X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/076ea5bbdda8751cd178b657157d3a08458b7c7b..6ef0e5acc5766622fac2153819c88fd196b0ea1b:/config/statement_en.html diff --git a/config/statement_en.html b/config/statement_en.html index 88c6b65..ddd551d 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -1,4 +1,4 @@ -
+

@@ -16,33 +16,48 @@ Rules

- You have to shoot at least 1 stone per - turn if you have any left. -
+ If you have stones, shoot 1 or more of them. +
+ If you don't have stones, shoot 0 exactly. +
-
+

-   +   Rule Evolution

-
- The following points are still ideas in flux, waiting for some - opinions (leave a comment on the draft submission page!) +
+ 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? +
  • - is it even worth publishing? can the problem be totally solved? -
  • -
  • - More maps? (a map is a road length / initial stones pair) + 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. + Leagues? I could conceive the referee being permissive + (allow 0 stones thrown) in the first one, and then strict. + Off the top of my head: +
      +
    1. single small map, cheating is tolerated, boss plays 1
    2. +
    3. the four maps, no cheating, boss plays tit for tat
    4. +
    5. full map continuum
    6. +
  • - 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?) (or - seeing enemy stones only when troll is close to us?) + Fog of war? (see only troll position, not enemy + throw/stones left) Probably not in this game, be it simple, + variable (seeing enemy stones is a boolean decided randomly + as part of the map) or by distance.
  • Praise for my artistic skillz @@ -73,25 +88,88 @@

      - I/O Protocol + I/O Protocol

    Just read the sample code. You can figure this out. +
    + 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.
    -
    -

    Change Log

    -
      -
    • - Terminate game when there are no more stones in sight. -
    • -
    • - More pretty. (SRLSLY) -
    • -
    • - No more void maps. (root cause: java % on a - negative seed) -
    • -
    +
    +

    +   + Expert rules +

    +
    +

    + 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
    ──────────┼──────
    6│15
    6│30
    14│30
    14│50
    +

    + You can also override them via game + settings roadLength and initialStones, so + long as you remember forget you won't be choosing them for + ranking play. +

    +
    +
    +
    +

    +   + Change Log +

    +

    + I'm not maintaining the full changelog here anymore as the + game's source + repository 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. +

    +

    + This draft's last change is: + + game parameters can be overridden. + +

    +
    +
    +
    +
    +
    + “Trolls simply detest the very sight of dwarves (uncooked).” +
    +
    + — J.R.R. Tolkien, The Hobbit +
    +
    +
    +

    + Based on an involuntary suggestion by + + Zaap38 + + on the #Fr channel. The original appears to be by + + Romain André-Lovichi + . +

    +
    +