X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/076ea5bbdda8751cd178b657157d3a08458b7c7b..a84694eef16ad5adc468a7e1417ec9b8af8cd72e:/config/statement_en.html?ds=sidebyside diff --git a/config/statement_en.html b/config/statement_en.html index 88c6b65..476de50 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -1,4 +1,4 @@ -
+

@@ -20,29 +20,42 @@ turn if you have any left.

-
+

-   +   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 stone count} pair) +
  • +
  • + Leagues? I could conceive the referee being permissive + (allow 0 stones thrown) in the first one, and then strict.
  • - More maps? (a map is a road length / initial stones pair) + Fog of war? (see only troll position, not enemy throw/stones left)
  • - leagues? I could conceive the referee being permissive (allow 0 stones thrown) in the first one, and then strict. + variable for of war? (seeing enemy stones + is a boolean decided randomly as part of the map?
  • - 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?) + alternative fog of war? (seeing enemy stones only when + troll is close to us?)
  • Praise for my artistic skillz @@ -73,15 +86,53 @@

      - I/O Protocol + I/O Protocol

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

    Change Log

    +
    +

    +   + 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 lengthStones
    715
    730
    1530
    1550
    +

    + 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.
    • @@ -89,9 +140,27 @@ More pretty. (SRLSLY)
    • - No more void maps. (root cause: java % on a + 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 + . +
    +
    +