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:
(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., 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
.
Terran Lane
2005-04-04