Re: suggestions on how to deal with destruction of a class?

Yeah.  To use an analogy, if it's a mud, the keys are the room vnums and the values are the room objects.  You can convert ints to strings, so problem solved.
I personally give everything in my games a globally unique id these days.  I'm not sure if BGT has a UUID generator, but if it doesn't you can just increment an integer somewhere.  You can then look these up by that id instead of referencing them.  Weak references (for those who know what they are) or any solution that relies on the GC to "do the right thing at the right time" is probably not what you want.  Gcs are very nice things to have, but you give up other guarantees about object lifetime; even when the object is removed from the array or whatever and nothing references it, there's no guarantee it'll actually be collected unless the BGT manual somewhere says that there is.

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