Simon Forsberg

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This could be accomplished by making the Action Log an in-game object that you can add and remove stuff from, basically like almost any other entity/component.

This would require that the methods in `replayable` be made into suspending functions, which would cascade through all games that are currently using randomness and throughout many places in the...

A possible way to solve this would be to add a loop like this: - Make a move, create some randomness (e.g. cards: 'a', 'b', 'c', 'd'. dice: 4 +...

Should be made easier to accomplish with The Big Refactoring™ #302

This is actually not that much related to The Big Refactoring™. The main missing thing is to show an alert in frontend when it receives an IllegalMove message

This applies not only to making specific actions within games, but also to: - Creating invites - Starting game - The "random action" button - ... and basically everything else!

Example use-cases: - TTT, UTTT, Quixo, and all those kinds of games: m,n,k must be positive - Avalon: If you use Percival, then you must also use Merlin and/or Morgana...

Should be easier with The Big Refactoring™ #302

Using Koin can be an option: https://insert-koin.io/

Using SharedFlows would be similar to an event system but would be more Kotlin-ic. And would make supporting multiple coroutines/threads easier.