I have 300+ classes. They are related in some ways.
For simplicity, all relation are 1:1.
Here is a sample diagram.
(In real case, there are aroun
There must be some game-related logic behind your relations. Sometimes relations can be uni-directional, sometimes one-to-many etc. How to implement them highly depends on the logic and architecture.
1) typical is-a relation, e.g. your egg -> food case. Sounds like it's a simple inheritance, when Egg class should be derived from Food class
2) aggregation, e.g. hen -> egg case. Here you know that each hen can have (produce?) one or more eggs, this is part of your game logic and this info deserves to be hardcoded, for convenience, readability and performance: e.g. hen.eggs.count(). In this case you know what (almost concrete) type is expected, so declaration looks like
class Hen:
List eggs;
I'm not sure decoupling here is beneficial as to use eggs you do need to know about Egg class.
3) abstract components. On the abstract level of a game engine, when you don't have any specific game logic (or don't want to use it). E.g. Unity3D Components, or Unreal Engine Actors. Their main purpose is to help you to organise your stuff in an hierarchy, so you can clone part of your game world (e.g. compound building consisting of many parts), move it, reorganise etc. You have a base class for these components and you can enumerate a component children or query a particular child by its name or some ID. This method is abstract and helps to decouple game engine logic from a particular game logic. It doesn't mean it's applicable only for re-usable game engines. Even games that were built from scratch not using a 3rd-party game engines usually have some "game engine" logic. Usually such component model involves some overhead, e.g. cage.get_all_components("hen").count() - much more typing, less readable and there're some runtime overhead to enumerate only hens and count them.
class Component:
List children;
As you can see here you don't have any dependencies between classes that derive from Component. So ideally dealing with children you don't need to know their concrete type and abstract Component is enough to do generic things like to specify a place in your game world, delete or re-parent it. Though on practice it's common to cast it to a concrete type, so decoupling here is just to separate game engine logic from game logic.
It's OK to combine all three methods.