From: Matthias T. <mt...@gm...> - 2005-10-22 13:54:00
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Miguel Angel Blanch Lardin wrote: > > I see I remember the post between you and Ragnar. > The problem i see is that methods will look like: > onEquip(...) > { > if(Item instanceof Sword) > { > blablabla... > } <snip> > } > > Each item may need a different approach when it is equiped. Money, > arrows should be added, a cursed sword should curse the handler... Hm...we should try to find a limited set of Item groups (each one is a class). There will be a lot of Items in the game and we cannot represent each one with its own class (remember the first approach with annonymous attributes). But you're right, the code above looks really ugly...what about an interface 'StackableItem' for Money/Arrows and the same technique as with swords/shields/armor atm? > Anyway, if you find it too the way to go I will use ActionManager as it > is now ( No OO ) An oo version is better than a non-oo one. So just ignore ActionManager if you don't plan to make the game ruleset agnostic and I meditate on how to use it without writing ugly code. We should not make too complicated refactors before releasing the next version ;) I'll even consider deactivating the new window toolkit (and the minimap) for the next release (too much beta right now). Regards Matthias |