08-30-2022, 01:49 AM
(This post was last modified: 08-30-2022, 01:49 AM by dale walton.)
Thanks for the response, it is very helpful.
RE:The ludeme (seq ...) is slightly different. It applies each move one by one, yes, but each move will use the new state created by the previous move applied in the sequence. I will add this clarification in the documentation.
What happens if a move in the (seq) arguments cannot be applied and/or has no result (no effect on the game state)?
A flow chart of how the language handles such non-results and false conditions when multiple consequences are to be made in parallel, in sequence, if-possible-in-sequence, if-possible-and-parallel, and how this flow recurses, would help in us diagnosing when a bug is likely in our own script (and where) or when the behavior doesn't match the intended paradigm of the language, and is a language bug.
RE:The ludeme (seq ...) is slightly different. It applies each move one by one, yes, but each move will use the new state created by the previous move applied in the sequence. I will add this clarification in the documentation.
What happens if a move in the (seq) arguments cannot be applied and/or has no result (no effect on the game state)?
A flow chart of how the language handles such non-results and false conditions when multiple consequences are to be made in parallel, in sequence, if-possible-in-sequence, if-possible-and-parallel, and how this flow recurses, would help in us diagnosing when a bug is likely in our own script (and where) or when the behavior doesn't match the intended paradigm of the language, and is a language bug.