7 When a Thing is happening, the happener divides players into
8 equiv classes (usu, (i) our player (ii) other players)
10 View specifies some Occultations
12 Each Occultation is applied equally to all players within a
13 View so that they all see the same
16 Some of these these occur at a point in time and then
17 wait to become relevant.
18 Some have a continuous effect.
20 Only one occultation for each piece for each player at a time
24 - Choose a permutation of affected pieces
25 - Permute the visible/real ID mapping
26 - If the players in this view can see the real locations,
27 permute the locations too (actually moving the pieces)
28 Typ., redone when new pieces are added to the affected set
31 Occultor provides layout area
32 Pieces laid out in order according to err something ?
33 Occultees see these synthetic locations
35 When an occultee moves, that becomes actual location,
36 now piece is no longer occulted
37 Z level needs special handling - overwrite
38 original Z with something
39 When a non-occulteee moves, that is still actual location
43 The piece disappears from view. Message explaining why
44 "Alice puts a black token into Alice's bag"
50 If any player sees Scrambled, none see Visible. This is because
51 Scrambled works by permuting actual locations.
58 When something was occulted it is "face down", mostly,
59 until it is put somewhere with a faceupness field
62 When piece is released, occultation may change or be effected
66 pinning/enablement etc.
67 Need way to introduce these per-player pieces
68 Also need way to de-activate them
74 SVG ondemand or hashes or something to avoid
75 (i) retransmissions of lots of data
76 (ii) leaks by data sizes