X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/076ea5bbdda8751cd178b657157d3a08458b7c7b..febe271935b904248bbf0191877e9fd331f60fed:/config/statement_en.html?ds=sidebyside diff --git a/config/statement_en.html b/config/statement_en.html index 88c6b65..3145916 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -1,4 +1,4 @@ -
+

@@ -16,33 +16,47 @@ 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 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 +87,63 @@

      - 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

    +
    +

    +   + 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
    615
    630
    1430
    1450
    +

    + 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 +

      +
    • + Fixed the road length fencepost non-issue. +
    • +
    • + Of course that game needed MSG functionality! +
    • +
    • + 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 +151,36 @@ More pretty. (SRLSLY)
    • - No more void maps. (root cause: java % on a + No more void maps. (root cause: Java % on a negative seed)
    +
    +
    +
    +
    + “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 + . +
    +
    +