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book/behavioral-patterns.markdown

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@@ -7,13 +7,13 @@ screenplay that tells each entity in your game what to do.
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Of course all code is "behavior", and all software is defining behavior, but
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what's different about games is often the *breadth* of it that you have to
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implement. While your word processor may have a long list of features, it pales
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next to the number of inhabitants, items, and quests in your average
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in comparison with the number of inhabitants, items, and quests in your average
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role-playing game.
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The patterns in this chapter help you define and refine a large quantity of
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behavior quickly, and maintainably. [Type Objects](type-object.html) create
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The patterns in this chapter help to quickly define and refine a large quantity of
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maintainable behavior. [Type Objects](type-object.html) create
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categories of behavior without the rigidity of defining an actual class. A
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[Subclass Sandbox](subclass-sandbox.html) gives you a safe set of primitives to
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[Subclass Sandbox](subclass-sandbox.html) gives you a safe set of primitives
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you can use to define a variety of behaviors. The most advanced option is
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[Bytecode](bytecode.html), which moves behavior out of code entirely and into
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data.

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