I’m wondering with my game project how best to handle types. I’m basically fetching all the rows in a particular table and creating a struct to represent that data. I then have like 5 or 6 sequential steps I’m trying to go through where I need to modify those initial values from the db.
My first thought was to have a base type called ‘BaseArmy’, then I needed to add new temporary properties that are not in the db and not represented in the original struct, so I decided to create a new struct ‘Army’. The problem is I keep running into errors when passing converting from BaseArmy to Army. I tried writing a From impl, but it wasn’t working (and I’m not even sure if it’s the approach I should be taking).
So should I:
- Have multiple different types to handle these kinds of cases
- Have just one type somehow where I add properties to it? If so, how? I recently tried using Options for the fields that are not initially available, and that seems to be working but it feels weird.
Yeah, you can’t pass one type when the function expects another type. You have either use generics and trait bounds or provide the exact type that a function expects…