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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.
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!
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One of my long term goals is to create a CWDA game that has jokers. It seems to me weird to have the joker imitate a piece from the enemy army. So I had thought at a transferrer. A piece that transfers the power from the enemy piece to it's counterpart from my army. So if such a piece should exist in the classic Betza's CWDA for example if the opponent moves a BEDE I get to move a charging rook (in a NN versus a CC). One trouble is that no programs implements this yet, firstly because that has not crossed anyone's mind. I can make my own program (I am progressing at my work for an apothecary chess program by the way) but this takes a bit of time. I'd like to try some basics. Anyone, any Idea how. Maybe the ID HG? It seems difficult to me though.
Anyway is the transferrer an interesting concept, or the joker should be enough even in this context?