ClementSparrow
ClementSparrow
Currently, there are two syntaxes to introduce new expansion contexts: - identifier-defined: When we declare a new object and (in the future), when we declare a property or aggregate or...
With a mapping defined like that: TAGS Tg = A B MAPPINGS Tg => Mp A B -> B A OBJECTS Obj:Tg blue It's possible to write a rule like...
The following file should compile and produce only two rules but it produces 8 rules: ``` OBJECTS Background darkblue Player red Dot:directions white ..... ..... ..000 ..... ..... rot:right:> LEGEND...
In the following code, `Pos` is a tag class adding `top` and `bottom` to `directions` and there is a mapping `RotUp` from `Pos` to `Pos`. However, in the first rule,...
In the two syntaxes currently existing that introduce expansion contexts (see #56), add something to: 1. Distinguish the parameters of the expansion context that have the same name but should...
Something like: ObjA:directions blue copy: ObjB:< shift:
The following code makes the editor lag on my computer (1-2s reaction time): ```TAGS ID = D0 D1 D3 D3 D4 B = T F ======== OBJECTS ======== Crate:ID:B:B:B:B:B white...
### Issue If an expansion of a rule using a mapping produces an object tagged with a tag class that happens to be a parameter of the rule, then this...
The code already exists for the editor, although it would need to be adapted for the specific needs of players. Interface issues concern the recording options: start and end of...
There should be a way to point at a rule in the editor and inspect how it is expanded/compiled, instead of using the "debug" button and search for the rule...