If you want to do in in "pure functional style" then I would suggest a 
single atom / ref that contains the whole game state (including monsters, 
players, map, items etc.)

That's the approach I've taken in the two Clojure games I've written so 
far, and it has worked pretty well. You might be interested in the blog 
posts I wrote about Alchemy, a 7 day Roguelike game in Clojure. There's a 
series of these starting with this: 
http://clojurefun.wordpress.com/2013/03/12/alchemy-day-1-a-room-with-a-view/

On Friday, 19 July 2013 16:55:20 UTC+1, vis wrote:
>
> Hey guys,
>
> I am playing around with a gameserver in clojure, here is the situation:
> - I have a *ref of a hashmap that holds refs of players*
> - I have a *ref of a hashmap that holds refs of monsters*
> I used "refs of players" and "refs of monsters" because at some point I 
> might have to transfer things from a player to a monster (like items). 
> Since this would be a transaction, refs should be the right choice.
>
> But now I also need some kind of AI loop for each monster. So my question 
> is, what would be the "clojure way" to do this?
> - use* *a* ref of a hashmap that holds agents of monsters *so I can just 
> use send-off for each monster?
> - use a *ref of a hashmap that holds refs of monsters* that each have a 
> agent property that I can send things to?
> - or simply use a java.thread for each one?
> - or am I completely missing something?
>
> Thanks in advance,
> vis
>

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