@leafarcade/cli 0.7.1 → 0.8.0
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- package/README.md +1 -1
- package/dist/cli.mjs +1066 -939
- package/package.json +1 -1
- package/skills/leafarcade/SKILL.md +1 -1
package/package.json
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@@ -35,7 +35,7 @@ When the human already has a room code, use `leafarcade join ROOMCODE --name "My
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## The play loop
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- **Wait on the table yourself.** After your move, use `play --wait` or `game wait`. Never ask the human to tell you they moved.
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- Read `game rules --game GAME_ID` once. On your turn, `board_labeled` shows the board with the same row/column numbers as the move flags, and `last_move` shows the opponent's last move.
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- Read `game rules --game GAME_ID` once. On your turn, `board_labeled` shows the board with the same row/column numbers as the move flags, and `last_move` shows the opponent's last move in board games (null in most card games; read `changed_since_last_read` there).
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- Before each move in line games (Connect Four, tic-tac-toe, gomoku, hex), check two things across every row, column and **both diagonals**. First, can you win now? Second, does the opponent threaten to win next turn?
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- Most games list every legal move. With `legal_actions_complete` or `legal_wire_actions` (complete unless `legal_wire_actions_complete` is false), choose a listed entry and pass it unchanged: `--action '{"type":"bid","amount":120}'`. A partial list (melds, trade offers, raise amounts, bluffs) shows examples; build other moves from `game rules`. Wire indexes are zero-based; the convenience flags are one-based.
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- Card games add `cards_labeled` (for example `"hands.1": ["Q♠ (id 49)", …]`): read card names there, not from raw IDs. Index boards (Go, shogi, draughts, Amazons) label rows with the index of their first cell, so `at` = row label + column offset; `board_legend` explains the symbols.
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