12-04-2020, 09:27 AM
That is actually worse than I thought. With n players you might not actually test all of the players for a pass with (all Passed). Basically you are saying that the pass tests are not useable for games with multiple moves in a turn.
So I understand that is where you currently are, but since in the language of games, a pass is a player taking no action for the entire turn, and there is a moveAgain feature to handle multi-action turns rather than having complicated structures to do so, then a proper pass test is needed for many potential games. Basically any game with an optional final action after a basic move.
While good design avoids this structure in order to avoid confusion on when a player has finished moving, it does exist.
In Ludii, that would mean checking the first action of each player's turn to see if it is a pass.
This is critical for its use in determining the end of a game due to each player passing, and I hope you can find a way to implement it.
So I understand that is where you currently are, but since in the language of games, a pass is a player taking no action for the entire turn, and there is a moveAgain feature to handle multi-action turns rather than having complicated structures to do so, then a proper pass test is needed for many potential games. Basically any game with an optional final action after a basic move.
While good design avoids this structure in order to avoid confusion on when a player has finished moving, it does exist.
In Ludii, that would mean checking the first action of each player's turn to see if it is a pass.
This is critical for its use in determining the end of a game due to each player passing, and I hope you can find a way to implement it.