function withFlammable() { // composable unit of reuse (mixin/trait/talent).
var
defineProperty = Object.defineProperty,
isInFlames = false;
defineProperty(this, 'isFlammable', {
value: true,
enumerable: true
});
defineProperty(this, 'isInFlames', {
get: function () {
return isInFlames;
},
enumerable: true
});
defineProperty(this, 'catchFire', {
value: function catchFire () {
return (isInFlames = true);
},
enumerable: true
});
defineProperty(this, 'extinguish', {
value: function extinguish () {
return (isInFlames = false);
},
enumerable: true
});
}
function withOneHanded() { // composable unit of reuse (mixin/trait/talent).
var
defineProperty = Object.defineProperty,
isInLeftHand = false,
isInRightHand = false;
function isLeftHanded() {
return (isInLeftHand && !isInRightHand);
}
function isRightHanded() {
return (isInRightHand && !isInLeftHand);
}
function isInHand() {
return (isInLeftHand || isInRightHand);
}
function putFromHand() {
return isInHand() ? (isInLeftHand = isInRightHand = false) : (void 0);
}
function takeInLeftHand() {
return !isInLeftHand ? ((isInRightHand = false) || (isInLeftHand = true)) : (void 0);
}
function takeInRightHand() {
return !isInRightHand ? ((isInLeftHand = false) || (isInRightHand = true)) : (void 0);
}
function takeInHand() {
return !isInHand() ? takeInRightHand() : (void 0);
}
function switchHand() {
return (
(isInLeftHand && ((isInLeftHand = false) || (isInRightHand = true)))
|| (isInRightHand && ((isInRightHand = false) || (isInLeftHand = true)))
);
}
defineProperty(this, 'isOneHanded', {
value: true,
enumerable: true
});
defineProperty(this, 'isLeftHanded', {
get: isLeftHanded,
enumerable: true
});
defineProperty(this, 'isRightHanded', {
get: isRightHanded,
enumerable: true
});
defineProperty(this, 'isInHand', {
get: isInHand,
enumerable: true
});
defineProperty(this, 'putFromHand', {
value: putFromHand,
enumerable: true,
writable: true
});
defineProperty(this, 'takeInLeftHand', {
value: takeInLeftHand,
enumerable: true,
writable: true
});
defineProperty(this, 'takeInRightHand', {
value: takeInRightHand,
enumerable: true,
writable: true
});
defineProperty(this, 'takeInHand', {
value: takeInHand,
enumerable: true,
writable: true
});
defineProperty(this, 'switchHand', {
value: switchHand,
enumerable: true
});
}
function withStateCoercion() { // composable unit of reuse (mixin/trait/talent).
var
defineProperty = Object.defineProperty;
defineProperty(this, 'toString', {
value: function toString () {
return JSON.stringify(this);
},
enumerable: true
});
defineProperty(this, 'valueOf', {
value: function valueOf () {
return JSON.parse(this.toString());
},
enumerable: true
});
}
class Weapon { // base type.
constructor() {
var
isActivatedState = false;
function isActivated() {
return isActivatedState;
}
function deactivate() {
return isActivatedState ? (isActivatedState = false) : (void 0);
}
function activate() {
return !isActivatedState ? (isActivatedState = true) : (void 0);
}
var
defineProperty = Object.defineProperty;
defineProperty(this, 'isActivated', {
get: isActivated,
enumerable: true
});
defineProperty(this, 'deactivate', {
value: deactivate,
enumerable: true,
writable: true
});
defineProperty(this, 'activate', {
value: activate,
enumerable: true,
writable: true
});
}
}
class WoodenShortSword extends Weapon { // ... the
constructor() { // inheritance
// part
super(); // ...
withOneHanded.call(this); // ... the
withFlammable.call(this); // composition
// base
withStateCoercion.call(this); // ...
var // ... the method modification block ...
