12-01-2020, 08:49 AM
Right. That was a framework suggestion for how various tests could be accommodated.
With your named state variable, this could all be implemented, but you seem to prefer a less programmed approach.
Changed state:Any is just your repeat state query but the others are a bit more specific.
I have a few games that have endings where after one player passes the movement rules become limited, or a placement is required or a score increase is required.
I could do something like (if (was Pass Prev) (priority ...
However when turns have optional moveAgain actions Ludii seems to take a Pass on the action to be a Pass on the turn and it can get complicated...
I'll come back to you on the specific ones that would be useful, so that you can tell me the more natural way to implement it.
With your named state variable, this could all be implemented, but you seem to prefer a less programmed approach.
Changed state:Any is just your repeat state query but the others are a bit more specific.
I have a few games that have endings where after one player passes the movement rules become limited, or a placement is required or a score increase is required.
I could do something like (if (was Pass Prev) (priority ...
However when turns have optional moveAgain actions Ludii seems to take a Pass on the action to be a Pass on the turn and it can get complicated...
I'll come back to you on the specific ones that would be useful, so that you can tell me the more natural way to implement it.