This is a really cool idea. I assume that by "ruin," you actually mean "shelters." But yes, it should be entirely possible to skip 2 turns each until the desired starting hands arise.
Yes, I always get those backwards for some reason
Original post edited. Also I thought about it a little more and realized every starting hand card starts with a different letter so the code for a hand could be something like "#CCCEE" for three copper and two estates; "#CCHNO" for two copper, Hovel, Necropolis, Overgrown Estate, and so forth. Pretty minimal chat spam during startup.
So if this is possible, the next question is: Would it be a ton of work and/or more work than it's worth? Javascript is not my primary language at all, but I might be able to help a bit toward making it happen. At the very least, I'm happy to volunteer as a tester.
This is not a problem. You simply take starting hand of the first player and rerun two turns until both players end up with that hand. Needs more redraws, but fixes the distribution. If animations are set to very fast while redrawing, even inj unlucky cases this should not take very long and, as this time is taken before the first turn, it can be put to good use anyway as both players analyze the kingdom.
Good point, that fixes the distribution, but if the first player has $5 or $2 we're talking about expected-reshuffles > 100. Not sure about 3/4 openings with specific shelter distributions. Fast animation helps, and I guess if Salvager can hit any UI widget for you, then it could speed up the animation during the protocol, and reset to whatever you had when it's finished. I think the limiting factor isn't necessarily animation though, it could be the chat communication and of course, any connection or goko lag
But I have a hunch that the ending condition, i.e. just identical hands vs hands identical to what player 1 started with, would be a relatively small part of the code. So it might be reasonable to implement the proper-distribution method, do some performance tests, and if it's unacceptably slow, fall back on the other way and consider it better than nothing.
Awesome! And, instead of only working when both players have this option selected, we can put it in the automatch parameters! That way players won't have to blacklist those who have the option turned off.
There's some room for options here. I wasn't necessarily thinking that you want to limit automatches to only other players who have the option turned on. #vpon and #vpoff don't currently work that way, to my knowledge... maybe they do and I'm just not setting up my games to make it happen, but I put #vpon in the title and still get vpoff games with silverspawn
Anyway there can be no "locked on" variation of this feature (as there is with putting #vpon in your game title), because it requires voluntary action from both players. There's even the possibility that someone without Salvager could chat back a "false accept," make you skip a turn, and then play normally, but for the most part I think this community is better than that. And if it did happen to me, whoever did it would be immediately blacklisted.