Implemented races are: hero, box, target, htarget, wall, ground Colors are: 0, 1, 2, 3, ... denoted as x, a, b, c, d, ... 0 - grey (neutral, black, white, or colorless), 1 - blue, 2 - green, 3 - red, ... For example, hero_x is grey hero, box_a - blue box, ... There is only one race of active units, hero. Rules .. .. is an interaction matrix - matrix of implemented interactions between breeds: push - acting unit can push neighbour unit, actee, like in Sokoban, pull - acting unit pulls neighbour, swap - acting unit swaps with neighbour, leap - neigbour leaps over actor, jump - actor jumps over units Rules have attributes: deepness and flockness. Deepness .. .. is a parameter of interaction, DEEPNESS_LIMIT. It defines how far the inital hero's action can propagate through its neighbours. For examle, pushed box, can push second box if second box is on its way. If second box cannot push any other box, this means that deepness is 2. If 3 boxes can be pushed at once, deepness is 3. #@Sokoban@# is a game with deepness 1. Flockness .. .. is a parameter of interaction, herd_sense, which is a natural number n > = 0 ( 0 stands for no-herd-effect ). Flocked interaction involves neighbours. This means if neighbour touches moved unit before move began, then this neighbour will do the same move if no obstacles are on neighbour's path. Objective .. .. of the game is to "fill" goals with color-matching-batons: Precisely: if number of targets less than number of batons, then deliver color-matching batons to all targets. Otherwise: deliver all batons to color-matching targets. Color-Match-Games .. are such games where rules do not depend on pair of colors, but depend on outcome of their colors match and races. If one of units is gray or units have the same color, then units are "color-matching". Otherwise, they are not color-matching. (This is a match based on "wearing" filter-glasses with own color.) Not all Whirly games are "Color-Match-Games". This term is only for classification. There is no "Color-Match" property to control application behavior.When JS finds this token, #@title@# , then JS will make this div visible.
FeaturesD u a l G a m e s Two games G, H called co-games if they have equal set of legal positions and 1. for each move a - b in G, there exists move b - a in H and vice versa, 2. there is one-to-one correspondence g |-> h between actions g, h such h results in co-move of g. Examples: #@Sokoban@# and Co-Sokoban. #@PullPush@# and #@Co-PullPush@#: pull and push, left-move and right-move are co-actions. Path uullURdl and ruRUrrdd are copaths. Copath of solution is a solution of cogame. Finding longest departure from given position in co-game helps to construct a map leading to given position in direct game. #@Doubleban@#, #@Colortrain@#, and #@Monkeyban@# have no implemented co-games.
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