The scenario
A turn-based RPG combat system where characters take actions based on speed, manage status effects, and queue actions for execution.
What is in this drawing
Read the decisions behind it.
01
Use abstract Character for player and enemy
02
Interface for combat actions with concrete implementations
03
Action queue managed by CombatManager with composition
04
Status effects as abstract class with aggregation on Character
When designing a turn-based combat engine for a game, or modeling game mechanics with actions and status effects.
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