correojon Okay, my ships don't hold really any func, just variables. They are moved/selected/ordered/attack via other nodes giving them commands. They just hold variables in order for other nodes to change as they get damaged and as they move and such.
Right now I have it like this...
TurnControl(orders unit movement/activates) -> MyUnits(registers input and sends signal depending on input) -> ShipMove(Takes ship information and passes it to MapGrid) -> MapGrid(plots viable movement hexes, and sends the command to move back) -> ShipMove(now moves ship to the hex that MyUnit registered the click on).
When I have weapons I plan on having those referenced possibly in a RefCounted, or some other way (haven't figured out what I'll use to implement that section yet.)
So ship holds all the variables for itself, I thought that'd make it easier to save, maybe I'm wrong in my thinking.