Excellent. Yeah, I was thinking I was probably going to too much trouble to get the "nil" value. And the (derive) solution is very nice.
Thanks very much! On Monday, April 2, 2018 at 11:30:53 AM UTC-7, Mikhail Gusarov wrote: > > Hello Will. > > You can simplify it further: > > 1. Define a multimethod always dispatching by room id. > 2. Create a :default implementation. It will be called for non-fancy rooms. > 3. Create an implementation for :fancy-room. It will be preferred over > :default for it. > > If you ever have a group of rooms with a similar fancy description, use a > hierarchy > > (derive :fancy-room1 :fancy-group) > (derive :fancy-room2 :fancy-group) > > and create an implementation for :fancy-group. > > Regards, Mikhail. > > On Mon, 2 Apr 2018, at 19:39, Will Duquette wrote: > > Spent the weekend pondering all of this, and here's the way I think I want > to do it. > > 1. The world-state is stored in an atom, and updated much as Gary Johnson > suggests. > > 2. I define a multi-method, (describe-room [room world-state]), that is > responsible for computing the current description of the room: what it > looks like, what items are in it, whatever the player can currently see or > has just noticed. > > 3. The multi-method's dispatch function looks for the :description. > > 3a. If it's a string, the dispatch function returns nil; and I get the > default implementation: it describes the room in the simplest possible way. > > 3b. If the :description is undefined or nil, the dispatch function returns > the room's id, e.g., :fancy-room. The :fancy-room definition includes an > implementation of the multi-method that's specific to the :fancy-room. I > wouldn't expect to use this approach all that often, but it should be > flexible enough to do anything that comes up. > > 3c. If I find that I have a number of standard flavors for how to describe > a room, I can define the dispatch function accordingly and add additional > implementations. > > There are other ways to skin this cat; but this one seems to give me > maximum simplicity for the normal case, maximum flexibility for special > cases, and it lets me keep all of the logic related to a single room in one > place in the code. > > Comments? > > On Thursday, March 29, 2018 at 3:45:02 PM UTC-7, Will Duquette wrote: > > I'm an experienced programmer, but a Clojure newbie; as a beginner > project, I'm looking into how one would idiomatically write a text > adventure of sorts in Clojure. I'm less interested in producing a playable > game than I am in learning how to do such a thing in a proper functional > style. > > Suppose in this game I have a room whose description changes based on a > global flag. For example, there's something in the Fancy Room that you > won't notice until you've reached the major plot point. > > The world map is (for the sake of argument) a hash-map whose keys are the > room IDs and whose values are room records, where each record is a hash-map. > > (def world {:fancy-room {:name "Fancy Room" :description "This is a fancy > room." ...}}) > > I'm aware that I could use a (defstruct) or (defrecord); I'm keeping it > simple for now. Then, the flags are saved in a ref; the intent is that > mutable set is segregated, so that it can more easily be written to a save > file. > > ;; Global set of flags > (def flags (ref #{}) > > (defn flag-set [flag] > (dosync (alter flags conj flag)) > > ;; When the major plot point is reached > (flag-set :major-plot-point-reached) > > Normally, to describe a room you just return its :description. > > (defn describe [room] (:description (world get room))) > > But for the :fancy-room, the returned description depends on the global > flag, and it will be specific to :fancy-room. I could add this logic > directly to the (describe) function's body, but that would be ugly. What > I'd like to do is attach a lambda to the :fancy-room in some way. The > (describe) function looks for a :describer, and if it's there it calls it; > and if not it just returns the :description: > > (defn describe [entity] > (if (:describer entity) > ((:describer entity) entity) > (:description entity))) > > *Question 1*: this works, but it looks ugly to me; I figure there's a > better, more idiomatic way to do this kind of thing that's probably obvious > to anyone with any real experience. Multimethods, maybe? Define a Room > protocol, then let most rooms be NormalRoom records, but let :fancy-room be > a FancyRoom record? > > *Question 2*: Whatever code actually computes the description, it will > need access to the :major-plot-point-reached flag. What's the cleanest way > to give the description code access to the flags ref? It could simply > access "@flags" directly: > > (if (:major-plot-point-reached @flags) > "This is a fancy room. Hey, that light sconce looks movable!" > "This is a fancy room.") > > But that doesn't seem properly functional. Would it be better to pass the > game state into each method? > > (defn describe [entity state] > (if (:describer entity) > ((:describer entity) entity state) > (:description entity))) > > Any ideas? > > > -- > You received this message because you are subscribed to the Google > Groups "Clojure" group. > To post to this group, send email to clo...@googlegroups.com <javascript:> > Note that posts from new members are moderated - please be patient with > your first post. > To unsubscribe from this group, send email to > clojure+u...@googlegroups.com <javascript:> > For more options, visit this group at > http://groups.google.com/group/clojure?hl=en > --- > You received this message because you are subscribed to the Google Groups > "Clojure" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to clojure+u...@googlegroups.com <javascript:>. > For more options, visit https://groups.google.com/d/optout. > > > -- You received this message because you are subscribed to the Google Groups "Clojure" group. 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