Settings and controled the user changes. Data and Logic reside in Settings and Dialog is in GUI.
Storage, Retrieval and user settings. GUI Localization Dialog
Player modifications to the operation of mice, joysticks, keyboard and video devices.
All events from input deviced are mapped through event delegates. Delegates can be created and destroyed on the fly. To change the behavior of an input device simply create the new action delegate that matches the users action then swap the current delegate with the new delegate and destroy the old delegate. This behavoir removes the switch logic logic that every click or event has to run through greatly simplifing logic in the event handlers.
Guests in the game are independent objects controlled by the GuestControlManager (GCM). This module will access guest and guest parameters through the GCM.
Climate, ambiant lighting, mood, season.
Messaging system using the data transport.
Data settings here are persisted through normal serialization methods.
UI interactions are passed through events and data packets to allow real time changes.
Network operations will be able to tap into the events, serialization and data packets.
At this time data packets are structure based and may change.