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.
CLIENTS
Prof. Lane and TA Brown.
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: $ s_{X}$ (left-to-right) and $ s_{y}$ (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:

$\displaystyle d(\LR{x_{1},y_{1}},\LR{x_{2},y_{2}})$ $\displaystyle = \Vert x_{1}-x_{2}\Vert + \Vert y_{1}-y_{2}\vert$    
  $\displaystyle = \Delta x + \Delta y$    

, 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., 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.
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.
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.
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 $ t_{s}$.

Terran Lane 2005-04-04