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H. G. Muller wrote on Sat, Jul 18, 2020 04:54 AM UTC:

I did read the tutorial How to Enforce Rules in Game Courier (2016), but some things where not entirely clear to me:

  • When it discusses the code for promotion in the Post-Move code, it mentions how to reject a move R a1-f1; Q-a1;. I don't understand the Q-a1. Must pieces be promoted on their starting square? Why not on f1? Are the moves also evaluated right to left?
  • Apparently the input format is such that promotion is written as a separate, extra move. How is such a sequence of moves handled by the basic input system before the Post-Move code is invoked? Their seems to be no provision for multiple moves, just origin, dest, moved and old. Yet you can test the board (spaces) to check whether promotion took place. Are all moves of the sequence performed, and do the variables only convey the parameters of the last move that was processed? Do promotion 'moves' alter any of these variables?
  • What happens when you promote an empty square? Is that equivalent to dropping a piece on that square? (That would be useful e.g. for pieces that swap location with other pieces.)
  • Can you 'promote' something to an empty square?
  • In several places it is mentioned that the Post-Game code is executed only after all moves have been performed. What does this 'all moves' refer to? Normally (ie. for non-promotion) there would only be a single move to perform, right? Namely the one the user entered.
  • What is the convention for entering non-implied locust captures, like for the Chu-Shogi Lion? Is it capture followed by a move to the destination, or a direct move to the destination followed by promoting the locust victim(s) to empty squares?
  • Should automatic locust captures, such as for the Ultima Long Leaper, be explicitly specified, or should they be automatic side effects of the move to the destination?

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