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Comments (6)

Simn avatar Simn commented on May 26, 2024

I'm not sure what exactly you're reporting here. The first example doesn't look unexpected because TResolvedBody is never unified with anything.

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ze0nni avatar ze0nni commented on May 26, 2024

I expect behavior like this

enum abstract GameType<TBody>(String) {
    final Unit: GameType<{ hp: Float }>;
    final Box: GameType<{ size: Float }>;
}

typedef GameObject<TBody> = {
  final type: GameType<TBody>;
  final body: TBody;
}

final objects: object: Array<GameObject<Unknown>> = [];

for (o in objects) {
    switch (o.type) {
       case Unit: o.body.hp -= 1;
       case Box: o.body.size -= 1;
    }
}

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kLabz avatar kLabz commented on May 26, 2024

You can achieve it with one more step:

class Test {
	static function main() {
		final objects:Array<GameObject<Any>> = [
			{type: Unit, body: {hp: 42}},
			{type: Box, body: {size: 4.2}}
		];

		inline function foo<T>(o:GameObject<T>) {
			switch (o.type) {
				case Unit:
					$type(o); // GameObject<{ hp : Float }>
				case Box:
					$type(o); // GameObject<{ size : Float }>
			}
		}

		for (o in objects)
			foo(o);
	}
}

enum abstract GameType<TBody>(String) {
	final Unit:GameType<{hp:Float}>;
	final Box:GameType<{size:Float}>;
}

typedef GameObject<TBody> = {
	final type:GameType<TBody>;
	final body:TBody;
}

https://try.haxe.org/#A80ca1Da

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ze0nni avatar ze0nni commented on May 26, 2024

Right. But why doesn't the same work for return-types?

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Simn avatar Simn commented on May 26, 2024

I don't know if we want to support this kind of typing for monomorphs in general. Type inference is already tricky enough as it is, and changing it to support a corner case like here doesn't have a good risk/reward ratio in my opinion.

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ze0nni avatar ze0nni commented on May 26, 2024

Sad to hear. I find it feature powerful when haxe-Enum cannot be used

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