01 Mar '07 08:55>
Originally posted by sydsadI think it would be hard on Russ to support that feature.
It would be neat to be able to deliver conditional moves. IF king e8 THEN ....
Originally posted by c99uxIt is of an advantage for you, if your opponents are using conditional moves.
Yes, a flag would be a good idea.
The main reason I would be against conditional moves is because it gives my opponent a time advantage if there is even a short delay between my pre-conditional move and his post-conditional automatic move.
For example, if my opponent knows I only play 7/14 games, and move once a week per game, on a Saturday evening, he ...[text shortened]... against me again.
Of course, all this supposes that I move as my opponent suspects I will...
Originally posted by RussFantastic! As soon as it's done, I'm subscribing.
This is indeed the next major RHP project in the pipeline.
Originally posted by arrakisarrakis responded to "IF king e8 THEN ...."
I think it would be hard on Russ to support that feature.
Originally posted by RussIt should be possible to implement something like the analysis board for Auto-moves.
I will discuss the design of this in detail once it gets my full attention. All comments in this thread will be read though.
-Russ
Originally posted by Jesse CusterMuch too complicated.
arrakis responded to "IF king e8 THEN ...."
Actually, from a programmer's perspective, this is an easy thing to do. That line "IF king e8 THEN" is exactly how it would look... OK it will probably look more like this:
IF opponentMove == "Ke8"
replyMove = "f8=Q";
(Yes, that's a little chess joke for those who are paying attention.)
Of cour ...[text shortened]... {
replyMove = parseReply(autoMoves[x]);
x += autoMoves.Count;
}
}
Originally posted by orangutanReally nice implementation idea. Just like recording a macro in excel.
It should be possible to implement something like the analysis board for Auto-moves.
You could play out a line - say for the next three / four moves - and have the line followed for you if the opponent matches the moves.
You could layer lines of top of each other. First 'record' line 1 where the moves go this way. Then 'record' line 2 where the move ...[text shortened]... d.
As long as the game progresses along one of the saved lines - a response can be made.
Originally posted by RagnorakFOR (int x = 0; x < autoMoves.Count; ++x)
Much too complicated.
I don't see the purpose of the loop, considering you only have 1 reply to each opponent move.
Originally posted by bosintangThis is the best idea I've seen so far! Why complicate things more than you need? Just having an input field where you put the lines of variations. IF anyone of the lines fit in, THEN it is performed automatically.
I think for conditional moves, a better, more user-friendly idea rather than using recursive or boolean logic would be to let users set individual lines, ( like 1.Nxf6 e5 2. R2c6 e6 3. Ke7 Re1) and let users set as many of these as they want.
Even better have a "conditional moves settings" link where when clicked, a chessboard GUI pop up where the players can move pieces around the chessboard and then click an "add conditional move" button.
Originally posted by FabianFnasThe GUI is already in place.
The input field can be invoked easily, the GUI not so easily, and then we have to wait a long time to have it, and perhaps with some bugs along too.
Originally posted by RagnorakBy Jove, you're perfectly right!
The GUI is already in place.
On the Analyse board screen, move a few pieces about. Then click Previous Position a few times until you're back at the start. Then Next Position goes through the moves you already inputted, thus the moves are already being recorded and stored temporarily. So orangutan's idea is already nearly there.
Using an inputlin ...[text shortened]... ple things, your bias should be towards simplicity for the end user, not the programmer.
D