Magic stuff.
Magic stuff.
the historical ResolvedProjectile
information
an explicit damage resolution overriding the one in the ResolvedProjectile
object
a function literal that encapsulates delayed modification instructions for certain objects
Magic stuff.
Magic stuff.
the historical ResolvedProjectile
information
a function literal that encapsulates delayed modification instructions for certain objects
The functionality that is necessary for interaction of a vital game object with the rest of the game world.
A vital object can be hurt or damaged or healed or repaired (HDHR). The actual implementation of how that works is left to the specific object and its interfaces, however. The more involved values that are applied to the vital object are calculated by a series of functions that contribute different values, e.g., the value for being damaged. "Being damaged" is also not the same for all valid targets: some targets don't utilize the same kinds of values in the same way as another, and some targets utilize a different assortment of values than either of the first two examples. The damage model is a common interface for producing those values and reconciling those values with a valid target object without much fuss.
By default, nothing should do anything of substance.
Vitality