NAME
Games::RolePlay::MapGen::MapQueue::Object - adds special string interpolation support
SYNOPSIS
my $ob = new Games::RolePlay::MapGen::MapQueue::Object("test");
$ob->attr(var => 'var2');
$ob->quantity(7);
$ob->nonunique;
DESCRIPTION
This is a convenience object for programs where you wish to drop strings on a map that seem to have various attributes and properties that they wouldn't otherwise have.
The MapQueue can place blessed refs, strings, numbers or whatever; it uses string interpolation to "tag" the things you drop on the map. This module produces tags that make sense for the mapqueue and text descriptions that make sense to humans.
The tag is the key used in the mapqueue both to locate the object on the map and to prevent having the same object on the map in more than one place.
It's intended to be used with strings; but will also work with any data type you pass in to the new()
initializer.
DEFAULT
By default, you're making a unique object, quantity 1, with no attributes.
my $ob = new Games::RolePlay::MapGen::MapQueue::Object("Test");
print "yeah, undef\n" if not defined $ob->attr('var');
print "quantity: ", $ob->quantity, "\n"; # 1
print "tag: $ob\n";
print "desc: ", $ob->desc, "\n";
The tag will be "test" and the description will be "Test". In other words, the MapQueue::Object creates case-insensitive tags during string interpolation.
UNIQUE/NONUNIQUE
The MapQueue will raise errors if you try to put two Joe the fighter objects on the map. That makes sense. Joe is unique. But for a pile of arrows, it makes less sense.
my $joe = new Games::RolePlay::MapGen::MapQueue::Object("Joe");
# joe is unique, if we try to put him more than one place,
# the mapqueue will raise errors
my $arrow = new Games::RolePlay::MapGen::MapQueue::Object("arrow");
$arrow->nonunique;
For nonunique items, the item id that trails the name in the tag (and description) is a monotonically increasing integer. You can set the id for an object (which will increment the id counter if it's higher than the current counter) by using this method:
$arrow->set_item_number(30);
This arrow will now be "arrow #30" and the next non-unique object named "arrow" will be #31.
Optionally, you can pass a number to nonunique()
. This will call set_item_number()
for you and it will do it before nonunique()
increments the item id counter.
QUANTITY
Suppose you have a pile of 30 arrows. It makes little sense to drop 30 arrow objects on the tile. This will affect the description of the object, but not the tag.
$arrow->quantity(30);
print "$ob: ", $ob->desc, "\n";
Assuming this is the first pile of arrows, the tag will be "arrow #1" and the desc will be "arrow (30) #1";
When the $arrow
is evaluated in numeric context, it will return the quantity.
print "qty: ", $ob->quantity, " = ", ($arrow+0), "\n";
When the $arrow
is mutated with +=
or -=
, it will update the quantity.
$arrow += 5; # works
print "35: ", $arrow->quantity, "\n";
WARNING: ... other mutators will not work correctly. They will flatten your object reference to a number.
ATTR
Sometimes it's convenient to keep track of slots or field names in the object itself. For example, suppose you have eight fields in a database, item1, item2, ... You can use this to set the field name the item is currently slotted in.
$ob->attr(field_name => "field1");
$ob->attr(something => "hrm, test");
print "field_name: ", $ob->attr('field_name'), "\n";
print "something: ", $ob->attr('something'), "\n";
There are problem other uses for attr()
. Then main thing to realize is that it is otherwise unused metadata.
SEE ALSO
Games::RolePlay::MapGen::MapQueue