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Element definition #9
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Although the idea of having a general concept of element is appealing, I feel it might be too generic.
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Oh, I forgot to mention something else. While it makes sense to evaluate all the effects of a reactive element when a proactive element enters it, I think it could make sense to have the concept of path. A path is represented by the collection of reactive elements that a proactive element has to pass in order to reach its destination (the target enemy of an attack, the destination location of a movement and so on). A path may be valid or invalid, according to the action and the reactive elements that belong to it. For example, a projectile attack is invalid if any of the reactive elements on the way blocks movement. Would this be better than to simply evaluate elements one by one and sequentially when an action is performed? This just came up to my mind and maybe it doesn't make much sense, but let me know what you think. |
We will assemble and represent elements on the arena (#3). Those elements can be puppets (#1), controlled by the API or by players. But there's also the environment: walls, floor, etc. This env elements may also have some logic, and we need a way to contemplate it.
Some use cases:
(coord x y)
can have several elements, maybe placed on the Z level; however it would be nice to obtain the list of elements on ax,y
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