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Build new stuck check logic #409
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How exactly ? On the current v3.0, or the next v3.1 ? |
It would be testing with the latest dev code for 3.2 (released 3.1 last week), once the new logic is in place. |
So I've checked the new logic - it looks like splitting up the games is not necessary. The current stuck check logic works better than I thought it did. The problems we have with it revolve around issues with the hint classes. It seems a lot of the stuck check issues revolve around one limitation of the hint logic. There is a failsafe in the hint logic that may cause it not to recognize a move if the same card or sequence of cards can be legally moved back to the original stack. This is not something I can simply remove, as doing so would cause the hints/demos to get caught in an endless loop in certain cases. Most of the stuck check failure scenarios I've run across involve this situation. I currently do not know how the hint logic can be altered to handle this situation correctly. Will have to review, unless anyone has any ideas? |
Since the current stuck check logic has some issues, I think we'll need some new, better logic.
Note that the stuck check logic is also used by the demo. The logic needs to avoid creating a situation where the demo's actions will lead to an infinite loop that never triggers the stuck check or wins the game.
I believe it should be based on this general algorithm:
But logic like this would need extensive testing. Anyone want to help out?
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