Guess I should make it be able to recognize moveable runs like (6S-5H) -> 7H with one FC open so it can recognize larger-scale loops like (7H-6S-5H) <-> (7D)... I didn't think I'd need run recognition...
Oh, I got it writing down what it does. Right now I'm using a pseudo-stack. Once a legal move is found, it's thrown onto the heap. If it's found that that next setup is unplayable, it pops the last element in the stack.
Received on Thu Nov 13 2003 - 07:03:53 IST