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Refactor animatePlayerMoveGeneric to delegate logic to game.execute_move()#54
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Co-authored-by: durangogt <10979447+durangogt@users.noreply.github.com>
Co-authored-by: durangogt <10979447+durangogt@users.noreply.github.com>
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[WIP] Refactor animatePlayerMoveGeneric to use game.execute_move
Refactor animatePlayerMoveGeneric to delegate logic to game.execute_move()
Feb 6, 2026
durangogt
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February 6, 2026 05:37
durangogt
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Feb 6, 2026
durangogt
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Feb 6, 2026
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Feb 7, 2026
Feature/aggravation mechanics - all fixed except for the details in this pull - #54 so hopefully we can fix this after this merge once we see how it works w/ the web version
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Eliminates code duplication between UI layer (
animatePlayerMoveGeneric) and game engine (execute_move). Previously, aggravation logic was independently implemented in both locations, creating maintenance burden and potential for inconsistency between GUI and headless modes.Changes
animatePlayerMoveGenericnow callsgame.execute_move()upfront for all move logic including aggravation detectionfind_marble_at_position()andsend_marble_home()from UI layermove_result['aggravated_opponent']flag instead of redundant detectionexecute_movecalculationBefore
After
This establishes
execute_move()as the single source of truth for game rules, ensuring GUI and headless simulation remain in sync.💡 You can make Copilot smarter by setting up custom instructions, customizing its development environment and configuring Model Context Protocol (MCP) servers. Learn more Copilot coding agent tips in the docs.