use Moops; class Attack { has name => (is => 'ro', isa => Str); has damage => (is => 'ro', isa => Int); method light ($class: ) { state $me = $class->new( name => 'light attack', damage => 1 ); return $me; } method heavy ($class: ) { state $me = $class->new( name => 'heavy attack', damage => 3 ); return $me; } } role Enemy { requires "get_attack"; has wounds => (is => 'ro'); method is_weak () { $self->wounds > 5 } } class Rat with Enemy { method get_attack (Object $target) { return Attack->light; } } class Cat with Enemy { has lives => (is => 'rw', isa => Int, default => 9); method get_attack (Object $target) { return Attack->heavy; } around is_weak () { return false if $self->lives > 2; return $self->$next(@_); } } class Monkey with Enemy { method get_attack (Object $target) { $target->is_weak || $self->is_weak ? Attack->light : Attack->heavy; } } class Ninja with Enemy { method get_attack (Object $target) { return Attack->new(name => 'ninja attack', damage => int rand(5)); } } class Priest with Enemy { method get_attack (Object $target) { $target->is_sinful ? Attack->heavy : Attack->light; } }