-<div class="statement-body">
+<div class="statement-body">
<!-- GOAL -->
<div class="statement-section statement-goal">
<h2>
<span>Rules</span>
</h2>
<div class="statement-rules-content">
- In the classic version, you <em>have</em> to shoot at least one stone per turn. This isn't enforced yet.
- </div>
+ If you have stones, shoot <const>1</const> or more of them.
+ <br>
+ If you don't have stones, shoot <const>0</const> exactly.
+ </div>
+ </div>
+ <div class="statement-section statement-warning">
+ <h2>
+ <span class="icon icon-warning"> </span>
+ <span>Rule Evolution</span>
+ </h2>
+ <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><s>
+ Is it even worth publishing? can the problem be totally solved?
+ </s></li>
+ <li>
+ More maps? (a map is a {road length} × {initial stone count} pair)
+ → Yes, there will be more maps.
+ </li>
+ <li>
+ Leagues
+ <ol>
+ <li>
+ single small map, cheating is tolerated, boss plays tit
+ for tat (9/10) or cheats (1/10)
+ </li>
+ <li>
+ rock troll and ice troll unlocked; multiple rounds;
+ four maps available; no cheating; boss plays well but
+ not perfect
+ </li>
+ <li>
+ all races unlocked; map continuum, no boss but default
+ AI doesn't lose.
+ <!-- I've actually got plans on a generic way to do
+ that. It's going to need many many hacks and a
+ viewer module. It's not planned for too soon. -->
+ </li>
+ </ol>
+ For the WIP phase of this draft, I'll likely merge the last
+ two leagues into one because we need data on what makes the
+ games interesting.
+ </li>
+ <li>
+ <s>Fog of war?</s> Cancelled. Not in this game.
+ </li>
+ <li>
+ Praise for my artistic skillz. There can never be enough
+ of that.
+ </li>
+ <li>
+ Other remarks?
+ </li>
+ </ul>
+ </div>
+ </div>
+ <div class="statement-victory-conditions">
+ <div class="icon victory"></div>
+ <div class="blk">
+ <div class="title">Victory Condition</div>
+ <div class="text">Your opponent loses.</div>
+ </div>
+ </div>
+ <div class="statement-lose-conditions">
+ <div class="icon lose"></div>
+ <div class="blk">
+ <div class="title">Defeat Condition</div>
+ <ul>
+ <li>The troll reaches your castle.</li>
+ <li>When no player has stones left, the troll is closer to your castle.</li>
+ </ul>
+ </div>
+ </div>
+ <div class="statement-section statement-protocol">
+ <h2>
+ <span class="icon icon-protocol"> </span>
+ <span>I/O Protocol</span>
+ </h2>
+ <div class="statement-protocol-content">
+ <p style="margin-bottom: 1em">
+ This place used to read: “Just read the sample code. You can
+ figure this out.” Here are the formalities for <em>that
+ other</em> part of the audience.
+ </p>
+ <div class="blk">
+ <div class="title">Map Input</div>
+ <div class="text">
+ <p>
+ This section's HTML gets messed up somewhere in the SDK
+ pipeline. <a href="https://forum.codingame.com/t/misleading-html-in-the-sdk-skeleton/184828/8?u=jbm">I reported it there;</a> and there
+ you'll be able to find a readable representation of this
+ block. Sorry about the inconvenience…
+ </p>
+ <p>
+ Your first line of input contains five space-separated
+ parameters:
+ <var>roadLength</var> <var>initialStones</var>
+ <var>gameSeed</var> <var>gameSide</var>
+ <var>reserved</var>
+ </p>
+ <dl style="margin: 1em;">
+ <dt>roadLength</dt>
+ <dd style="margin-left: 6em;">
+ distance between both castles, between <const>6</const>
+ and <const>14</const>.
+ </dd>
+ <dt>initialStones</dt>
+ <dd style="margin-left: 6em;">
+ number of stones a castle starts the day with,
+ between <const>0</const> and <const>50</const>.
+ </dd>
+ <dt>gameSeed</dt>
+ <dd style="margin-left: 6em;">
+ the game's seed. The game AIs use it to provide you
+ with reproducible matches even when they use stochastic
+ algorithms, and you're encouraged to do the same! See
+ examples section below for simple ways to achieve that.
+ </dd>
+ <dt>gameSide</dt>
+ <dd style="margin-left: 6em;">
+ which side you're on, as <const>-1</const>
+ or <const>1</const>. It's not supposed to make a
+ difference to how you handle the rest of the game, but
+ you can XOR it to your <code>gameSeed</code> to have a
+ (reproducible) random that doesn't mecessarily draw
+ when it plays against itself.
+ </dd>
+ <dt>reserved</dt>
+ <dd style="margin-left: 6em;">
+ reserved for future use, ignore for now
+ </dd>
+ </dl>
+ </div>
+ </div>
+ <div class="blk">
+ <div class="title">Turn Input</div>
+ <div class="text">
+ <p>
+ At each turn, you are provided with the following three
+ space-separated values:
+ <var>trollDistance</var>
+ <var>stones</var>
+ <var>opponentStones</var>
+ </p>
+ <dl style="margin: 1em;">
+ <dt>trollDistance</dt>
+ <dd style="margin-left: 6em;">
+ distance between the troll and your castle
+ </dd>
+ <dt>stones</dt>
+ <dd style="margin-left: 6em;">
+ number of stones you have left
+ </dd>
+ <dt>opponentStones</dt>
+ <dd style="margin-left: 6em;">
+ number of stones your opponent has left
+ </dd>
+ </dl>
+ </div>
+ </div>
+ <div class="blk">
+ <div class="title">Turn Output</div>
+ <div class="text">
+ <p>
+ After having received your turn input, you are to output
+ a single integer <var>stones</var>: the number of stones
+ you wish to throw at the troll.
