Now, within the Board, you have some number of "Piece"s. These are the things that are moved around on the Board. The only hierarchy allowed to touch a Piece is the Board.
Now that you have your gamestate, you need things that change the gamestate. Generally, this is either humans or computers. So, create a connection to some person and, if needed, a connection to some AI "process". These connections will have the same basic interface. Something along the lines of a SetupConnection(), GetMove(), DisplayBoard(), and EndConnection().
After that, it's just data structures to help you make your life easier. For example, if you were building a MUD, you'd have a Thing class. Then, Thing::Alive and Thing::Inanimate would be its children. Then, Thing::Inanimate::Weapon vs. Thing::Inanimate::Armor, and so on. These would be examples of a Piece hierarchy.
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We are the carpenters and bricklayers of the Information Age.
Don't go borrowing trouble. For programmers, this means Worry only about what you need to implement.
In reply to Re: Difficulty Abstracting
by dragonchild
in thread Difficulty Abstracting
by billyak
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