Need help with sprite selection

Hello, I’m a newcomer. Gotta remark that the registration question was the most interesting of all the forums I’ve been to.

Long story:

In my game objects (mostly units) can have different sprites and animation depending on the state like idling, moving from A to B, attacking X, etc. Since these states are standard among all units and (I guess) there are potentially infinite of them I think I should pluck that bit out and put it as its own somewhere, like an animator set of classes. At the moment the game just draw the “idle” sequence for everything.

The game is multiplayer, turn-based has a server-client structure. Actions arent revealed until the resolution phase. The server doesnt care about sprite facing or states; it just carry out instructions sent from the client when the player hit the “resolve turn” button (and sprite facing doesn’t matter with 360 degree vision). An unit who is “moving from A to B” to one person might still be “idle” for an other. For it to work, I guess the client side should memorize its own set of known units as well as their states and duct tape the animation handling to the unit which I think involving extending the original Unit class of the server to accommodate the extra properties.

The problem:

Sounds too complex and too much work just to choose which sprite to draw to the screen. I’ve flipped over some game dev books but they dont touch this kind of details. Any suggestion?

Hmmm I had a bit of trouble trying to understand what exactly your problem was. Could you elaborate further?

As ra4king said, the question isn’t very clear. What do you mean by choosing sprites? Just choose a sprite based on whatever state the player is in, right? Or is this a networking problem?

Sorry for the late reply, I thought I’m ignored all together.

No, I know how to implement networking. It’s definitely a design problem.