procedWithUnmodifiedDeactivate = this.deactivate,
procedWithUnmodifiedActivate = this.activate,
procedWithUnmodifiedPutFromHand = this.putFromHand,
procedWithUnmodifiedTakeInHand = this.takeInHand,
procedWithUnmodifiedTakeInLeftHand = this.takeInLeftHand,
procedWithUnmodifiedTakeInRightHand = this.takeInRightHand;
this.deactivate = function deactivate () { // "after returning" method modification.
var
returnValue = procedWithUnmodifiedDeactivate();
if (returnValue === false) {
procedWithUnmodifiedPutFromHand();
}
return returnValue;
};
this.activate = function activate () { // "after returning" method modification.
var
returnValue = procedWithUnmodifiedActivate();
if (returnValue === true) {
procedWithUnmodifiedTakeInHand();
}
return returnValue;
};
this.putFromHand = function putFromHand () { // "after returning" method modification.
var
returnValue = procedWithUnmodifiedPutFromHand();
if (returnValue === false) {
procedWithUnmodifiedDeactivate();
}
return returnValue;
};
this.takeInHand = function takeInHand () { // "after returning" method modification.
var
returnValue = procedWithUnmodifiedTakeInHand();
if (returnValue === true) {
procedWithUnmodifiedActivate();
}
return returnValue;
};
this.takeInLeftHand = function takeInLeftHand () { // "before" method modification.
if (!this.isInHand) {
procedWithUnmodifiedActivate();
}
return procedWithUnmodifiedTakeInLeftHand();
};
this.takeInRightHand = function takeInRightHand () { // "before" method modification.
if (!this.isInHand) {
procedWithUnmodifiedActivate();
}
return procedWithUnmodifiedTakeInRightHand();
};
}
}
var
sword = new WoodenShortSword;
console.log('sword : ', sword);
console.log('(sword + "") : ', (sword + ""));
console.log('sword.valueOf() : ', sword.valueOf());
console.log('\n');
console.log('sword.isFlammable : ', sword.isFlammable);
console.log('sword.isInFlames : ', sword.isInFlames);
console.log('\n');
console.log('sword.isOneHanded : ', sword.isOneHanded);
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.deactivate : ', sword.deactivate);
console.log('sword.activate : ', sword.activate);
console.log('\n');
console.log('sword.deactivate() : ', sword.deactivate());
console.log('sword.activate() : ', sword.activate());
console.log('sword.activate() : ', sword.activate());
console.log('\n');
console.log('sword.isFlammable : ', sword.isFlammable);
console.log('sword.isInFlames : ', sword.isInFlames);
console.log('\n');
console.log('sword.isOneHanded : ', sword.isOneHanded);
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.switchHand() : ', sword.switchHand());
console.log('\n');
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.takeInRightHand() : ', sword.takeInRightHand());
console.log('\n');
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.putFromHand() : ', sword.putFromHand());
console.log('\n');
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.takeInLeftHand() : ', sword.takeInLeftHand());
console.log('\n');
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.deactivate() : ', sword.deactivate());
console.log('\n');
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.activate() : ', sword.activate());
console.log('\n');
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.switchHand() : ', sword.switchHand());
console.log('\n');
console.log('sword.isFlammable : ', sword.isFlammable);
console.log('sword.isInFlames : ', sword.isInFlames);
console.log('\n');
console.log('sword.isLeftHanded : ', sword.isLeftHanded);
console.log('sword.isRightHanded : ', sword.isRightHanded);
console.log('sword.isInHand : ', sword.isInHand);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.catchFire() : ', sword.catchFire());
console.log('\n');
console.log('sword.isFlammable : ', sword.isFlammable);
console.log('sword.isInFlames : ', sword.isInFlames);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.extinguish() : ', sword.extinguish());
console.log('\n');
console.log('sword.isFlammable : ', sword.isFlammable);
console.log('sword.isInFlames : ', sword.isInFlames);
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
console.log('sword.putFromHand() : ', sword.putFromHand());
console.log('\n');
console.log('sword.isActivated : ', sword.isActivated);
console.log('\n');
.as-console-wrapper { max-height: 100%!important; top: 0; }