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Add locations #518
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Add locations #518
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This allows transition_day to correctly determine the vigilante's location and for us to still be able to suppress protections. Formerly, the add_dying() would circumvent much of transition_day's logic because they were already treated as dead, which led to the situation where a wolf attacking a vigilante who guesses wrong will play a "target not home" message due to said vigilante already being dead (and therefore not having a location).
This has some good ideas but also quite a few weird ones that I would not be willing to keep as-is, and given two things I'm going to close this out and do it separately:
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skizzerz
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Oct 7, 2023
This is a significantly lighter refactor than #518. To wit, - The absent status remains. We move people to the square or their house depending on their absent status at beginning of day, but otherwise location during daytime does not impact ability to vote by itself. - Locations are singleton objects based on their name and do not carry any game state in the object itself. All game state is stored in GameState itself. - There are no location subclasses; everything is just directly a Location. - All access to location data is done via the locations APIs rather than directly modifying the GameState variables. This allows for easier future refactors of how we are storing data.
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This adds locations to lykos, allowing more flexibility for current and future roles.
Current task list to be completed before merging:
GameState.locations
, though I don't think it's currently being used