On Mon, 7 Apr 2008, Ben Caplan wrote:
> Which version looks saner?

The asset version is much saner.  Another good version is Maud's original:
E was pretty good with language involving sets, classes, and instances.  
(Though eir very first version recursed and made loose/stuck a switch
for switches, clever but caused some fun with switches all the way down).  

But the asset version looks quite good.

<Wayback Machine>

Rule 2040/4 (Power=2)
Switches

      A switch is a set of states associated with a class of entities.
      Each switch shall have a default state, which if not otherwise
      specified shall be the first state mentioned in the rule
      defining the switch.

      The recordkeepor for a class of entities shall also maintain
      records of any switches associated with that class, as well as
      the current state of the switch for each entity of the class.
      If the recordkeepor is required to publish a report, that report
      shall include records of these switches.  The rules may require
      a different player to maintain and report these records.

      Whenever an entity is created in a class of entities associated
      with a switch, it shall be in the state of the switch specified
      by the order or provision creating it; if no state is specified,
      it shall be in the default state of the switch.

      Whenever an entity joins a class of entities associated with a
      switch, the entity shall be in the default state of the switch.

      Whenever an instrument indicates that a switch on an entity is
      set or changed to some state, and the rules do not otherwise
      forbid it, the entity shall come to be in that state and
      simultaneously cease to be in any other state of the switch.

      A player who may flip a switch on an entity to some state other
      than the current state of the switch may do so by announcement.
      In eir announcement, e must indicate the entity, switch, and new
      state.  Upon this announcement, provided it is valid, the switch
      is set to the named state.

      A switch is loose unless the rules define it as stuck.

      An executor of an entity may flip any of the loose switches on
      that entity, unless the rules otherwise prohibit doing so.

      The stuck switches on an entity can be flipped only when the
      rules so indicate.

      Whenever a switch is created, or becomes associated with a class
      of entities, then each entity in the class that had previously
      been in a state that is now a state of the switch shall continue
      to be in that state; all other entities in the class shall be in
      the default state of the switch.

      Whenever a state ceases to be a state of a switch, all entities
      in the class that had previously been in that state shall be in
      the default state of the switch.

</Wayback Machine>


Reply via email to