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| author | Florian Fischer <florian.fl.fischer@fau.de> | 2021-02-20 16:03:34 +0100 |
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| committer | Florian Fischer <florian.fl.fischer@fau.de> | 2021-02-20 16:03:34 +0100 |
| commit | 2c4eb9c160a6d36a7263366fca2bcd872029f771 (patch) | |
| tree | 8bea6a60b0d3bb7c1cfc96c3696b50d9b15c3ca6 | |
| parent | fa125970ba64a1485fabb59d7e1e6a99ecd68810 (diff) | |
| download | muhqs-game-2c4eb9c160a6d36a7263366fca2bcd872029f771.tar.gz muhqs-game-2c4eb9c160a6d36a7263366fca2bcd872029f771.zip | |
add english maps and ai rules
| -rw-r--r-- | rules/en/ai.md | 63 | ||||
| -rw-r--r-- | rules/en/maps.md | 46 |
2 files changed, 109 insertions, 0 deletions
diff --git a/rules/en/ai.md b/rules/en/ai.md new file mode 100644 index 00000000..8ae75108 --- /dev/null +++ b/rules/en/ai.md @@ -0,0 +1,63 @@ +# AI + +## Concepts + +* The algorithms for the AIs should be as simple as possible +* They must be executable by human players with normal game materials +* They should not take much time +* Players want to play the game not execute the AI +* Decision making should most of the time rely on RNG +* We do not specify how the players implement their randomness + +## Units + +To execute a units AI the players follow the introductions in the AI logic +in descending order. +If no further steps can be executed the unit gets tapped. + +Any ambiguity is decided at random (multiple units in attack range, multiple most distant tiles, ...). +### Aggressive + 1. If enemy Unit in attack Range then + attack enemy Unit in Range + 2. While move action available do + move towards nearest enemy unit + if attack action avail then proceed at 1. + +### Shy + 1. If not in the attack Range of an enemy Unit then + activate full action if available + 2. If move action available then + move to most distant point from all enemy units + 3. If enemy Unit in attack Range then + attack enemy Unit in Range + +### Wandering X + 1. If enemy unit in Range X then + execute aggressive AI + 2. If move action available then + move to random tile in movement Range + proceed at 1. + +### Supportive + 1. Use full action if possible + 2. move towards nearest allied Unit + 3. If enemy Unit in attack Range + attack enemy Unit in Range + +## The Kraken + +Instructions for the opponent player in "The Kraken" game mode. + +### Turn structure + 0. (Shuffle discard pile into empty deck) + 1. Get #players * 5 Resource + 2. Upkeep: + 2.1 While sum of upkeep cost bigger than available resource + destroy random unit + 2.2 Pay all upkeep cost + 3. Actions: + 3.1 Draw a card + 3.2 If the card is playable then + play the card + proceed at 3.1 + 4. Discard the unused card diff --git a/rules/en/maps.md b/rules/en/maps.md new file mode 100644 index 00000000..5cda9e73 --- /dev/null +++ b/rules/en/maps.md @@ -0,0 +1,46 @@ +% muhq's game common map tiles + +# Common tiles + +## House + +* A small structural building. +* **Units** on this tile can't be attacked from ranges > 1 + +## Tower + +* A military building for area control. +* **Units** with attack range X > 1 have attack range X + 1 + +## Farm field + +* A generating resource through agriculture +* A **Farmer** standing on a **Farm field** has full-action: gain 3 resource + +## Spawns + +* A tactical military location +* Spawns are owned by a single player +* Player can play permanents on a spawn they own + +## Harbor + +* A place where swimming stuff is build +* Harbors are owned by a single player +* Player can play swimming permanents on deep water tiles in range 1 + +## Street + +* Routes for faster movement +* A **unit** on a street has an additional move action which must result on a connected street in its movement range +* Street are connected if they are adjacent + +## Deep Water + +* Oceans, Lakes, big rivers or canal +* Only **unit** with swimming can be placed on deep water + +## Water + +* Water that is passable by a person +* **Unit** must end their movement on the first water tile they enter |
