Rule Descriptions

This page explains the potential formatting of rules in GGL-II.


Number of Players determined by number of player roles:

  (role random) ;always included
  (role player1)
  (role player2)
  (role player3)
  (role player4)
Player Teams determined by init states:
  (init (Player1 team 1))
  (init (player2 team 2))
  (init (player3 team 1))
  (init (player4 team 2))
Team Membership Logic Checking to determine if a move is legal when directed at a team member or non-team member
  (true (?player team ?x)) ;set player team variable
  (true (?target team ?y)) ;set target team variable
  (distinct ?x ?y) ;must be different teams
  (not (distinct ?x ?y)) ;must be same team
Unique Player Classes determined by init states (each class may have different rules they follow):
  (init (class 1))
  (init (class 2))
  (init (Player1 class 1))
  (init (player2 class 1))
  (init (player3 class 2))
  (init (player4 class 2))
Class Checking Logic to determine if a move is legal for a player of a certain class
  (true (?player class ?x)) ;creates variables
  (not (distinct ?x 1)) ;makes sure player is class 1


Decks determined by init states (discard piles count as decks), also determines ownership:

  (init (deck main 1)) ;primary deck
  (init (deck main 2)) ;secondary deck
  (init (deck discard 1)) ;primary discard pile
  (init (deck player1 1)) ;Primary deck for player 1
Max Size of Decks determined by init states:
  (init (maxDeckSize deck main 1 10)) ;low numbers restrict deck sizes
  (init (maxDeckSize deck discard 1 500)) ;huge numbers mean there is no real limit (good for discard piles)
Current Deck Card Count to keep track of how many cards in a deck:
  (init (deckSize deck main 1 52)) ;sets the initial deck size at the start of the game (must match number of initial cards in deck!)
Deck Checking Logic to determine if the move is legal on a deck:
  (true (deck ?owner ?d)) ;sets deck variable
  (not (distinct ?d 2)) ;makes sure the deck is deck 2
  (not (distinct ?owner ?player)) ;makes sure player performing action owns deck


Hand Ownership including hand number if multiple are used:

  (init (hand player1 1)) ;Primary hand of player 1
  (init (hand player1 2)) ;Secondary hand of player 1
Max Hand Size determined by init states:
  (init (maxHandSize player1 1 7) ;sets primary hand for player 1 to a max of 7 cards
Current Hand Size to keep track of the number of cards in a hand:
  (init (handSize player1 1 0)) ;sets the initial hand size at the start of the game (must match number of initial cards in hand!)
Hand Check Logic to determine if a move on a hand is legal:
  (true (hand ?owner ?x)) ;set variables for owner and which hand
  (not (distinct ?player ?owner)) ;Make sure the player is the owner
  (not (distinct 1 ?x)) ;make sure the hand is the primary hand
Hand Persistence to enable the current hand to continue between states
  (<= (next (hand ?player ?h))(true (hand ?player ?h)))

Universal Inclusions

Incrementors and Decrimentors to change numeric values because arithmetic is not allowed in GDL

  (++ 0 1) (++ 1 2) (++ 2 3) (++ 3 4) (++ 4 5) ;states that enable change in values by 1, add as needed
  (<= (next (?x))(true (?y))(++ ?x ?y)) ;decrements y to x, eg: y=4, then to make true, x=3, so next stage, the value x refers to will be 3.
  (<= (next (?x))(true (?y))(++ ?y ?x)) ;increments y to x, eg: y=3, then to make true, x=4, so next stage, the value x refers to will be 4.
  (+5 0 5) ;can add larger increments/decrements
Greater Than or Less Than for numeric comparisons, requires incrementors/decrementors
  (<= (greater_than_equals ?x ?x) (++ ?x ?y)) ;?x and ?y are equal, remove this to make strictly greater than
  (<= (greater_than_equals ?x ?y) (++ ?y ?x)) ;?y is greater than ?x, swap inputs to do less than
  (<= (greater_than_equals ?x ?y) (++ ?z ?x) (greater_than_equals ?z ?y)) ;recursion in the case they are more than 1 value different
  (greater_than_equals ?x ?y) ;?x must be greater than ?y
  (greater_than_equals ?y ?x) ;?y must be greater than ?x
Adding enables the adding of two values, requires incrementors/decrementors
  (<= (add 0 ?prev ?prev) (++ ?prev ?x)) ;base case for adding 0
  (<= (add 1 ?y ?z) (++ ?y ?z)) ;base case for adding 1, just uses increment
  (<= (add ?x ?y ?z) (++ ?littlex ?x) (add ?littlex ?y ?littlez) (++ ?littlez ?z)) ;recursion to add numbers greater than 1, x=add y=current z=output

mind/newdeck/rule_descriptions.txt · Last modified: 2017/03/05 00:05 by mdebuse
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