Unit Commands
All UNITs can execute the COMMANDs listed in
Table
. To execute a command, the player
selects one or more UNITs and directs them to apply the command,
optionally with a target CELL, UNIT, or BUILDING. The UI MUST
provide a reasonably convenient way to do this selection and
assignment. For example, the UI might allow the player to select a
single CELL and then provide a checkbox-list of UNITs occupying that
CELL. The player would then select a set of UNITs by picking from the
checkboxes. The UI would offer a list of possible COMMAND (via
buttons or a pick-list) and the player would pick a COMMAND. That
COMMAND would apply to all selected UNITs. If the COMMAND requires a
target, the UI would prompt the player to pick a target CELL,
BUILDING, or UNIT. Finally, when the UI has all the information
about the COMMAND, it would schedule execution of the COMMAND. Other,
less clumsy, interaction mechanisms are possible; the exact mechanism
is up to the designers.
Table:
Commands available to UNITs.
| Command |
Recur |
Length |
Target |
Description |
| Produce |
yes |
Tbl ![[*]](/usr/share/latex2html/icons/crossref.png) |
occupied CELL |
Produce one FRU of the RESOURCE for the occupied CELL's TERRAIN TYPE |
| Move |
yes |
Sec ![[*]](/usr/share/latex2html/icons/crossref.png) |
adjacent CELL |
UNIT
moves into the adjacent CELL |
| Build |
no |
Tbl ![[*]](/usr/share/latex2html/icons/crossref.png) |
bldg. type |
Construct a building of the
specified type on the occupied CELL |
| Attack |
yes |
base move |
UNIT or BUILDING |
Attack and
destroy a UNIT
or BUILDING in an adjacent CELL |
| Defend |
yes |
instant |
none |
Stand and defend; take no
other action and do not move. |
| Invade |
yes |
base move |
BUILDING |
Invade and occupy a
BUILDING in an adjacent CELL without destroying it |
|
The properties of a COMMAND are:
- Recur
- Whether this COMMAND recurs automatically or not. If
``yes'', then as soon as the UNIT completes this COMMAND, it
automatically re-executes the command and schedules a new event for
it. This process continues until the player assigns the UNIT a new
COMMAND or the UNIT is destroyed. If ``no'', then the UNIT becomes
idle at the end of the COMMAND and takes no other action until the
player explicitly directs it to.
- Length
- How long it takes to execute this COMMAND, measured in
ticks of the GLOBAL CLOCK.
- Target
- What other thing this COMMAND affects, if any. Many
times, the target will have to be explicitly specified by the player,
but some times it can be inferred automatically. For example, the
Produce COMMAND can only apply to the CELL that the UNIT is
occupying.
- Description
- What the COMMAND does.
Note: The UI MUST NOT allow the player to select an illegal
action. The following are illegal:
- It is illegal for a player's UNITs to Attack or
Invade his or her own UNITs or BUILDINGs.
- It is illegal for a UNIT to Attack or Invade a
CELL not immediately adjacent to the UNIT. The UNIT MUST
Move up to adjacent to the CELL in question and then
invoke the Attack command.
OPTIONAL RULE The designers MAY extend the Attack
and Invade commands to support ``Move-then-attack''
semantics.
Terran Lane
2005-11-10