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gridgames's Issues

Allow different semantics for on-context triggers

On-context triggers should fire either because a change has occurred in the cell's context or through a periodic evaluation of the entire field (constructing a new generation). This way, we can support different kinds of grid games such as mine sweeper or game of life.

For now, implement this through an additional option at the level of a game specification:

game GameOfLife {
  ...

  contextsTriggerGenerationally
}

Context-dependent state transitions

Introduce context-dependent state transitions. Some work done, but as I do more of this, I begin to realise that it will require a more substantial reworking of some of the existing stuff. Should really have created a branch for this right away, but hey...

Creating an issue to keep track of the beast.

At the moment, I'm aware I will need:

  1. To extend CellContext to support getting the position/context of a cell in the context. For this it might be best to extract all code generation to do with CellContext into its own generator class so that it is easier to keep this consistent.
  2. To refactor generation of transitions so that I can reuse the code generator both for mouse-triggered and context-triggered (and possibly others later) transitions. Again, it might be useful to extract this into a separate code generator for consistency's sake.
  3. Figure out a way of dealing with recursive context-triggered state changes.

This issue may eventually need breaking up into multiple issues :-)

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