+ </p>
+ <p style="margin-top: 1ex">
+ You may optionally provide a <em>message</em> you wish
+ your castle to yell at the troll or at your opponent.
+ Just append it to your output, being sure to separate it
+ with at least one space.
+ <!-- It has no incidence on the game whatsoever. Unless
+ you're god, that is. -->
+ </p>
+ </div>
+ </div>
+ <div class="blk">
+ <div class="title">Timing Considerations</div>
+ <div class="text">
+ <p>
+ You're currently allowed the default SDK timings. I
+ think it's one second for the first turn and 50 ms
+ then, but don't quote me on this.
+ </p>
+ </div>
+ </div>
+ </div>
+ </div>
+ <div class="statement-section statement-examples">
+ <h2>
+ <span class="icon icon-example"> </span>
+ <span>Proper RNG seeding examples</span>
+ </h2>
+ <table>
+ <tr>
+ <th style="border-bottom: 2px dashed #f2bb13;">Language Family</th>
+ <th style="border-bottom: 2px dashed #f2bb13;">Sample</th>
+ </tr>
+ <tr>
+ <td style="border-bottom: 1px dashed #f2bb13;">JVM</td>
+ <td style="border-bottom: 1px dashed #f2bb13;"><code>
+ long mySecretSalt = 0x4242424242424242L;<br>
+ Random random = new Random(gameSeed ^ gameSide ^ mySecretSalt);
+ </code></td>
+ </tr>
+ <tr>
+ <td style="border-bottom: 1px dashed #f2bb13;">C, C++, Perl…</td>
+ <td style="border-bottom: 1px dashed #f2bb13;"><code>
+ srand(gameSeed ^ gameSide ^ 0xdeadb33f);<br>
+ std::srand(gameSeed ^ gameSide ^ 12345);<br>
+ srand( $gameSeed ^ $gameSide ^ 0xCAFE_BABE );
+ </code></td>
+ </tr>
+ <tr>
+ <td style="border-bottom: 1px dashed #f2bb13;">Other</td>
+ <td style="border-bottom: 1px dashed #f2bb13;">Unachievable until proven otherwise</td>
+ </tr>
+ </table>
+ </div>
+ <div class="statement-section statement-expertrules">
+ <h2>
+ <span class="icon icon-expertrules"> </span>
+ <span>Expert rules</span>
+ </h2>
+ <div class="statement-expert-rules-content">
+ <p>
+ In the lower leagues, 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 style="margin: 1ex">
+ <tr>
+ <th style="border-bottom: 2px dashed #f2bb13; min-width: 6em;">Road length</th>
+ <th style="border-bottom: 2px dashed #f2bb13; min-width: 6em;">Stones</th>
+ </tr>
+ <tr>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>6</const></td>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>15</const></td>
+ </tr>
+ <tr>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>6</const></td>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>30</const></td>
+ </tr>
+ <tr>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>14</const></td>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>30</const></td>
+ </tr>
+ <tr>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>14</const></td>
+ <td style="border-bottom: 1px dashed #f2bb13"><const>50</const></td>
+ </tr>
+ </table>
+ <p>
+ You can also override them via game
+ settings <var>roadLength</var> and <var>initialStones</var>,
+ so long as you remember you won't be choosing them for
+ ranking play.
+ </p>
+ </div>
+ </div>
+ <div class="statement-section statement-protocol">
+ <h2>
+ <span class="icon icon-protocol"> </span>
+ <span>Change Log</span>
+ </h2>
+ <p>
+ I'm not maintaining the full changelog here anymore as the
+ <a href="https://troll.desast.re/troll.git">game's source
+ repository</a> is now publicly available. I'll just make note
+ of the single latest change, so you can know how far behind you
+ were lagging. Patches welcome, BTW.
+ </p>
+ <p>
+ This draft's last change is:
+ <strong>
+ demo references still existing sprites.
+ </strong>
+ </p>
+ </div>
+ <div class="statement-story-background">
+ <div class="statement-story"
+ style="position: relative; min-height: min-content">
+ <div class="story-text">
+ <div style="text-align: center">
+ “Trolls simply detest the very sight of dwarves (uncooked).”
+ </div>
+ <div style="text-align: right">
+ — J.R.R. Tolkien, <i>The Hobbit</i>
+ </div>
+ </div>
+ <div class="story-text" style="margin-top: 4em">
+ <p>
+ Based on an involuntary suggestion by
+ <span class="card" cg-codingamer-card-popup=""
+ userid="user.codingamer.userId">
+ <a class="pseudo"
+ href="/profile/dbfa96e0ac9b77a3db679628f27224ae8509333"
+ title="Zaap38">Zaap38</a>
+ </span>
+ on the #Fr channel. The original appears to be by
+ <a href="http://andre.lovichi.free.fr/teaching/ea/2015-2016/cours/troll/Trolls_et_chateaux.pdf">
+ Romain André-Lovichi
+ </a>.
+ </p>
+ </div>
+ </div>
</div>
</div>