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This repository was archived by the owner on Apr 23, 2024. It is now read-only.
The USTak Association has set up a committee to test and evaluate solutions to first player advantage (mostly, but not solely in regards to tournaments). To test those, it would be of great help, if people could select alternate game rules when creating games. The idea is to attach rule objects to all games starting with the introducing patch. That class would define things like turn order, for instance. Ultimately they would regulate the flow of any in progress games, and the respective identifier for that rule would be stored with the database entry, to identify this game as variation game, and signify which variation was played.
The class could then be extended to represent different rules and prototypes could server as copy-blueprints for the objects actually used in the games. This would be both a server- and client side modification, and heavily impact the way the server functions. The potential benefits are that we have the chance to test rules otherwise not practically testable with a large number of players.
I can modify the server myself and send you the pull request for review, but truth be told, it would probably require a lot of modifications to solidly implement. I would set it up with a bunch of JUnit tests to prove base functionality. Would you consider taking those changes into consideration?
The USTak Association has set up a committee to test and evaluate solutions to first player advantage (mostly, but not solely in regards to tournaments). To test those, it would be of great help, if people could select alternate game rules when creating games. The idea is to attach rule objects to all games starting with the introducing patch. That class would define things like turn order, for instance. Ultimately they would regulate the flow of any in progress games, and the respective identifier for that rule would be stored with the database entry, to identify this game as variation game, and signify which variation was played.
The class could then be extended to represent different rules and prototypes could server as copy-blueprints for the objects actually used in the games. This would be both a server- and client side modification, and heavily impact the way the server functions. The potential benefits are that we have the chance to test rules otherwise not practically testable with a large number of players.
I can modify the server myself and send you the pull request for review, but truth be told, it would probably require a lot of modifications to solidly implement. I would set it up with a bunch of JUnit tests to prove base functionality. Would you consider taking those changes into consideration?