Ratings & Comments
Since this comment is for a page that has not been published yet, you must be signed in to read it.
It works well. I hope there are no more bugs. Thanks Fergus!
I think this would work better. I moved an or and reformatted it to show the logic better.
def White_Barren_Pawn
checkaleap #0 #1 0 1
and cond empty #0 not capture empty #1
or and
or checkaleap #0 #1 -1 1 checkaleap #0 #1 1 1
cond empty #0 capture islower space #1;
def Black_Barren_Pawn
checkaleap #0 #1 0 -1
and cond empty #0 not capture empty #1
or and
or checkaleap #0 #1 -1 -1 checkaleap #0 #1 1 -1
cond empty #0 capture isupper space #1;
I have corrected the mistake and now it goes like this:
def White_Barren_Pawn
checkaleap #0 #1 0 1 and cond empty #0 not capture empty #1
or and checkaleap #0 #1 -1 1 or checkaleap #0 #1 1 1
cond empty #0 capture islower space #1;
def White_Barren_Pawn-Range merge leaps #0 1 0 leaps #0 1 1;
def Black_Barren_Pawn
checkaleap #0 #1 0 -1 and cond empty #0 not capture empty #1
or and checkaleap #0 #1 -1 -1 or checkaleap #0 #1 1 -1
cond empty #0 capture isupper space #1;
But during my tests I came across the fact that a joker imitating a barren_pawn does not have the ability to capture another joker (although it is fine when capturing a knight).
I'm confused about what you want to say. Isn't it that : and cond empty #0 capture isupper space #1; does exactly that, capture for actual moves, and isupper space #1 checks for a potential victim in potential moves? Where am I wrong?
That's not the issue. The issue is that and has only one value. With only one value, it is a breaking and, which means that it will immediately exit the function and return false if the value it receives is false. See the "Breaking Logic" section in the tutorial on the fairychess include file for details.
I'm confused about what you want to say. Isn't it that : and cond empty #0 capture isupper space #1; does exactly that, capture for actual moves, and isupper space #1 checks for a potential victim in potential moves? Where am I wrong?
The first thing it does is require that the move is a capture. If it is not a capture, it will not proceed any further.
I have corrected the post move code to:
if != const alias $moved White_Joker:
if != const alias $moved White_Pawn:
set last_type_moved const alias $moved;
else:
set last_type_moved Black_Barren_Pawn;
endif;
endif;
and similar for black. This code works.
But the Barren_Pawn worked fine when I had done only the move part of the pawn's powers but now I have added the capture part and nothing is legal anymore. Please help if you may! The code in question is:
def Black_Barren_Pawn
checkaleap #0 #1 0 -1 and cond empty #0 not capture empty #1
or checkleap #0 #1 -1 -1 or checkleap #0 #1 1 -1
and cond empty #0 capture isupper space #1;
It doesn't work, because you are testing the codename of the piece, but Pawn is not the codename for any piece. It is the display name for the pieces with the codenames of Black_Pawn and White_Pawn.
Is that minus sign in Pawn-Range intended, or is it a typo for an underscore?
It's a hyphen, not a minus sign, and it is not a typo.
Is that minus sign in Pawn-Range intended, or is it a typo for an underscore?
@Fergus
A few weeks ago I have figured out that the joker imitates the pawn in all things which causes the joker moves to not be allowed.
To tackle this issue I have decided to write a Barren_Pawn function that the joker will use when imitating a pawn instead of imitating the regular pawn function. Otherwise things are unchanged. The Barren_Pawn functions are:
def White_Barren_Pawn checkaleap #0 #1 1 0 and empty #1 islower space #1 and or checkaleap #0 #1 1 -1 checkaleap #0 #1 1 1;
def White_Barren_Pawn-Range merge leaps #0 1 0 leaps #0 1 1;
def Black_Barren_Pawn checkaleap #0 #1 -1 0 and empty #1 isupper space #1 and or checkaleap #0 #1 -1 -1 checkaleap #0 #1 -1 1;
def Black_Barren_Pawn-Range merge leaps #0 1 0 leaps #0 1 1;
The piece of code involving the joker imitation is:
if != const alias $moved White_Joker:
if != const alias $moved Pawn:
set last_type_moved const alias $moved;
else:
set last_type_moved White_Barren_Pawn;
endif;
endif;
and for black:
if != const alias $moved Black_Joker:
if != const alias $moved Pawn:
set last_type_moved const alias $moved;
else:
set last_type_moved Black_Barren_Pawn;
endif;
endif;
I thought it should easily work. Unfortunately it does not. Any idea why that is?
