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"set Value" not taking - Printable Version

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"set Value" not taking - slimy_asparagus - 06-11-2021

To be honest this is a rephrase of Do a non-decision before a decision.       However I have now done my homework.

My current code has 941 lines of code. I have stripped it down as far as I can go and still reproduce my current issue. I have attached the cut-down code (307 lines) and a trial.

The issue is the value of the top piece at space 1. It should be 0 but the test ludeme dialogue and the behaviour show it to be 1. The trial shows it was trying to set it to 0.
Code:
.....[SetValue:type=Cell,to=1,level=1,value=0]........

The clincher is that when I change the code to use the state rather than the value it works. This does not offer a work around, because I really need state for something else in the full code.

The specific bit of code which is failing is

Code:
                        (do
                            ("UnsetDiagonalGrappleFlag" "F")
                            next:("CoreMoves")
                        )



RE: "set Value" not taking - Eric Piette - 06-13-2021

Hi,

Thanks for that, I identified the problem which was in the Ludii code (a mismatch between the level and the value when the value of a location at a specific level is modified). That's now fixed and will be in the next release.

Regards,
Eric


RE: "set Value" not taking - slimy_asparagus - 06-13-2021

(06-13-2021, 06:18 PM)Eric Piette Wrote: Hi,

Thanks for that, I identified the problem which was in the Ludii code (a mismatch between the level and the value when the value of a location at a specific level is modified). That's now fixed and will be in the next release.

Regards,
Eric
Eric,

Thank you so much.

Nicholas


RE: "set Value" not taking - slimy_asparagus - 07-05-2021

(06-13-2021, 06:18 PM)Eric Piette Wrote: Hi,

Thanks for that, I identified the problem which was in the Ludii code (a mismatch between the level and the value when the value of a location at a specific level is modified). That's now fixed and will be in the next release.

Regards,
Eric
Thanks again. This does seem to be fixed in 1.2.2.