I'm stuck in this situation where:

  1. I have an abstract class called Ammo, with AmmoBox and Clip as children.
  2. I have an abstract class called Weapon, with Firearm and Melee as children.
  3. Firearm is abstract, with ClipWeapon and ShellWeapon as children.
  4. Inside Firearm, there's a void Reload(Ammo ammo);

The problem is that, a ClipWeapon could use both a Clip and an AmmoBox to reload:

public override void Reload(Ammo ammo)
{
    if (ammo is Clip)
    {
        SwapClips(ammo as Clip);
    }
    else if (ammo is AmmoBox)
    {
        var ammoBox = ammo as AmmoBox;
        // AddBullets returns how many bullets has left from its parameter
        ammoBox.Set(clip.AddBullets(ammoBox.nBullets));
    }
}

But a ShellWeapon, could only use an AmmoBox to reload. I could do this:

public override void Reload(Ammo ammo)
{
    if (ammo is AmmoBox)
    {
        // reload...
    }
}

But this is bad because, even though I'm checking to make sure it's of type AmmoBox, from the outside, it appears like a ShellWeapon could take a Clip as well, since a Clip is Ammo as well.

Or, I could remove Reload from Firearm, and put it both ClipWeapon and ShellWeapon with the specific params I need, but doing so I will lose the benefits of Polymorphism, which is not what I want to.

Wouldn't it be optimal, if I could override Reload inside ShellWeapon like this:

public override void Reload(AmmoBox ammoBox)
{
   // reload ... 
}

Of course I tried it, and it didn't wor

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