The Goal
Don't get destroyed by the troll.
Rules
You have to shoot at least 1 stone per
turn if you have any left.
Breaking Change
The roadLength game input variable used to be the
cardinal number of positions the troll could be in. That's the
way it was presented in the original game, but I leaned more
towards distances to make the I/O protocol easier on beginners.
So it's currently inconsistent.
This is going to change in the following days to be a distance
everywhere, more in line with the protocol's other measures.
Not to mention being somewhat more consistent with the variable
name. Thanks
@Snef
for reminding me of this.
If you used this variable, I suggest you temporarily used one
of these workarounds so you don't get bit by the upcoming
change:
Former use | As a | Try this |
roadLength - 1 |
distance to opponent |
roadLength & (~1) |
roadLength |
number of troll states |
roadLength | 1 |
roadLength + 1 |
I have no idea |
(roadLength + 1) & (-1) |
Rule Evolution
The following ideas are still in flux, waiting for some
opinions. Please drop a word on the
contribution's page
or
on the forum
-
Is it even worth publishing? can the problem be totally solved?
-
More maps? (a map is a {road length} × {initial stone count} pair)
-
Leagues? I could conceive the referee being permissive
(allow 0 stones thrown) in the first one, and then strict.
-
Fog of war? (see only troll position, not enemy throw/stones left)
-
variable for of war? (seeing enemy stones
is a boolean decided randomly as part of the map?
-
alternative fog of war? (seeing enemy stones only when
troll is close to us?)
-
Praise for my artistic skillz
-
Other remarks?
Victory Condition
Your opponent loses.
Defeat Condition
- The troll reaches your castle.
- When no player has stones left, the troll is closer to your castle.
I/O Protocol
Just read the sample code. You can figure this out.
Maps
The following maps are currently available and randomly yet
extremely fairly (you wouldn't believe the effort that went
into this) chosen uniformly at random among the following:
Road length | Stones |
7 | 15 |
7 | 30 |
15 | 30 |
15 | 50 |
As with anything in this draft statement, this
is subject to change without notice. Why do
you think they're provided in the game input?
Change Log
-
Enforce the one-stone rule. (that also fixed the legacy
buh—sorry people! I put an easter egg in exchange)
-
Cutesy defeat animations.
-
Distinct castle sprites!
-
Terminate game when there are no more stones in sight.
-
More pretty. (SRLSLY)
-
No more void maps. (root cause: Java % on a
negative seed)
Based on an involuntary suggestion by
Zaap38
on the #Fr channel. The original appears to be by
Romain André-Lovichi
.