Since this comment is for a page that has not been published yet, you must be signed in to read it.
Couldn't a better octagonal chess be created on a dotted centered octagonal board?
Since this comment is for a page that has not been published yet, you must be signed in to read it.
This is an interesting looking game I don't remember seeing before.
Too bad there is no automated preset for it yet. I might look into making one but I'd need to read up on how drops work first.
Since this comment is for a page that has not been published yet, you must be signed in to read it.
Since this comment is for a page that has not been published yet, you must be signed in to read it.
They are in graphicsDir=/membergraphics/MSdaishogi/ .
Just go to the web page http://chessvariants.com/membergraphics/MSdaishogi to see how they are named.
If you are okay, Can i know where and how did you use the mnemonic characters?
@Greg:
I just noticed that in both standard and alternate piece sets the labels for Sailor (R+F) and Missionary (B+W) are reversed.
They are currently incorrectly labeled thus:
= M
= S
They must be correctly labeled thus:
= S
= M
Could you please take a look at it?
Since this comment is for a page that has not been published yet, you must be signed in to read it.
I updated this page heavily...
- Added graphic of setup (was just ASCII)
- Updated intro to provide detail about chronology of invention
- Changed format to be more consistent with other game description pages
- Added information about Game Courier play/computer play
- Added interactive diagram
Thanks, H.G. I've added your interactive diagram under the Computer Play section.
Okay, thanks. I hadn't realized the implications of that default checkbox.
Incidentally, Tim O'Lena recently submitted a couple of Zog-related submissions to be looked over by editor(s), in case you missed that.
I just unchecked Uses HTML for you. You should check that only if you are completely depending on HTML to describe your page's formatting.
I slightly edited the rules page for Sac Chess, by noting in the introduction that there are (now) 3 rules enforcing presets available.
Unfortunately, it seems the Sac Chess rules page formatting has become messed up, once more.
I've made several updates to this page. The HTML had a number of issues, (unclosed tags and the like), although they mostly weren't obvious to readers. I also reformatted it to better resemble our typical game descriptions and edited the text to be clearer. The Computer Play and Equipment sections have also been updated to reflect what is (and is not) currently available.
I will try to post a more in-depth review when I have some time to write one, but for now, suffice it to say this game plays very well and I do not hesitate to rate it Excellent.
@Ilya Novikov I recently uploaded some Mnemonic and Pixilart Shogi pieces. Also, I removed the rule against perpetual check in both Futashikana Shogi and Shosu Shogi, so it might be a good idea to update the Zillions of Games pages about these games.
Edit: I also restored the original moves for the Side Soldier and Vertical Soldier and renamed a few pieces.
Yes, it appears the formatting issues with all my submissions that were messed up previously (somehow) have been nicely resolved, by one or more of the editors it may well be.
The only possible exception might be with the Notes Section of my Full House Hexagonal Chess rules page - unfortunately I cannot recall if I left sparse/no spacing between what perhaps should be independent paragraphs in the Notes section to that rules page, so perhaps fixing it further, if it should be fixed further, might take some guesswork or arbitrary editing.
You are welcome, Kevin.
The formatting issues seem to have been fixed. It only remains to mention that the available presets are three.
35 comments displayed
Permalink to the exact comments currently displayed.
I cleaned up the HTML, replaced the board image with one generated by the diagram designer, and added more up-to-date information about computer play options. I didn't add an interactive diagram yet, because there is stuff I'd need to figure out, (like how to make the Ferz promote), but would like to do so. If someone wants to whip up a working diagram I'll include it.
Interesting note: I was unable to edit this page through the user-interface because the form that is embedded in the Notes section interferes with the edit submission form. I'm not sure what code to add to isolate the form so it doesn't interfere. For now, in order to change this page, it is necessary to first go into SQL and wipe out the contents of the Notes section (preserve it first!).