Difference between revisions of "Bizarro Dvorak Engine"

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
(New page: The Bizarro Dvorak Engine is set on the antithesis of the Dvorak Lounge, the Dvorak Anti-Lounge. To get there, enter the MUSH and type: '''@tel #17''' To exit, type '''home'''. The Biza...)
 
(Credit where credit is due.)
 
(10 intermediate revisions by one other user not shown)
Line 5: Line 5:
To exit, type '''home'''.
To exit, type '''home'''.


The Bizarro Dvorak Engine works more or less like the original Dvorak engine, but has more solid coding (by me, obviously)
The Bizarro Dvorak Engine works more or less like the original Dvorak engine, but has more solid coding. It was written by [[User:Zaratustra|Zaratustra]].


Differences from the standard Engine:
The system is under test and feedback is welcome in the discussion page.


* It should support more cards than its counterpart. I have not tested it intensively in that regard.
== Differences from the standard Engine ==
 
* It should support more cards than its counterpart - at least 200. careful not to have the MUSH lock you off when pasting the decks in though.
* It has an actual simulated draw pile, with shuffling and such.
* It has an actual simulated draw pile, with shuffling and such.
* You can put anything in the card type instead of just 'A' and 'T'.
* Cards in play with the status 'facedown' are concealed. You may play a card this way with the command '''playcard <card #>=facedown'''.
* Cards in play with the status 'facedown' are concealed. You may play a card this way with the command '''playcard <card #>=facedown'''.
* A CCG mode prototype is implemented, activated with '''ccgmode on''' and deactivated with '''ccgmode off'''. This divides the deck, draw piles and discard piles into one for each player, and all commands that interact with one will only affect the ''user's'' respective pile. A better interface may be implemented later.
* Actions have to be played with '''action <card>''' rather than '''playcard <card>'''.
* Known bug: Actions have to be discarded rather than played. Will be fixed eventually.
* It doesn't save or load decks yet.
* It doesn't save or load decks yet.
* You may get 'Not enough money to queue command.' messages when pasting large bodies of text. Working on that.
=== CCG Mode ===
A CCG mode prototype is implemented, activated with '''ccgmode on''' and deactivated with '''ccgmode off'''. This divides the deck, draw piles and discard piles into one for each player, and all commands that interact with one will only affect the ''user's'' respective pile. A better interface may be implemented later.
=== Pack Mode ===
Turn pack mode on with '''packmode on''' and turn it off with '''packmode off'''. While on, '''loadcard''' will send cards to a 'pack' area, independent of the deck and of anything in play.


The system is under test and feedback is welcome in the discussion page.
You can load cards from the pack into the Dvorak deck or your CCG deck with the command:
 
'''loadpack <card # | card name>'''
 
So, a CCG game setup might go like this:
 
clearall
ccgmode on
packmode on
<paste deck MUSHcode from wiki>
packmode off
  # each player enters their card list now; below is only one of them
loadpack Swamp
loadpack Swamp
loadpack Swamp
loadpack Swamp
loadpack Plague Rats
loadpack Plague Rats
loadpack Plague Rats
loadpack Plague Rats
  # finally, each player types:
startgame
  # to copy their deck to the draw pile.
== All the Areas ==
 
Card template area:
* Pack (LOADCARD sends things here when not in Pack Mode)
 
Initial setup areas:
* Vote (NEWCARD sends things here)
* Deck (LOADCARD sends things here when not in Pack Mode) (Not in CCG Mode)
* Player's Deck (CCG Mode)
 
Game areas:
* Player's Hand
* Player's Play Area
* Draw Pile (Not in CCG Mode)
* Discard Pile (Not in CCG Mode)
* Player's Draw Pile (CCG Mode)
* Player's Discard Pile (CCG Mode)


