Since the graveyard change makes games expect a completely different history format (history[state].dead vs history[state].deaths), there are a few options:
Old histories should be converted
History processing should account for dead
New History change should just be referred to "dead" as before, with front end checking if it's an object
Move death time to a "deathTime" history, with front end checking if it exists
Personally I like the first option most since 2 and 3 rely on workarounds for keeping legacy, and 4 is bloating in the form of adding an entire second death-related property to a state history.
Since the graveyard change makes games expect a completely different history format (
history[state].dead
vshistory[state].deaths
), there are a few options:Personally I like the first option most since 2 and 3 rely on workarounds for keeping legacy, and 4 is bloating in the form of adding an entire second death-related property to a state history.