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Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Jan 25, 2023 03:24 AM UTC:

OK, I think I fixed it. The Betza compiler now refrains from inserting these 'loop directives' in the legs sequence when the NewClick move-entry method is used. I had to change some tests in the assignment of click sequences (which already relied on the presence of these directives) too. Distant or sliding rifle captures do not require the click to the final destination. This might be a folly, though, as it causes ambiguity when both the rifle and normal capture are allowed on the piece. Perhaps I should make this subject to a Diagram parameter autoComplete, and in general require all clicks, but consider the move entered when there is only one matching move left in the list, and at least two clicks have been given.

I am not even sure that swapping the order of locust victim and destination is always harmless, or whether it could lead to ambiguities too.

There does seem to be a problem when using the Lion Dog (XBetza: KADGHcavKabKmpafcavKcafcmpavK) with the newClick generation. When doing a double capture of the first two pieces in a straight line, and you click the second piece again, it always selects the two out one in option. This is probably due to the ambiguity caused when rifle captures and normal captures are allowed. I am planning on reviving Hook Shogi, and I intend to include the Lion Dog in it, so any help would be greatly appreciated.

I think the best solution would be some directive specifically for this kind of ambiguity, or to only skip a locust victim after cab if that locust victim's square is the only one that can be visited, so as to not destroy the directives that allow the Suzumu Fire Demon's burning restriction to work properly.