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Dominion Online at Shuffle iT / ShuffleIT dot nl activity watch
« on: November 08, 2016, 11:40:13 am »
I will be mashing reload several times a day for the rest of the year for all the good it will do me

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Dominion Online at Shuffle iT / Scripting Dominion
« on: August 08, 2016, 12:03:09 pm »
I have some questions about the implementation of the Dominion game engine that might be unanswerable or boring and maybe Stef/SCSN are unlikely to respond to this far in advance, but I'm extremely curious, so here goes:

I would imagine that any reasonable implementation of a game like Dominion would be based around an "event loop" that handles the phases of the turn (start, action, buy, cleanup, interturn) and cards that are scripted to trigger various side-effects when they're eligible to be played. All well and good. Many Dominion cards are built out of primitive effects that are not very complicated to script, and interact in predictable ways. (+1 Card/action/buy/coin, look at a card, reveal a card, etc.) Other cards have (seemingly?) unique effects, most notably Possession, which in the rules for humans is heavily annotated and some cards have FAQs that clarify precisely how they interact with Possession.

So my initial questions about this for the developers are these, if they care to reveal their approach at all:

- Am I even imagining a design similar to what you're building for the game engine?
- How many "primitive" game-state operations are there? What about higher-order operations like predicates or alternates?
- How many cards have an operation only used for that card?
- Are there any card interactions that have a true corner-case implementation, where the engine produces the wrong effect when A and B interact, but there's no feasible way to correct the individual components to get the right effect?
- I sure would be delighted for card-creation tools to be made available to players with the full power of the engine. I know there's lots of reasons to not ever do this, which I accept. This isn't a question.

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