The scenario
Designing a class structure for a real-time combat system in a role-playing game, focusing on skill cooldowns and resource (mana/rage) management.
What is in this drawing
Read the decisions behind it.
01
Use of abstract base class for shared combatant logic
02
Separation of Skill and CooldownTracker for cooldown management
03
Resource class to model different resource types per character class
When modeling RPG combat mechanics, ability systems with cooldowns, or resource-based character actions.
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