-<div class="statement-body">
+<div class="statement-body">
<!-- GOAL -->
<div class="statement-section statement-goal">
<h2>
turn if you have any left.
</div>
</div>
- <div class="statement-section statement-expertrules">
+ <div class="statement-section statement-warning">
<h2>
- <span class="icon icon-expertrules"> </span>
+ <span class="icon icon-warning"> </span>
+ <span>Breaking Change</span>
+ </h2>
+ <p>
+ The <var>roadLength</var> 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.
+ </p>
+ <p>
+ 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
+ <a href="https://www.codingame.com/profile/c4a50746f425cb125f77487aaf51350c7258821">
+ @Snef
+ </a>
+ for reminding me of this.
+ </p>
+ <p>
+ If you used this variable, I suggest you temporarily used one
+ of these workarounds so you don't get bit by the upcoming
+ change:
+ </p>
+ <table>
+ <tr><th>Former use</th><th>As a</th><th>Try this</th></tr>
+ <tr>
+ <td><pre>roadLength - 1</pre></td>
+ <td><pre>distance to opponent</pre></td>
+ <td><pre>roadLength & (~1)</pre></td>
+ </tr>
+ <tr>
+ <td><pre>roadLength</pre></td>
+ <td><pre>number of troll states</pre></td>
+ <td><pre>roadLength | 1</pre></td>
+ </tr>
+ <tr>
+ <td><pre>roadLength + 1</pre></td>
+ <td><pre>I have no idea</pre></td>
+ <td><pre>(roadLength + 1) & (-1)</pre></td>
+ </tr>
+ </table>
+ </div>
+ <div class="statement-section statement-warning">
+ <h2>
+ <span class="icon icon-warning"> </span>
<span>Rule Evolution</span>
</h2>
- <div class="statement-expert-rules-content">
- The following points are still ideas in flux, waiting for some
- opinions (leave a comment on the draft submission page!)
+ <div class="statement-warning-content">
+ The following ideas are still in flux, waiting for some
+ opinions. Please drop a word on the
+ <a href="https://www.codingame.com/contribute/view/507070b7925f661e2d2835c14f950b9d157e">
+ contribution's page
+ </a>
+ or
+ <a href="https://forum.codingame.com/t/troll-vs-castles-brainstorm/184827?u=jbm">
+ on the forum
+ </a>
<ul>
<li>
Is it even worth publishing? can the problem be totally solved?
Just read the sample code. You can figure this out.
</div>
</div>
- <div class="statement-section statement-changelog">
- <h2>Change Log</h2>
+ <div class="statement-section statement-expertrules">
+ <h2>
+ <span class="icon icon-expertrules"> </span>
+ <span>Maps</span>
+ </h2>
+ <div class="statement-expert-rules-content">
+ <p>
+ 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:
+ </p>
+ <table>
+ <tr><th>Road length</th><th>Stones</th></tr>
+ <tr><td><const>7</const></td><td><const>15</const></td></tr>
+ <tr><td><const>7</const></td><td><const>30</const></td></tr>
+ <tr><td><const>15</const></td><td><const>30</const></td></tr>
+ <tr><td><const>15</const></td><td><const>50</const></td></tr>
+ </table>
+ <p>
+ As with anything in this <em>draft</em> statement, this
+ is <strong>subject to change without notice</strong>. Why do
+ you think they're provided in the game input?
+ </p>
+ </div>
+ </div>
+ <div class="statement-section statement-protocol">
+ <h2>
+ <span class="icon icon-protocol"> </span>
+ <span>Change Log</span>
+ </h2>
<ul>
+ <li>
+ Of course that game needed MSG functionality!
+ </li>
<li>
Enforce the one-stone rule. (that also fixed the legacy
buh—sorry people! I put an easter egg in exchange)