OO and game design questions

Dave Angel davea at ieee.org
Wed Oct 20 01:49:20 CEST 2010

  On 2:59 PM, Terry Reedy wrote:
> On 10/19/2010 1:46 PM, Ian Kelly wrote:
>> On Tue, Oct 19, 2010 at 5:37 AM, Dave Angel <davea at ieee.org
>> <mailto:davea at ieee.org>> wrote:
>> <snip>

>>     Simply replace room B with a "destroyed room" object.  That can be
>>     quite small, and you only need one, regardless of how many rooms are
>>     thus eliminated.
>> How does this avoid the problem of having to keep a list of doors that
>> lead to room B?  You can't just replace one object with another.  You
>> would have to replace every reference to B with a reference to the new
>> object.  This is no simpler than deleting the references or replacing
>> them with None.
> One should rather *change* (not replace) the room into a 'destroyed 
> room' or 'collapsed passage' or whatever, that cannot be entered. The 
> keeps the room around but allows it to be repaired, rebuilt, cleared, 
> or whatever.
Thanks, that is what I was trying to say.  In the same sense that 
emptying a list makes it quite small, if it's a general purpose object, 
you just want to remove all the attributes.


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