Definitions
- ATTACK VALUE
- The bonus that a UNIT or BUILDING receives when
Attacking another UNIT or BUILDING.
- BANK
- A record of how much of each type of RESOURCE a player
has.
- BUILDING
- A fixed structure, occupying a CELL of the game
grid. A BUILDING provides some cover to UNITs housed there, as well
as being a source of new UNITs and RESOURCEs.
- CELL
- The smallest unit of the game board. A single point on
the grid. A CELL has a TERRAIN TYPE and may contain a single
BUILDING and one or more UNITs.
- CLIENT
- Prof. Lane.
- COMMAND
- A directive issued to a UNIT. Every COMMAND has an
assigned unit, a (possibly null) target, and a time to
complete. Additionally, some COMMANDs have RESOURCE costs.
- DEFENSE VALUE
- The bonus that a UNIT or BUILDING receives when
it is being attacked by another UNIT or BUILDING. Note that the
UNIT/BUILDING does not have to be actively defending (i.e., it
does not have to be using the Defend COMMAND) - it receives
this bonus regardless of what COMMAND it is executing. When the
UNIT/BUILDING is actively defending (using the
Defend COMMAND), it receives double its base defense
bonus.
- DIMENSIONS
- Size of the game grid. DIMENSIONS comprises two
components:
(left-to-right) and
(top-to-bottom)
sizes.
- FRU
- Fundamental Resource Unit. The smallest unit of measure
for each resource type.
- GAME INITIALIZATION
- Setup phase during which game-wide
parameters such a board DIMENSION and MAP are set.
- GLOBAL CLOCK
- An internal timer, maintained by the game
engine, that determines relative ordering of events, how long it
takes COMMANDs to run, etc.
- GLOBAL TIME
- The current value of the GLOBAL CLOCK.
- MANHATTAN DISTANCE
- The distance measured when walking through
Manhattan (i.e., when the agent has to travel along orthogonal
streets rather than along the diagonal). Simply defined by:
, rather than the traditional ``Euclidean'' distance (given by the
Pythagorean theorem). All distances in the JCiv game world are
calculated using Manhattan distance. A.k.a., Manhattan metric or city
street distance.
- MAP
- The terrain definition for a single game instance. Given
the DIMENSIONs of the game grid, the MAP specifies a TERRAIN TYPE for
each CELL of that board, as well as starting locations for each PLAYER.
- MAY
- A requirement that the product can choose to implement if
desired. Can also indicate a choice among acceptable alternatives
(e.g., ``The program MAY do x, y, or z.'' indicates that the choice of
behavior x, y, or z is up to the designer.)
- MUST
- A requirement that the product must implement for full
credit.
- MUST NOT
- A behavior or assumption that must not be violated.
Violating a MUST NOT restriction will result in a penalty on the
assignment.
- PLAYER
- A human player, directing UNITs and BUILDINGs through
a single client program.
- PREVIOUSLY VIEWED
- A CELL that was WATCHED at some point in the
past, but is not currently being WATCHED. The TERRAIN TYPE for such a
CELL is known to the PLAYER, but its current contents are unknown.
- RECOVERABLE ERROR
- An error condition that the software can
ignore, correct, or otherwise recover from. The program MUST produce
a warning message and then cleanly continue with no corruption or loss
of valid data.
- RESOURCE
- A material that is necessary to create and maintain
UNITs and BUILDINGs. RESOURCEs come in a number of types and are
obtained either through the Produce command applied to
various TERRAIN TYPEs or by Invadeing a BUILDING and
capturing the supplies stored there.
- TERRAIN TYPE
- The type of land at each cell of the game
board. TERRAIN TYPE determines properties of the land such as the
RESOURCE that it produces, its MOVE COST, etc.
- UI
- User Interface provided by the client to allow a PLAYER to
manipulate the game state.
- UNIT
- The smallest group of people in the game. A UNIT is a
mobile force that can take actions like Attack,
Build, etc.
- UNRECOVERABLE ERROR
- An error condition from which recovery is
impossible. The program MUST produce an error message describing the
condition and then cleanly halt.
- UNSEEN
- A CELL that has never been viewed by any UNIT. An
UNSEEN cell should not reveal anything about its contents, including
TERRAIN TYPE. For example, an UNSEEN cell MAY be rendered as black.
- VISION RADIUS
- The distance that a UNIT or BUILDING can see,
measured in cells according to the MANHATTAN DISTANCE. A
UNIT/BUILDING can see completely in a ``circle'' around it (where
``circle'' in MANHATTAN DISTANCE is what we would think of as a
square). The VISION RADIUS is a property specific to a type of UNIT
or BUILDING.
- VISIBILITY
- The part of the MAP that can be seen by a player.
Visibility depends on the positions of a player's UNITs and BUILDINGs
and their respective VISION RADIUS. See also: UNSEEN, WATCHED,
- WATCHED
- A CELL that is currently within the viewable radius of
one or more UNITs. The entire contents of a WATCHED CELL are
displayed to the PLAYER.
- WALL CLOCK
- The subjective time experienced by the player,
measured by absolute time. The ratio of GLOBAL CLOCK speed to WALL
CLOCK speed is determined by the system parameter
.
Terran Lane
2005-11-10