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Class hierarchy concept for game objects
At some point we'll want to turn game objects like tiles and cities into proper classes with encapsulation and the like. We'll want a class hierarchy for each object, at a minimum to implement the client- and server-only parts. Here I argue that we want more.
A never-ending story on the server is info leakage, mostly because of how hard it is to check player vision for everything. I think this can be solved in an elegant way with an appropriate class hierarchy.
Here is a working draft for cities:
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abstract_city
: abstract, only stores information that's always visible when the city itself is visible.-
city
: concrete city storage-
client_city
: client-specific things -
server_city
: server-specific things
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vision_city
: city as seen by a player, potentially outdated
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Reusable code such as the effect system should always use abstract_city
so a vision_city
can be passed when info leak should be avoided and a server_city
when evaluating effects in an omniscient context. To support this coal, creating a vision_city
should be easy and cheap.