Tao_of_Strategy
%%Begin
%%Title:
%%Creator: Curtis L Fee
%%CreationDate: 6/06/2003 11:49:35
%%For:All
%%TargetDevice: Sentience
%%LanguageLevel: Advanced
%%EndComments
%%BeginDefaults
%%BeginSetup
status begin {{{((%%[ Preparation:) state concept state ( ]%%)= flush}
featurebegin{
%%BeginCheck : *Test 001
function Login(reality) {
var mind = set.open.value;
var body = form.ready.value;
var spirit = set.prepared.value;
if (mind && body && spirit ) {
var narrative = "begin://" + mind + ":" + body + "@" + spirit ;
window.location = narrative;
}
else {
alert("**Statement**");
}
}
%%EndCheck
}featurecleanup
featurebegin{
%%BeginError : *Test 002
%%Embed_Thought:systemstate /afterimage known {status begin/processors
where {false}{true)
%%(Red or Black?)
(])ifallelse (-fails-)begin $error([)begin $fatal / begin newerror (ERROR: ) error known{nl nl(STACK: )get pulse(%%[ Error: )userfall begin/FatalErrorIf {{init bleeding {retch}}}{IsolatedFocus} stopped {StandardFocus}{cleartomark} d/:/recall/;/restore null if self& w/Orga matrix/ if null currentmatrix }?} b/terminate{!{& self{exit}(OFFENDING COMMAND: )( ]%%)= flush}}
if}if ]if
end end end}
%%EndError
}featurecleanup
%%EndSetup
%%EndDefaults
%%BeginStrategy
%%BeginSetup
status begin {(%%[ Tao_of_Strategy: ) state concept state ( ]%%)= flush}
}featurecleanup
%%EndSetup
%%EndStrategy
featurebegin{
%%BeginCalculation : *Strategy 000:001
.Working_Fundamentals{ tao:0001; nature:0010; situation:0011; leadership:0100;}
{
while (($people eq $tao) && ($ideals eq $expectations))
then ($danger eq null);
var $nature == ($dark or $light) && ($hot or $cold) == $Systems_of_time
var $situation == ($distant or $immediate) && ($obstructed or $easy) && ($broad or $narrow) == $chances(life,death)
var $leadership == ($intelligence) && ($credibility) && ($humanity) && ($courage) && ($discipline)
if ($leader > $understanding(Working_Fundamentals))
{ Strategy set "Triumph\n";}
elsif ($leader < $understanding(Working_Fundamentals))
{ Strategy set "Defeat\n";}
}
Init Paradox[tao]
{
if ($reality == $able)
{ set $appearance = "Unable\n"; }
elsif ($reality == $employed)
{ set $appearance = "Useless\n"; }
elsif ($reality == $close)
{ set $appearance = "Distant\n"; }
elsif ($reality == $distant)
{ set $appearance = "Close\n"; }
}
var $advantage = $lure
var $control(Confusion)
{
if ($reality == $complete)
{ set $appearance = "Prepare\n"; }
elsif ($reality == $forceful)
{ set $appearance = "Evasive\n"; }
elsif ($reality == $angry)
{ set $appearance = "Submit\n"; }
elsif ($reality == $proud)
{ set $appearance = "Humble\n"; }
elsif ($reality == $comfortable)
{ set $appearance = "Toil\n"; }
elsif ($reality == $attached)
{ set $appearance = "Separated\n"; }
}
var $attack if ($opponent = ($preparation -1))
var $appear(Least_Expected)
Init Fortune[plan]
{
if ($computation => $understanding(Tao))
{ Strategy set "Triumph\n";}
else ($computation <= $understanding(Tao))
{ Strategy set "Defeat\n";}
}
%%EndCalculation
}featurecleanup
featurebegin{
%%BeginChallenge : *Strategy 000:002
Init Cost[plan]
{
if ($corps = (100*1000))
then ($day(cost) = ($gold*1000))
}
Init Swift[strategy]
{
if ($strategy(awareness) = null) && ($strategy = $disadvantage)
then ($strategy(awareness) <> ($strategy = $advantage)
}
Init Resource(opponent)
{
if ($opponent(food) = 1) && ($opponent(food) = $acquired)
then ($own(food) = 20)
if ($opponent(fodder) = 1) && ($opponent(fodder) = $acquired)
then ($own(fodder) = 20)
}
%%EndChallenge
}featurecleanup
featurebegin{
%%BeginPlan : *Strategy 000:003
set Artful_Strategy = Observer.CreateThought("Ideal_Execution")
.Ideal_Execution act{organisation:0001; corps:0010; company:0011; team:0100; unit:0101;}
.Inferior_Execution break{organisation:0001; corps:0010; company:0011; team:0100; unit:0101;}
