An order is \textbf{generated} when an Action is used on a \textbf{particular} location
\end{block}
\begin{itemize}[<+->]
\item What an Entity actually does in its turn
\item What an Entity \textbf{actually} does in its turn
\item Used to \textbf{update} the game state
\item Move Action $\rightarrow$\textbf{multiple} possible Move Orders
\end{itemize}
\end{frame}
\begin{frame}{Properties}
\note{\begin{itemize}}
\begin{itemize}[<+->]
\item String $\rightarrow$ Integer mapping
\item Used by default actions as well as custom ones
\item Two sets per Entity
\item Used by default actions as well as custom ones\note{\item For example movement or attacking}
\item\textbf{Two} sets per Entity\note{\item One from the Entity Type, another from the Entity itself that overrides it. EntityType properties can't be changed - only overwritten by lower level}
\item Inherited
\end{itemize}
\note{\end{itemize}}
\end{frame}
\begin{frame}{Terrain}
\note{\begin{itemize}}
Terrain defines the ground in the games
\begin{description}
\item[id] The name of this terrain type
\item[image] The graphics path for drawing
\item[requiredTags] Mapping of String $\rightarrow$ Integer.
\note{\item Keys are the tags needed as an entity property with ```ter-''}
\note{\item Values are how much the entity property needs to be to travel here}
\end{description}
\note{\end{itemize}}
\end{frame}
\begin{frame}{Extensions}
\note{\begin{itemize}}
\begin{itemize}[<+->]
\item The game is \textbf{extendible}
\item You can \textbf{change} the json files \textbf{defining} the game
\item You can \textbf{add} your own code
\begin{itemize}
\item It will be detected on the classpath
\item Use the same as the built in items
\item It will be detected on the classpath\note{\item Built in items are detected the same }
\item Use the same way as the built in items\note{\item First class citizens in the engine}