Re: Is there a good way to handle multiple enemies who can effect each oth

hello, I am not familiar with Rust, but have done a fair amount of functional programming over the last year and a half. is not being able to have multiple mutable references to a container really a problem? that seems like a problem is trying to be solved using OOp thinking in an environment where OOP doesn't apply.

How about creating a message everytime something needs to happen like an enemy should be healed or harmed or whatever, store those messages in a queue, and handle those messages in the scope where the mutable reference to the game state is? not sure if this is directly related to the queue of closures, but if you cant store closures in a queue, why not defunctionalize and have a union type that represents the different closures that could be needed and store those simple data values in the queue instead. then you would have a evaluation function that matches on the variants of the union type and effectively translates it to the closure  you would have had if before defunctionalizing.

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