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Re: [pbmserv-dev] out of turn moves



On Thu, Aug 03, 2006 at 07:51:26AM -0700, Lyman Hurd wrote:
> Sorry it has been a while since I dug into this. 
> Doesn't the "it is not your move" message get sent by
> the base class?

It is.   but "special" commands are exempt from being tied to
a normal move.   Look for "isSpecialMove" in game.cpp


> Lyman
> 
> --- Richard Rognlie <rrognlie@gamerz.net> wrote:
> 
> > On Thu, Aug 03, 2006 at 07:01:21AM -0700, Lyman Hurd
> > wrote:
> > > I see.  So it is implemented via UnknownCommand
> > rather
> > > than being a type of "move".
> > 
> > If you look further, there is also the "move"
> > portion of the code
> > that looks for "greedy" and redirects the processing
> > to the greedy subcode
> > 
> > > I think that works...
> > > 
> > > Thanks,
> > > 
> > > Lyman
> > > 
> > > --- Richard Rognlie <rrognlie@gamerz.net> wrote:
> > > 
> > > > On Thu, Aug 03, 2006 at 06:47:05AM -0700, Lyman
> > Hurd
> > > > wrote:
> > > > > Right.  To be specific, let's say one wanted
> > to
> > > > add a
> > > > > move called "bomb"...
> > > > 
> > > > Look at backgammon.
> > > > 
> > > > It added the "greedy" command that can be run to
> > > > toggle the player state
> > > > at any time.
> > > > 
> > > > > Lyman
> > > > > 
> > > > > --- Mark Ballinger <mballinger@ballinger.cx>
> > > > wrote:
> > > > > 
> > > > > > On Thu, Aug 03, 2006 at 06:19:29AM -0700,
> > Lyman
> > > > Hurd
> > > > > > wrote:
> > > > > > > Could someone remind me of some example
> > games
> > > > to
> > > > > > > imitate in which players can make moves
> > out of
> > > > > > turn?
> > > > > > 
> > > > > > Oops.  Sorry.  Reread and I answered the
> > wrong
> > > > > > question.
> > > > > > 
> > > > > > 
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