItem<T> item)
    {
        UInt32 x = item.Position.X;
        UInt32 y = item.Position.Y;
        switch (selectedNeighbor)
        {
            case NeigborSelectionEnum.Top:
                if (y > 0)
                {
                    return Items.FirstOrDefault(n => n.Position.X == x && n.Position.Y == y - 1).Item;
                }
                return default(T);
            case NeigborSelectionEnum.Bottom:
                if (y + 1 < YDimension)
                {
                    return Items.FirstOrDefault(n => n.Position.X == x && n.Position.Y == y + 1).Item;
                }
                return default(T);
            case NeigborSelectionEnum.Left:
                if (x > 0)
                {
                    return Items.FirstOrDefault(n => n.Position.X == x - 1 && n.Position.Y == y).Item;
                }
                return default(T);
            case NeigborSelectionEnum.Right:
                if (x + 1 < XDimension)
                {
                    return Items.FirstOrDefault(n => n.Position.X == x + 1 && n.Position.Y == y).Item;
                }
                return default(T);
            default:
                return default(T);
        }
    }
}

这是GridItem

public class GridItem<T> where T : new()
{
    private T item;
    private Coordinate position;
    private bool systemGenerated = false;
    public T Item
    {
        get
        {
            return item;
        }

        set
        {
            item = value;
        }
    }
    public Coordinate Position
    {
        get
        {
            return position;
        }

        set
        {
            position = value;
        }
    }
    public bool SystemGenerated
    {
        get
        {
            return systemGenerated;
        }

        set
        {
            systemGenerated = value;
        }
    }
    public Grid<T> Parent
    {
        get
        {
            return parent;
        }

        set
        {
            parent = value;
        }
    }
}

目前代码在试图在课堂以外的地方工作时很麻烦,所以我不能给你这个。然而,我可以给你一个很好的例子:

List<Cell> MazeMakeStack = new List<Cell>().Add(CellGrid.Items[0, new Random().Next(0,CellGrid.Items.Count-1)]);
do
{
    List<string> availableCells = new List<string>();
    //Checks the Top neighbor of the `CellGrid` who's Item.Id == MazeMakeStack.Last().Id and checks the Boolean IsVistited which is false by default
    if (!IsVisited)
    {
        availableCells.Add("Top")
    }
    //repeats this for left, bottom, and right adding them to availableCells respectively
    if(availableCells.Count=<0)
    {
        //resolves the borders of the cell and then removes it from the stack such that the next item can be handled
        //(My method is randomized depth first search so this is when the tree has no places to go)
    }
    else
    {
        //randomly chooses a member of availableCells
        //uses a switch that tests the randomly chosen member of availableCells and then based on that grabs the corresponding neighbor, adding it MazeMakerStack
    }
}
while(MazeMakeStack,Count()>0)

1 个答案:

答案 0 :(得分:0)

由于GridItem<T>类不了解GridItem<T>中的任何其他Grid<T>项,因此您可以使用代理来实现目标。

以下是一个例子:

网格类:

public class Grid<T>
{
    int width;
    int height;
    public List<GridItem<T>> Cells { get; set; }

    public Grid()
    {
        foreach (GridItem<T> cell in Cells)
        {
            cell.onGetNeighbor += OnGetNeighbor;
        }
    }

    private GridItem<T> OnGetNeighbor(GridItem<T> self, Direction direction)
    {
        GridItem<T> neighbor = null;

        switch (direction)
        {
            case Direction.Top:
                neighbor = Cells.FirstOrDefault(cell => 
                    cell.X == self.X && cell.Y == self.Y - 1);
                break;
            case Direction.Bottom:
                neighbor = Cells.FirstOrDefault(cell =>
                    cell.X == self.X && cell.Y == self.Y + 1);
                break;
            case Direction.Left:
                neighbor = Cells.FirstOrDefault(cell =>
                    cell.X == self.X - 1 && cell.Y == self.Y);
                break;
            case Direction.Right:
                neighbor = Cells.FirstOrDefault(cell =>
                    cell.X == self.X + 1 && cell.Y == self.Y);
                break;
            default:
                break;
        }

        return neighbor;
    }
}

GridItem类:

public class GridItem<T>
{
    public int X { get; set; }
    public int Y { get; set; }

    public Func<GridItem<T>, Direction, GridItem<T>> onGetNeighbor;

    public GridItem<T> GetNeighbor(Direction direction)
    {
        return onGetNeighbor(this, direction);
    }
}

方向枚举:

public enum Direction
{
    Top, Bottom, Left, Right
}

您可以这样使用:

// Insert your grid/grid item code here ..
Grid<int> grid = new Grid<int>();
GridItem<int> item = grid.Cells[1];

// Get top neighbor
GridItem<int> neighbor = item.GetNeighbor(Direction.Top);

// Check if top neighbor exists
bool topNeighborExists = item.GetNeighbor(Direction.Top) != null;