For the past few days, I've been at a road block with regards to the best way to approach the issue of first class functions (assigning a callable to some variable), and the best practices in terms of efficiency.
Let's say I am programming a Yugioh card game, and I want each individual card of type card to have at least these attributes:
type card struct {
name string
text string
}
I have been struggling with the idea on where (and how) to program each card's individual functionality. I am currently convinced that the best place for the first-class function is in type card struct
and create the new attribute as a "callable" like I would in Python (Go playground link).
package main
import "fmt"
type card struct {
name string
text string
f interface{}
}
type monsterCard struct {
card
attack int
defense int
}
type buff func(target *monsterCard) // Could be defined in a second file
type swap func(target *monsterCard, value int) // ditto
var increaseAttack buff = func(target *monsterCard) { // ditto
target.attack += 100
}
var swichStats swap = func(target *monsterCard, value int) { // ditto
attack := target.attack
target.attack = value
target.defense = attack
}
func main() {
m1 := monsterCard{
card: card{
name: "Celtic Guardian",
f: increaseAttack,
},
attack: 1400,
defense: 1200,
}
m2 := monsterCard{
card: card{
name: "Dark Magician",
f: swichStats,
},
attack: 2500,
defense: 2100,
}
var monsters = [2]monsterCard{m1, m2}
for _, m := range monsters {
fmt.Println(m)
switch m.f.(type) {
case buff:
m.f.(buff)(&m)
case swap:
m.f.(swap)(&m, m.defense)
default:
fmt.Printf("%T", m.f)
}
fmt.Println(m)
}
}
I'm not very good with regards to efficient code, and I completely understand I might be optimizing early here; however, I will need to program hundreds of these cards, and if having these callables exist in global scope with a heavy reliance on type assertion make the program slow, then I'll be in trouble reorganizing the code.
Are there any glaring issues that you can see with my methodology? Am I going about first-class functions correctly, or is there some kind of glaring performance issues I can't see? Any and all help will be greatly appreciated!
You can use plain functions, and closures where needed:
type card struct {
name string
text string
fn func(*monsterCard)
}
type monsterCard struct {
card
attack int
defense int
}
func (mc *monsterCard) call() {
mc.fn(mc)
}
func increaseAttack(mc *monsterCard) {
mc.attack += 100
}
func switchStats(mc *monsterCard) {
mc.attack, mc.defense = mc.defense, mc.attack
}
func updateTextAndAttack(text string, attack int) func(mc *monsterCard) {
return func(mc *monsterCard) {
mc.text, mc.attack = text, attack
}
}
https://play.golang.com/p/v_RbObnu7sN
You can also use plain methods, and closures where needed:
type card struct {
name string
text string
}
type monsterCard struct {
card
attack int
defense int
}
func (mc *monsterCard) increaseAttack() {
mc.attack += 100
}
func (mc *monsterCard) switchStats() {
mc.attack, mc.defense = mc.defense, mc.attack
}
func (mc *monsterCard) updateTextAndAttack(text string, attack int) func() {
return func() {
mc.text, mc.attack = text, attack
}
}