Open Zomis opened 2 years ago
This would require that the methods in replayable
be made into suspending functions, which would cascade through all games that are currently using randomness and throughout many places in the internal codebase.
I feel like it can be interesting to keep in mind, but not worth the effort right now.
A possible way to solve this would be to add a loop like this:
cards
and/or dice
with the above example)
When a game checks for saved randomness-state, it would be useful if while playing one could inject what one would want the value to be.
Something like the following: