X-Git-Url: https://troll.desast.re/troll.git/blobdiff_plain/33d43e0a726d9cb3256489d0b39feebbbb3304a4..a8eb1f46d18eca0182df0dfc52c5647c854a0616:/config/statement_en.html?ds=inline diff --git a/config/statement_en.html b/config/statement_en.html index 83c0e4e..0102747 100644 --- a/config/statement_en.html +++ b/config/statement_en.html @@ -1,4 +1,4 @@ -
+

@@ -16,7 +16,197 @@ Rules

- In the classic version, you have to shoot at least one stone per turn. This isn't enforced yet. + You have to shoot at least 1 stone per + turn if you have any left.
+
+

+   + Breaking Change +

+

+ The roadLength 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. +

+

+ 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 + + @Snef + + for reminding me of this. +

+

+ If you used this variable, I suggest you temporarily used one + of these workarounds so you don't get bit by the upcoming + change: +

+ + + + + + + + + + + + + + + + + +
Former useAs aTry this
roadLength - 1
distance to opponent
roadLength & (~1)
roadLength
number of troll states
roadLength | 1
roadLength + 1
I have no idea
(roadLength + 1) & (-1)
+
+
+

+   + Rule Evolution +

+
+ 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? +
  • +
  • + 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. +
  • +
  • + 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? +
  • +
  • + alternative fog of war? (seeing enemy stones only when + troll is close to us?) +
  • +
  • + Praise for my artistic skillz +
  • +
  • + Other remarks? +
  • +
+
+
+
+
+
+
Victory Condition
+
Your opponent loses.
+
+
+
+
+
+
Defeat Condition
+
    +
  • The troll reaches your castle.
  • +
  • When no player has stones left, the troll is closer to your castle.
  • +
+
+
+
+

+   + I/O Protocol +

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

+   + 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. +
  • +
  • + More pretty. (SRLSLY) +
  • +
  • + 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 + . +
+
+