-
Notifications
You must be signed in to change notification settings - Fork 712
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Implement a Pass event #477
Comments
Could this also be used as a "surrender" event? Or can we make the |
I think a surrender event might be better implemented as a plugin because it needs to store state (while the pass event is stateless). |
What do you mean by making the removal from playOrder optional? I would think that it is necessary to do that to implement a pass move, no? |
I'd like to work on this. I've been onboarding onto the codebase and think I could have a PR within the week for it. |
Thanks @danielimmke. Looking forward to it. |
Hey @nicolodavis thanks for replying. I have a very basic version of this working but wanted to make sure I 100% understood the requirements before submitting a PR. A "Pass" to me is just the same as ending a turn without doing anything. So I created a new event but copied the EndTurn method and removed the check that stops EndTurn from happening (around the comment This seems to work in my testing. It increments the turn and switches the player. I wanted to make sure I wasn't missing something. The other question I had was, it seems like a move calls |
@danielimmke A pass is similar to a no-op move that merely calls Now that I think about it, it probably makes sense to support two behaviors (one that removes the player from the turn order and one that does not): 1.
|
This will be simple event that merely ends the turn and also removes the player from
ctx.playOrder
.The text was updated successfully, but these errors were encountered: