Decide who gets a one-of-a-kind relic when several players grab it at once
Two armies reach the same relic in the same moment, and each player's computer sees a different winner. This entry decides by the game's own step count and the distance, never by when a message happened to arrive, and keeps a dropper from picking the relic straight back up.
Why this works
Every computer has to reach the same verdict from facts they all share. The game's own step count and the distance are the same everywhere, while the moment a message arrived is not, so only the shared facts can decide a tie fairly.
When not to use it
Skip it in a game played by one person or against computer opponents, where no two claims can clash. Also skip it if you want a relic to be won by skill, such as a tug of war or a race to a switch; then let the contest decide.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 31 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Decide who gets a one-of-a-kind relic when several players grab it at once" (read_entry unique-relic-claim-race) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP