In this chapter, we implemented the vehicle types as structures, which are value types. We also mentioned that it may be preferable to implement these types as reference types. The reason we say this is that the instance of the vehicle types represent a single vehicle in our game and any time something happens to that instance, such as taking damage from another vehicle, we would like that change to be persisted.
When we pass an instance of a value type to another part of our code, we are passing a copy of that instance and not the instance itself. This can cause problems when we want to persist changes that are applied to our types. Let's look at this problem with some code. We will start off by creating a function that will apply damage to a vehicle type when it is implemented as a reference type, just like we did with the object-oriented...