commands are:
== Commands ==


CLEARALL
  CLEARDECK
  CLEARDECK
  NEWCARD name/type/desc
  NEWCARD <name>/<type>/<desc>
  LOADCARD name/type/desc
  LOADCARD <name>/<type>/<desc>
LOADPACK <#|name>[=<number of copies>]
  VIEWALL
  VIEWALL
  VIEWVOTE
  VIEWVOTE
VIEWDRAW
  VIEWDISC
  VIEWDISC
  VIEWDECK
  VIEWDECK
  DRAWCARD
READDECK
  PLAYCARD #[=status]
VIEWHAND
  DISCARD #
READHAND
  DESTROY #
VIEWPLAY
READPLAY
VIEWPACK
READPACK
READCARD #
  DRAWCARD [<number of cards>]
  PLAYCARD <#|RANDOM>[=<status>]
  DISCARD <#|RANDOM>
  DESTROY <#|RANDOM>
ACTION <#|RANDOM>
  APPROVE #
  APPROVE #
  REPEAL #
  REPEAL #
  DRAWVIS
  DRAWVIS
  STARTGAME
  STARTGAME
VIEWHAND
  GIVEHAND #=<player>
  GIVEHAND #=player
  GIVEPLAY #=<player>
  GIVEPLAY #=player
  SHUFFLE
  SHUFFLE
  SHUFFLEDISC
  SHUFFLEDISC
  COUNTHAND
  COUNTHAND <player>
  COUNTDRAW
  COUNTDRAW
VIEWPLAY
  EDITCARD #=<name>/<type>/<desc>
  EDITCARD #=name/type/desc
PLAYRAND
DISCRAND
  APPROVEALL
  APPROVEALL
  CCGMODE <on/off>
  CCGMODE <ON|OFF>
  READCARD #
  PACKMODE <ON|OFF>

Latest revision as of 17:34, 8 November 2008

The Bizarro Dvorak Engine is set on the antithesis of the Dvorak Lounge, the Dvorak Anti-Lounge. To get there, enter the MUSH and type:

@tel #17

To exit, type home.

The Bizarro Dvorak Engine works more or less like the original Dvorak engine, but has more solid coding. It was written by Zaratustra.

The system is under test and feedback is welcome in the discussion page.

Differences from the standard Engine

  • It should support more cards than its counterpart - at least 200. careful not to have the MUSH lock you off when pasting the decks in though.
  • It has an actual simulated draw pile, with shuffling and such.
  • You can put anything in the card type instead of just 'A' and 'T'.
  • Cards in play with the status 'facedown' are concealed. You may play a card this way with the command playcard <card #>=facedown.
  • Actions have to be played with action <card> rather than playcard <card>.
  • It doesn't save or load decks yet.
  • You may get 'Not enough money to queue command.' messages when pasting large bodies of text. Working on that.

CCG Mode

A CCG mode prototype is implemented, activated with ccgmode on and deactivated with ccgmode off. This divides the deck, draw piles and discard piles into one for each player, and all commands that interact with one will only affect the user's respective pile. A better interface may be implemented later.

Pack Mode

Turn pack mode on with packmode on and turn it off with packmode off. While on, loadcard will send cards to a 'pack' area, independent of the deck and of anything in play.

You can load cards from the pack into the Dvorak deck or your CCG deck with the command:

loadpack <card # | card name>

So, a CCG game setup might go like this:

clearall
ccgmode on
packmode on
<paste deck MUSHcode from wiki>
packmode off
  # each player enters their card list now; below is only one of them
loadpack Swamp
loadpack Swamp
loadpack Swamp
loadpack Swamp
loadpack Plague Rats
loadpack Plague Rats
loadpack Plague Rats
loadpack Plague Rats
  # finally, each player types:
startgame
  # to copy their deck to the draw pile.

All the Areas

Card template area:

  • Pack (LOADCARD sends things here when not in Pack Mode)

Initial setup areas:

  • Vote (NEWCARD sends things here)
  • Deck (LOADCARD sends things here when not in Pack Mode) (Not in CCG Mode)
  • Player's Deck (CCG Mode)

Game areas:

  • Player's Hand
  • Player's Play Area
  • Draw Pile (Not in CCG Mode)
  • Discard Pile (Not in CCG Mode)
  • Player's Draw Pile (CCG Mode)
  • Player's Discard Pile (CCG Mode)

Commands

CLEARALL
CLEARDECK
NEWCARD <name>/<type>/<desc>
LOADCARD <name>/<type>/<desc>
LOADPACK <#|name>[=<number of copies>]
VIEWALL
VIEWVOTE
VIEWDISC
VIEWDECK
READDECK
VIEWHAND
READHAND
VIEWPLAY
READPLAY
VIEWPACK
READPACK
READCARD #
DRAWCARD [<number of cards>]
PLAYCARD <#|RANDOM>[=<status>]
DISCARD <#|RANDOM>
DESTROY <#|RANDOM>
ACTION <#|RANDOM>
APPROVE #
REPEAL #
DRAWVIS
STARTGAME
GIVEHAND #=<player>
GIVEPLAY #=<player>
SHUFFLE
SHUFFLEDISC
COUNTHAND <player>
COUNTDRAW
EDITCARD #=<name>/<type>/<desc>
APPROVEALL
CCGMODE <ON|OFF>
PACKMODE <ON|OFF>