It does make some sense to ask a person "can you use this sword?"
Does it really? I mean, if we're talking about an actual person then sure, since a person can think about the problem and come up with a creative answer. But the object representing a person in a game? That would imply that the "person" object must know all about swords and the requirements for using each of them. How is that better than requiring the "sword" object to know about people and their capabilities?
Swords have attributes (e.g. weight). People have attributes (e.g. strength). Whether a particular person can wield a particular sword is not a question either a sword or a person can answer without introducing unnatural dependencies. It is a property of the environment in which the player and sword both exist, and IMHO is best modelled as some form of external "rule" object, or via a multiple-dispatch method (if your language supports that paradigm).
Does it really? I mean, if we're talking about an actual person then sure, since a person can think about the problem and come up with a creative answer. But the object representing a person in a game? That would imply that the "person" object must know all about swords and the requirements for using each of them. How is that better than requiring the "sword" object to know about people and their capabilities?
Swords have attributes (e.g. weight). People have attributes (e.g. strength). Whether a particular person can wield a particular sword is not a question either a sword or a person can answer without introducing unnatural dependencies. It is a property of the environment in which the player and sword both exist, and IMHO is best modelled as some form of external "rule" object, or via a multiple-dispatch method (if your language supports that paradigm).