@Tiburon...
Yes, that is pedantic
Spell has a long history in *Band for this kind of thing (spell effects used to be called x-spell.c in the bad old days.) So I stick to "Spell" for some kind of non-standard "invoked" action.
Don't forget, there are other Effects, such as move, shoot, attack, open, disarm, bash, etc.
For this model, what we have now is Command. You might want to generalize it to Action, which basically is a map() call to a group of objects.
(The objects may area, or it may be a player, grid point, or monster alone.)
Actions:
* on behalf of an actor
* take a unit of time (decremented from the actor)
* have an (uniform) affect on a set of Objects, determined by some apply function.
Of course, this kind of thing is bog-standard FP and OO modeling. It's a very cool problem.
Best of luck!
Yes, that is pedantic
Spell has a long history in *Band for this kind of thing (spell effects used to be called x-spell.c in the bad old days.) So I stick to "Spell" for some kind of non-standard "invoked" action.
Don't forget, there are other Effects, such as move, shoot, attack, open, disarm, bash, etc.
For this model, what we have now is Command. You might want to generalize it to Action, which basically is a map() call to a group of objects.
(The objects may area, or it may be a player, grid point, or monster alone.)
Actions:
* on behalf of an actor
* take a unit of time (decremented from the actor)
* have an (uniform) affect on a set of Objects, determined by some apply function.
Of course, this kind of thing is bog-standard FP and OO modeling. It's a very cool problem.
Best of luck!
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