Data structures --------------- * Occultations for a piece Vec, Occultation> where final entry has empty Vec and is default occulter (piece which generates the occultation) enum OccultationKind Visible, Scrambled, Displaced { layout area etc. } Invisible, } * Visible piece id map for each player Methods ------- scramble piece set Vec affected players (View) see Concepts "Identity scrambled" set occultation Filtering --------- Updates filtered when generated IE PreparedUpdatesEntry has the occulted version