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trait Creature[BaseType] { this: BaseType with Creature[BaseType] =>
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Our Creature, be it Rabbit, Monster, or something else, is going to fight with another Creature. We want to use Scala s type system to define what our type is, Us, and what another Creature s type is, Them, even though every participant in our battles is going to be a subclass of Creature. This allows us a lot of flexibility in terms of defining who can use one of our weapons, Us, and who we are fighting against, Them. We use Scala s dependent types to define the types Us and Them and use those types in a fair number of places. We import the Creature object to get the declaration Type Them = Creature[_], which makes a lot of the method declarations a lot shorter and make more sense.16
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import Creature._
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We also defined the Us type. This means that Creature implementations are type-safe such that a Dragon cannot sneak into a Rabbit s method, which takes an Us parameter. It allows the compiler to enforce weapon usage as well.
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type Us = BaseType with Creature[BaseType]
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We define the methods that every creature must implement:
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def def def def life: Int strength: Int charisma: Int weapon: Int
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And finally, the setLife method that creates a new instance of the specific Creature with its life updated. Each Creature is immutable, so we must create a new instance rather than mutating the Creature in place.
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def setLife(life: Int): Us
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We define the random number generator:
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protected def rand(max: Int) = Random.nextInt(max)
16. I originally defined Type Them = Creature[_] in the Creature trait, but the result was that the compiler found more than one path to certain implicit conversions.
CHAPTER 7 TRAITS AND TYPES AND GNARLY STUFF FOR ARCHITECTS
Is the creature dead Scala allows you to have symbols as well as letters and numbers in method names, but in order to mix symbols and letters and numbers, you have to separate the symbols with the underscore.
def dead_ = life == 0
An instance of Weapon defines a turn or a whole battle tilDeath between Us and Them. The Weapon takes a function, turn, that transforms instances of Us and Them based on particular rules. For example, our Rabbit has three bombs that he can throw. Each time the Rabbit throws a bomb, we have to update the Rabbit to have fewer bombs. This is the transformation rule for the bomb. We define the transformation rule, and the Weapon instance applies the transformation rule to an instance of our enemy, Them, once or until one of the participants is dead.
protected case class Weapon(turn: (Us, Them) => (Us, Them)) {
Normally, battles are single turns. This gives you the ability to repeat the battle until one of the participants is dead. There s an alternate constructor that modifies the _tilDeath flag.
private var _tilDeath = false private def this(f: (Us, Them) => (Us, Them), s: Boolean) = { this(f) _tilDeath = s }
If we want to battle tilDeath, we call this method, which will return a new Weapon instance with the _tilDeath flag set.
def tilDeath = new Weapon(turn, true)
The apply method is the heart of the class. The public apply method takes a Them parameter and calls the private apply method with the instance of the Creature that created the Weapon and Them. The private method (callable from anything in the Creature scope) takes instances of Us and Them and pits them together in doBattle. If either of the participants dies, it prints a message. Finally, it returns a (Us, Them) with Rebattle, which is the (Us, Them) Tuple contains a Rebattle trait. Rebattle allows you to chain (apply) another Weapon instance type safely such that the result is another (Us, Them) with Rebattle. This means our Rabbit can throw a bomb in the first turn and then use a sword in the next. However, our Rabbit cannot use the Dragon s tail as a weapon.
def apply(t: Them): (Us, Them) with Rebattle = apply(Creature.this, t) private[Creature] def apply(seed: Us, t: Them) = { val ret = doBattle(seed, t) ret match {
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