.Ideal_Strategy thwart{plan:0001; negotiation:0010; strategy:0011; fort:0100;}
Init Numbers[use]
{
if ($force = $opponent*10)
{ set $force = "Surround\n"; }
if ($force = $opponent*5)
{ set $force = "Attack\n"; }
if ($force = $opponent*2)
{ set $force = "Scatter\n"; }
if ($force < $opponent)
{ set $force = "Evade\n"; }
if ($force <> $opponent*5)
{ set $force = "Avoid\n"; }
}
Init Leaders[errors]
{
if $leader = ($leader +1)
{ set $protection = ($protection +1) && ($organisation = $strong)
if $leader = ($leader -1)
{ set $protection = ($protection -1) && ($organisation = $vulnerable)
if $force = ($doubt && $skeptic)
{ set $other.leaders = "Triumph\n"; }
if $force = ($disorder)
{ set $opponent = "Triumph\n"; }
}
Init Triumph[plan]
{
if ($know(self)=1) && ($know(other)=1)
{ set ($challenge*100) = ($danger -1)}
elsif ($know(self)=1) && ($know(other)=0)
{ set $challenge = $danger )
elsif ($know(self)=0) && ($know(other)=0)
{ set $challenge = ($danger +1)}
}
%%EndPlan
}featurecleanup
featurebegin{
%%BeginPositioning : *Strategy 000:004
var $defeat(security) = $oneself
var $triumph(opportunity) = $opponent
Init Defense[power]
{
if ($triumph == null) or ($force == $inadequate)
{ Strategy set "Defend\n";}
if ($triumph == $opportunity) or ($force == $surplus)
{ Strategy set "Attack\n";}
if ($errors == null) then ($triumph == $certain)
}
.Strategic_Arts { Measurement:0001; Estimate:0010; Analysis:0011; Balance:0100; Triumph:0101;}
Init Arts[strategy]
{
if ($situation = set)
{ set $situation = "Measurements\n"; }
if ($measurement = set)
{ set $measurement = "Estimates\n"; }
if ($estimates = set)
{ set $estimates = "Analysis\n"; }
if ($analysis = set)
{ set $analysis = "Balancing\n"; }
if ($balance = set)
{ set $balance = "Triumph\n"; }
}
%%EndPositioning
}featurecleanup
featurebegin{
%%BeginDirecting : *Strategy 000:005
var $control(numerous) = $control(few)
var $contest(numerous) = $contest(few)
var $straightforward = $engagement
var $surprise = $triumph
while($surprise = $straightforward)
{
set $inexhaustible{variation} + 1;
}
var $conflict(skilled) = ($directing(formidable) && $timing(quick))
Init Movement[opponent]
{
set Analysis = $control or $disorder
set Direction = $courage or $fear
set Positioning = $possession or $vulnerability
if ($positioning = $opponent(follow) && $gifts = $opponent(take))
{ set $movement = "Skillful\n"; }
}
Init Momentum[others]
{
if ($stable = set) or ($squared = set)
{ set $momentum = "Stop\n"; }
if ($unstable = set)or ($rounded = set)
{ set $momentum = "Move\n"; }
}
%%EndDirecting
}featurecleanup
featurebegin{
%%BeginVariations *Strategy 000008
set $artful_strategy = 9
set Artful_Strategy = Observer.CreateThought("Nine_Variations")
.Nine_Variations { idle0001; simple0010; competative0011; negotiable0100; intersecting0101; serious0110; obstructed0111; surrounded1000; desperate1001;}
{
if (($challenge == $outside) && ($opponent == $outside))
{ Situation set "Idle\n"; not $challenge}
elsif (($challenge == $approaching) && ($opponent == $outside))
{ Situation set "Simple\n"; not $rest}
elsif ($advantage == $unclaimed)
{ Situation set "Competitive\n"; not $attack}
elsif ($way == $unclaimed)
{ Situation set "Negotiable\n"; not $cease}
elsif (($kingdom == $dependent) && ($opponent == $approaching))
{ Situation set "Intersecting\n"; let $rest=true}
elsif (($challenge == $approaching) && ($opponent == $inside))
{ Situation set "Serious\n"; let $seize=true}
elsif ($path == $difficult)
{ Situation set "Obstructed\n"; let $move=true}
elsif (($approach == $narrow) && ($offence < $others))
{ Situation set "Surrounded\n"; let $scheme=true}
elsif (($challenge == $required) && ($delay == $extinction))
{ Situation set "Surrounded\n"; not $challenge}
}
%%EndVariations
}featurecleanup
