I am trying to see if I can cast a menu object as food. I will be putting in the interface as I have been advised.
In my buffet code where my Food method is called after adding all the stuff to the menu object, my goal is to pick a random food to eat then return the information.
I was hoping that I could do something like where I got the mo =(Food) Menu[rand.Next(Menu.Count)];
would allow me to this easily.
I was wrong, I might be overcomplicating this because I was going to return mo
but every time I try to cast it, it did not work.
Maybe I can use an enumerator or something but it is just very confusing. I think I have the proper thinking of what I want but to express in words is difficult so thank you all for your patience with me. I hope this explains it better:
my Buffet class
using System;
using System.Collections.Generic;
namespace IronNinja.Models
{
class Buffet
{
public List<Food> Foods = new List<Food>();
public List<Drink> Dranks = new List<Drink>();
public List<object> Menu = new List<object>();
//constructor
public Buffet()
{
Menu.Add(new Food("Chicken Pizza", 1000, false, true));
Menu.Add(new Food("Buffalo Chicken Pizza", 1000, true, false));
Menu.Add(new Food("Lasagna", 1200, false, true));
Menu.Add(new Food("Garden Salad WSalad dressing", 700, true, false));
Menu.Add(new Food("sour patch kids whole box", 700, false, true));
Menu.Add(new Drink("Rootbeer", 700, false));
Menu.Add(new Drink("Not Your Father's Rootbeer", 900, false));
}
// Add a constructor and Serve method to the Buffet class
public Food Serve()
{
Random rand = new Random();
Food mo = ((Food) Menu[rand.Next(Menu.Count)]);
Console.WriteLine(mo);
return new Food("sour patch kids whole box", 700, false, true);
}
}
}
My Drink class
using IronNinja.Interfaces;
namespace IronNinja.Models
{
public class Drink : IConsumable
{
public string Name { get; set; }
public int Calories { get; set; }
public bool IsSpicy { get; set; }
public bool IsSweet { get; set; }
// Implement a GetInfo Method
public string GetInfo()
{
return $"{Name} (Drink). Calories: {Calories}. Spicy?: {IsSpicy},
Sweet?: {IsSweet.Equals(true)}";
}
// Add a constructor method
public Drink(string name, int calories, bool spicy)
{
Name = name;
Calories = calories;
IsSpicy = spicy;
IsSweet = true;
}
}
}
my foodclass
using IronNinja.Interfaces;
namespace IronNinja.Models
{
class Food : IConsumable
{
public string Name { get; set; }
public int Calories { get; set; }
public bool IsSpicy { get; set; }
public bool IsSweet { get; set; }
public string GetInfo()
{
return $"{Name} (Food). Calories: {Calories}. Spicy?: {IsSpicy},
Sweet?: {IsSweet}";
}
public Food(string name, int calories, bool spicy, bool sweet)
{
Name = name;
Calories = calories;
IsSpicy = spicy;
IsSweet = sweet;
}
}
}
UPDATE
If you just want to grab a random item that is a food, you can use a Linq expression to get all items that are of the type Food
.
Random rand = new Random();
var foodItems = Menu.OfType<Food>().ToList();
var randomFood = foodItems[rand.Next(foodItems.Count)];
I would create an interface called IMenuItem
that has the shared properties for every type that goes on a menu.
public interface IMenuItem
{
string Name { get; }
}
Then add that interface to your Food
and Drink
classes
public class Food : IMenuItem
{
public Food(string name, int calories, bool isSpicy, bool isSweet)
{
Name = name;
Calories = calories;
IsSpicy = isSpicy;
IsSweet = isSweet;
}
public string Name { get; }
public int Calories { get; }
public bool IsSpicy { get; }
public bool IsSweet { get; }
}
public class Drink: IMenuItem
{
public Drink(string name, int calories, bool isSpicy)
{
Name = name;
Calories = calories;
IsSpicy = isSpicy;
}
public string Name { get; }
public int Calories { get; }
public bool IsSpicy { get; }
}
Now you can have a list of menu items and you will be able to access those shared properties without having to cast anything.
var menu = new List<IMenuItem>();
menu.Add(new Food("pizza", calories: 300, isSpicy: false, isSweet: true));
menu.Add(new Drink ("coke", calories: 300, isSpicy: false));
foreach(var menuItem in menu)
{
Console.WriteLine(item.Name);
}
output
pizza
coke
Also, you can use pattern matching to do things based on what type it actually is.
var menu = new List<IMenuItem>();
menu.Add(new Food("pizza", calories: 300, isSpicy: false, isSweet: true));
menu.Add(new Drink("coke", calories: 300, isSpicy: false));
// get random menu item;
var rand = new Random();
var menuItem = menu[rand.Next(menu.Count)];
switch (menuItem)
{
case Food food: // random item is a food
Console.WriteLine($"Food Name:{food.Name}, Calories:{food.Calories}, IsSpicy:{food.IsSpicy}, IsSweet:{food.IsSweet}");
break;
case Drink drink: // random item is a drink
Console.WriteLine($"Drink Name:{drink.Name}, Calories:{drink.Calories}, IsSpicy:{drink.IsSpicy}");
break;
default: // random item is something else
Console.WriteLine($"Menu Item Name:{menuItem.Name}");
break;
}