Your idea seems to capture the spirit of the best suggestions in this thread well.
I was thinking a little more about it and came up with this::
use constant ATTACK_TYPES => [ { type => 'light', damage => 1, speed => 5, }, { type => 'fast', damage => 1, speed => 7, }, { type => 'heavy', damage => 2, speed => 4, }, ]; foreach my $attack ( @{ATTACK_TYPES()} ) { my $name = "new_$attack->{type}"; { no strict 'refs'; *{$name} = sub { return shift->new(%$attack) }; } }
Which seems too clever on the one hand, but on the other hand does a nice job of separating configuration data from code. The fact that it mostly eliminates the pitfalls of "Don't Repeat Yourself" is a bonus. But the real advantage is what can come next: The next logical step would be to store the attack types as a JSON file, and then process it like this:
use IO::All; use JSON 'decode_json'; use constant ATTACK_PARAMS => [ qw/ type damage speed / ]; my $attack_types = decode_json( io('attacks.json')->slurp ); foreach my $attack ( @$attack_types ) { exists $attack->{$_} or die "Malformed attack type: $_\n" for @{ATTACK_PARAMS()}; my $name = "new_$attack->{type}"; { no strict 'refs'; *{$name} = sub { return shift->new(@{$attack}{ATTACK_PARAMS()} +) }; } }
And now someone who doesn't care to learn a lot about programming could still manipulate the game's parameters without wasting your time.
Dave
In reply to Re^2: Convenient Constructors - a Moo question
by davido
in thread Convenient Constructors - a Moo question
by blindluke
| For: | Use: | ||
| & | & | ||
| < | < | ||
| > | > | ||
| [ | [ | ||
| ] | ] |