12-22-2020, 06:57 AM
(This post was last modified: 12-22-2020, 07:23 AM by dale walton.)
(12-21-2020, 08:20 AM)slimy_asparagus Wrote:Sorry to get in the way of the Ludii people answering why Ludii has to do this, and getting sidelined into discussion of defines... My point was that if you put the (move Pass) into the definition of the move for each piece, then the system is generating a pass option for each piece (and not just the one at (last To), since that constraint is only on the hop). If you move the (move Pass) into the play of the game, then you won't get the choice coming up. See my attached modification to your file.(12-21-2020, 01:14 AM)dale walton Wrote: Maybe the script needs to invoke the built-in definitions?
I was just following the example of games like "Coyote".
If you're going to focus on these built-in ludemplexes, then I have to ask why so many of them use "step" rather than "move Step"? How do they get away with that. Maybe I should be using "step" rather than "move Step" in my code for decision level moves.
Still all of this of this is distracting from what I came here to do. I wanted to ask the good people at Ludii why is there this annoying pass dialogue and how can I avoid it.
The general question you pose of why each piece should ever have its own pass option should still be answered by the Ludii staff...