Comments (4)
Move all aux types and hook types into spacegame.core.
from spacegame.
Centralize adding and removing of objects from the game environment into spacegame.core.handler. In fact, anything that directly modifies the environment should probably go in core and simply be called by modules.
from spacegame.
Need to clean up integration tests -- parameter validation should be handled by a helper function.
Consider splitting modules into modules and commands -- commands would contain the actual command definitions while modules would contain all the logic. Alternatively, put the logic in core. Point being -- separate the API from the implementation (woah there Java!)
from spacegame.
Moving this out of 0.3.0 because it's a large, unfocused task. Going to refactor as I work on new/existing features.
from spacegame.
Related Issues (20)
- Integration tests should use a sophisticated client.
- is_pilotable flag is not saved or loaded with Entity data
- Add Links to the Universe.
- Add coordinate, mass, radius, and warp radius to Celestials.
- Load static entities from disk. HOT 1
- Active warp scan command must only work if an active warp scanner is fitted on the Mobile.
- Entities should land outside Celestial warp radius after warp. HOT 1
- Add jump.scan command to show all available jump destinations.
- Change jump command to only allow players to jump to linked systems.
- Add entry/exit notifications for warp and jump.
- Add position/velocity notifications for entities.
- Pass init dependencies into init functions.
- Refactor modules to use service/endpoint design.
- Factor messaging into a repository-like object
- Factor endpoints into functions with identical signatures
- Stop using auxiliary data.
- Pass dependencies into start functions.
- Refactor universe to have an API more similar to a DB model.
- Service/endpoint/command unit tests.
- Refactor to use a pub-sub system for notification messages. HOT 1
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from spacegame.