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🕸Fergus Duniho wrote on Mon, Apr 18, 2016 01:27 AM UTC:
Thanks, I tried different colors and eventually found one I was happy with. Now that it clearly displays legal moves and has the three-color pattern for better visualizing Nightrider moves, I was able to easily beat it at its 1 second strength. Prior to this, it was beating me, because I couldn't see the position as well as the computer could.

I have been looking over the code to better learn how Jocly works, and I have some general questions about available data and basic procedures that can help me program other games. I gather that move.f is the position a piece has moved from, move.t is the space it has moved to, and piece.t is the piece type. What about any other move.* or piece.* values? What are they and what information do they return? What about other objects with important data? How would I find out the last piece moved, what is on a particular space, whether a piece has been captured and what it is, whether a particular space is empty, what turn it is, and which side is moving?

Moving to procedures. How would I add an arbitrary piece to a space? How would I empty a space? Is there a way to delete a space, so that it is no longer considered part of the board? Or, if not, is there another way to isolate areas of the board from each other?

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