Ratings & Comments
Anyway is the transferrer an interesting concept, or the joker should be enough even in this context?
Well, I dislike Jokers to begin with, so perhaps I am not the right person to comment on this. In principle you can make this as complex as you want: not imitate the piece that was moved, but for each possible type define the type the Joker should move as independently. This way you could also define partical imitation: e.g. if you want to disallowe.p. capture and double push when imitating Pawns, you could define a (no-participating) Pawn without these moves, and ilet the Joker imitate that when a Pawn is moves.
This could be implented by having the user define an array to map (moved) piece types onto (imitated) piece types. In the code you would then simply replace "imitated = movedPiece" by "imitated = transfer[movedPiece]". By default the transfer array would map every type on itself.
Oh, yes, thanks!
I suppose I wrote that because it defines three King types. But it appears to use the correct ones, so perhaps I was too pessimistic.
You mean, this can be done in the ID? I mean without you putting in extra work.
No, it would require some extra programming. But not very much.
As you wish. Thanks for your input, though!
Since there are several bugs at once, I'll leave you be.
I might post new diagrams of my ideas in the future, for which you can weigh in as you see fit.
My only reservation is that introducing any form of burning makes it more a Tenjiku-Shogi variant than a Dai-Shogi variant. If it was up to me I would prefer to only use moves of a type that are already in Dai Shogi. A quite strong piece without solo-mating capability could be made by enhancing a Queen with linear two-leg moves like exist on the Horned Falcon and Soaring Eagle.
This logic kind of falls flat, since Tengu Dai Shogi does the same thing with hook moves and Lion Dog moves and is still considered a Dai Shogi variant. Queen+Lion could work for the power piece though (I'm no longer concerned about avoiding lone mating as long as there is still some difficulty in doing so).
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I think I somewhat fixed it, now. The scoring routine, which has to be applied to the move exactly once before the latter can be performed, would interpret the promotion code (which would also indicate burning), and change it accordingly, as well as adding any burn victims to the move. For the purpose of legality testing I now always set the promotion code of the move to 0 first (meaning no promotion or burning), and set it back to the original value afterwards. That should always completely restore the move like the scoring routine had not been applied at all. (Which was the procedure before we did the legality testing.) So it has to be applied again on the move selected by the user. But by that time the user has also selected the desired promotion, so it will be known whether the move should burn or not, and the scoring routine will adapt the move accordingly.
This means the board state is now always modified as it should be for the chosen move. The legality testing could be off for moves that do burn, though (or kamikaze moves, which are also indicated by a special promotion code). As there will not be any burning during the legality test, the legal/illegal verdict might be wrong by failing to see a checking piece would be burned, or burning a piece discovered a check. But the destination will be highlighted anyway; just by the wrong symbol (grey cross vs normal). This would not prevent you from making the move, though. Instead of a move-entry bug it is just a highlighting bug.
To fix this I should enhance the procedure for legality testing on moves that always burn or self-destruct. Or perhaps on any move where there is no promotion with choice, as it would in principle also be possible to have type-dependent blocking. Only on burning moves the effect of 'scoring' the move is hard to revert; perhaps I should make a copy of the move for testing legality, and discard that copy afterwards. Promotion with choice is a more complex issue; all promotions are selected through the same highlighted destination square. But some of the choices could be legal, others not.
I also tried to reduce the annoying delay that occured on the first time a piece in the Diagram gets clicked. (The legality testing requires piece values to be defined, so rather than on opening the AI panel the time-consuming guestimating of piece values iss now done on the first click.) I did this by just running fewer iterations on that first click.
This logic kind of falls flat, since Tengu Dai Shogi does the same thing with hook moves and Lion Dog moves and is still considered a Dai Shogi variant.
Considered by who? In my eyes it is more a hybrid. It keeps the pieces from Dai that were in Chu, but the large Shogi variants all do that. The pieces that distingush Dai from Chu were all thrown out. Although one might argue that the promotion-on-capture rule is the decisive difference.
But of course there is nothing against hybrids.
Buddhist Spirit is also an interesting power piece. I think the more important question is whether (some of the) power pieces should be subject to some anti-trading. In original Dai this was not the case, but that could be one of the reasons it was replaced by Chu in terms of popularity. Tenjiku Shogi also has no anti-trading rules. But I actually played that, and even after trading away the Fire Demons and neutralizing the danger of the jumping generals it remains an enormously tense game, because you can get back a Fire Demon through promotion. Which creates an immediately winning imbalance. The Water Buffalo's themselves are only average pieces (by Tenjuku standards), and are not easily traded. So equiping some less important pieces with decisive promotions might be an alternative to anti-trading for keeping a large game exciting.
This article seems ready for a review. When this article is accepted I will delete the no longer needed 6 articles that were presenting these games separately.
Tenjiku Shogi also has no anti-trading rules. But I actually played that, and even after trading away the Fire Demons and neutralizing the danger of the jumping generals it remains an enormously tense game, because you can get back a Fire Demon through promotion. Which creates an immediately winning imbalance. The Water Buffalo's themselves are only average pieces (by Tenjuku standards), and are not easily traded. So equiping some less important pieces with decisive promotions might be an alternative to anti-trading for keeping a large game exciting.
It also helps that both the Fire Demon and Water Buffalo come in pairs, and are both sliders.
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However, I discovered a new bug where any piece that makes a move to a non-highlighted square will burn/move/make pieces. The squares that get affected are a bit unpredictable though. This also appears to apply to diagrams where the spell parameter is not set, such as this one.
This should be fixed now too. It was a consequence of the partial revert of the legality patch, which moved the 'scoring' back to after the move was selected, instead of scoring each move in the move list. But illegal moves are not in the move list, and one is synthesized based on the origin and destination click when no move in the list that satisfies the clicks is left. I had forgotten to remove the scoring of that synthetic move, so that it was scored twice. The first scoring replaces the 'no promotion' code 0 by the encoding of the piece itself. But the second scoring then interprets the 'has moved' bit of this piece as the encoding of a burn. What exactly gets burned is then determined by the type number of the piece.
This article seems ready to be reviewed right now.
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Thank you very much, I see what I can do :)
Brothers Challenge v.3
Brothers Challenge v.4
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I suppose the 'middle ranks' are not middle enough. With odd ranks it only allows moves from the entral rank.