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Home/ Questions/Q 8842211
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Editorial Team
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Editorial Team
Asked: June 14, 20262026-06-14T10:54:10+00:00 2026-06-14T10:54:10+00:00

I’m writing simple game with cells which can be in two states Free and

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I’m writing simple game with cells which can be in two states Free and Taken by player.

interface Cell {
    int posX();
    int posY();
}

abstract class BaseCell implements Cell {

    private int x;
    private int y;

    public int posX() {
        return x;
    }

    public int posY() {
        return y;
    }

    ...
}

class FreeCell extends BaseCell {
}

class TakenCell extends BaseCell {
    private Player owningPlayer

    public Player owner() {
        return owningPlayer;
    }

}

In each turn I need to inspect all cells to calculate next cell state with method as below

// method in class Cell
public Cell nextState(...) {...}

and collect (in Set) all cells that are not yet taken. The method above returns Cell because cell may change from Free to Taken or the opposite.
I’m doing something like below to collect them:

for (Cell cell : cells) {
    Cell next = cell.futureState(...);
    if(next instanceof FreeCell) {
        freeCells.add(currentCell);
    }
    ...
}

It’s ugly. How to do that to avoid such instanceof hacks? I’m not talking about another hack, but would like to find out proper OOP solution.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-14T10:54:11+00:00Added an answer on June 14, 2026 at 10:54 am

    Okay, here’s another approach you can take.

     public class Cell {
    
         private int x;
         private int y;
         private OccupationInfo occupationInfo;
    
         public int posX() {
             return x;
         }
    
         public int posY() {
            return y;
         }
    
         public OccupationInfo getOccupationInfo() {
            return occupationInfo;
         }
    
         public boolean isFree() {
            return occupationInfo == null;
         }
      }
    

    And then…

      public class OccupationInfo {
          private Player owningPlayer;
          // any other data you would've put in `TakenCell`
      }
    

    This may or may not be good for your exact purposes but it’s a clean and simple design.

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