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.
I don't know why you want to use classes here. I think you can leverage the power of pattern matching if you use records for holding data and keeping them minimal:
// Types
type Monster = {
Awake: bool
}
with override x.ToString() =
if x.Awake then "awake" else "asleep"
type Room = {
Locked: bool;
Monsters: Monster list
}
with override x.ToString() =
let state = if x.Locked then "locked" else "unlocked"
state + "\n" + (x.Monsters |> List.mapi (fun i m -> sprintf " Monster %d is %s" i (string m)) |> String.concat "\n")
type Level = {
Illumination : int;
Rooms : Room list
}
with override x.ToString() =
(string x.Illumination) + "\n" + (x.Rooms |> List.mapi (fun i r -> sprintf " Room %d is %s" i (string r)) |> String.concat "\n")
type Dungeon = {
Levels: Level list;
}
with override x.ToString() =
x.Levels |> List.mapi (fun i l -> sprintf "Level %d: Illumination %s" i (string l)) |> String.concat "\n"
To me, putting functions for manipulating Dungeon inside the class is unnatural. The code looks better if you put them in a module and make use of above declarations:
/// Utility functions
let updateMonster (m: Monster) a =
{m with Awake = a}
let updateRoom (r: Room) l monstersFunc =
{ Locked = l;
Monsters = r.Monsters |> monstersFunc}
let updateLevel (l: Level) il roomsFunc =
{Illumination = il; Rooms = l.Rooms |> roomsFunc}
let updateDungeon (d: Dungeon) levelsFunc =
{d with Levels = d.Levels |> levelsFunc}
/// Update functions
let mapMonstersOnLevel (d: Dungeon) nLevel =
let monstersFunc = List.map (fun m -> updateMonster m (not m.Awake))
let roomsFunc = List.map (fun r -> updateRoom r r.Locked monstersFunc)
let levelsFunc = List.mapi (fun i l -> if i = nLevel then updateLevel l l.Illumination roomsFunc else l)
updateDungeon d levelsFunc
let removeSleptMonsters (d: Dungeon) =
let monstersFunc = List.filter (fun m -> m.Awake)
let roomsFunc = List.map (fun r -> if r.Locked then updateRoom r false monstersFunc else r)
let levelsFunc = List.map (fun l -> if l.Illumination < 100 then updateLevel l l.Illumination roomsFunc else l)
updateDungeon d levelsFunc
Then you can see manipulating these nested data structures is much easier. However, above functions still have redundancy. You can refactor more if you use lenses which come very natural with records. Check out the insightful article by Mauricio Scheffer, which is really close to this formulation.