#
# Allows for fast support of a large number of entities with rare actions,
# such as a forest with many individual trees.
#
# Allows for fast support of a large number of entities with rare actions,
# such as a forest with many individual trees.
# Execute `turn` for this instance.
fun do_turn(turn: GameTurn[G]) is abstract
end
# Something acting on the game from time to time
# Execute `turn` for this instance.
fun do_turn(turn: GameTurn[G]) is abstract
end
# Something acting on the game from time to time
# Add the Bucketable event `e` at `at_tick`.
fun add_at(e: Bucketable[G], at_tick: Int)
# Add the Bucketable event `e` at `at_tick`.
fun add_at(e: Bucketable[G], at_tick: Int)
- # List of game events occured for `self`.
- var events: List[GameEvent] = new List[GameEvent] is protected writable
+ # Game events occurred for `self`.
+ var events = new Array[GameEvent] is protected writable