That’s one of reasons why I started all of this - all that huge code we had in RMG just to properly generate one town - this has to be encapsulated somewhere. I already have such factory-like objects but writing proper factory for each object will take time. Perhaps I’ll try to stabilize my branch ASAP and then merge it into develop so object-specific factories can be finished in parallel with other tasks.
I’m not sure if properly functional cloning can be achieved easily - I’m more in favor of using templates to create correctly configured objects. Another issue is that I want to blackbox objects as much as possible - RMG should not be responsible for configuring objects.
Hmmm… except for objects like Pandoras (same ID+subID but different “state” and RMG value) my current approach should be OK.
Easiest approach would be to create separate subobject (with own subID) for each of these cases - so we’ll have subID 0 for pandoras from H3 maps, subID 1 for pandoras with 5k exp for RMG, subID 2 for 10k exp and so on. Don’t like this approach much - will try to find better way to handle this.