Data structures
---------------
* Occultations for a piece
Vec<Vec<PlayerId>, Occultation>
where final entry has empty Vec<PlayerId> 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<PlayerId> affected players (View)
see Concepts "Identity scrambled"
set occultation
Filtering
---------
Updates filtered when generated
IE PreparedUpdatesEntry has the occulted version