Tagged design patterns
Let's suppose we have this class hierarchy:
It's a fairly specialized class hierarchy providing some functionality, let's say for the sake of this example that
SomeClass provides a kind of player-game interaction interface and
HierarchyWith defines it as a trigger based interaction (as in "a player does something - it triggers a response"). Our
ExampleClass represents an entity that can be triggered by the player and that generates some response and in addition to that is further specialised to have some concrete functionality - let's say it's a lever that a player determined enough can pull to flood something with delicious magma. As we clearly can see
ExampleClass is well-defined in terms of OOP, it's highly specialised and modular, but as an in-game entity it lacks a rather crucial functionality - it can't even be displayed on the screen. What do we do now?