I want to update a nested, immutable data structure (I attached a small example of a hypothetical game.) And I wonder whether this can be done a little more elegantly.
Every time something inside the dungeon changes we need a new dungeon. So, I gave it a general update member. The best way to use this, that I could come up with for the general case, is to specify the processing functions for each nesting and than pass the combined function to the update member.
Then, for really common cases (like applying a map to all the monsters on a specific level), I provide extra members (Dungeon.MapMonstersOnLevel
).
The whole thing works, I would just like to know, if anyone can think of better ways of doing it.
Thanks!
// types
type Monster(awake : bool) =
member this.Awake = awake
type Room(locked : bool, monsters : Monster list) =
member this.Locked = locked
member this.Monsters = monsters
type Level(illumination : int, rooms : Room list) =
member this.Illumination = illumination
member this.Rooms = rooms
type Dungeon(levels : Level list) =
member this.Levels = levels
member this.Update levelFunc =
new Dungeon(this.Levels |> levelFunc)
member this.MapMonstersOnLevel (f : Monster -> Monster) nLevel =
let monsterFunc = List.map f
let roomFunc = List.map (fun (room : Room) -> new Room(room.Locked, room.Monsters |> monsterFunc))
let levelFunc = List.mapi (fun i (level : Level) -> if i = nLevel then new Level(level.Illumination, level.Rooms |> roomFunc) else level)
new Dungeon(this.Levels |> levelFunc)
member this.Print() =
this.Levels
|> List.iteri (fun i e ->
printfn "Level %d: Illumination %d" i e.Illumination
e.Rooms |> List.iteri (fun i e ->
let state = if e.Locked then "locked" else "unlocked"
printfn " Room %d is %s" i state
e.Monsters |> List.iteri (fun i e ->
let state = if e.Awake then "awake" else "asleep"
printfn " Monster %d is %s" i state)))
// generate test dungeon
let m1 = new Monster(true)
let m2 = new Monster(false)
let m3 = new Monster(true)
let m4 = new Monster(false)
let m5 = new Monster(true)
let m6 = new Monster(false)
let m7 = new Monster(true)
let m8 = new Monster(false)
let r1 = new Room(true, [ m1; m2 ])
let r2 = new Room(false, [ m3; m4 ])
let r3 = new Room(true, [ m5; m6 ])
let r4 = new Room(false, [ m7; m8 ])
let l1 = new Level(100, [ r1; r2 ])
let l2 = new Level(50, [ r3; r4 ])
let dungeon = new Dungeon([ l1; l2 ])
dungeon.Print()
// toggle wake status of all monsters
let dungeon1 = dungeon.MapMonstersOnLevel (fun m -> new Monster(not m.Awake)) 0
dungeon1.Print()
// remove monsters that are asleep which are in locked rooms on levels where illumination < 100 and unlock those rooms
let monsterFunc2 = List.filter (fun (monster : Monster) -> monster.Awake)
let roomFunc2 = List.map(fun (room : Room) -> if room.Locked then new Room(false, room.Monsters |> monsterFunc2) else room)
let levelFunc2 = List.map(fun (level : Level) -> if level.Illumination < 100 then new Level(level.Illumination, level.Rooms |> roomFunc2) else level)
let dungeon2 = dungeon.Update levelFunc2
dungeon2.Print()