Good point, I didn't think about that for some reason. 
Yes I will give it a read, thanks for the link!

On Friday, July 19, 2013 6:19:03 PM UTC+2, Mikera wrote:
>
> 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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