Difference between revisions of "Basics"

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== Map ==
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== Maps ==
  
Each map has to contain one or more bot starting positions for each team. Optionally maps can contain team bases and resources. Normally the same amount of bot starting positions and team bases are used for each team and the map objects have usually [https://en.wikipedia.org/wiki/Reflection_symmetry reflectional] or [https://en.wikipedia.org/wiki/Rotational_symmetry rotational] symmetry. The symmetric starting positions or team bases belong to different teams. There exists an instantiation order for the bot starting positions rarely used in the game[https://forum.gladiabots.com/viewtopic.php?f=7&t=221].
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Each map contains one or more bot starting positions for each team. Optionally maps can contain team bases and resources. Normally the same amount of bot starting positions and team bases are used for each team and the map objects have usually [https://en.wikipedia.org/wiki/Reflection_symmetry reflectional] or [https://en.wikipedia.org/wiki/Rotational_symmetry rotational] symmetry. The symmetric starting positions or team bases belong to different teams. There exists an instantiation order for the bot starting positions rarely used in the game[https://forum.gladiabots.com/viewtopic.php?f=7&t=221]. Only a subset of all maps is used for ranked multiplayer.
  
 
== Game modes ==
 
== Game modes ==
  
 
=== Elimination ===
 
=== Elimination ===
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The objective is to destroy more bots from the other team within the time limit. Bots can be destroyed by shooting them until they lost their shield and health or pushing them to the map borders. A game is evaluated as a draw if no team could destroy more bots after the time limit. The shield or health state of bots is not relevant to this objective.
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=== Best Score ===
 
=== Best Score ===
  
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The objective is to gather more resources than the other team within the time limit. Resources can be gathered by picking them up and moving them to an allied base. A game is evaluated as a draw if no team could gather more resources after the time limit. Neither the shield or health state of bots nor the count of remaining bots is relevant to this objective.
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== Time and Space ==
  
  
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What is the distance a resource can be taken already?
 
What is the distance a resource can be taken already?
  
Initialization order
 
 
Move speed
 
Move speed
 
Attack damage algorithm
 
Attack damage algorithm

Revision as of 13:54, 26 August 2017

Maps

Each map contains one or more bot starting positions for each team. Optionally maps can contain team bases and resources. Normally the same amount of bot starting positions and team bases are used for each team and the map objects have usually reflectional or rotational symmetry. The symmetric starting positions or team bases belong to different teams. There exists an instantiation order for the bot starting positions rarely used in the game[1]. Only a subset of all maps is used for ranked multiplayer.

Game modes

Elimination

The objective is to destroy more bots from the other team within the time limit. Bots can be destroyed by shooting them until they lost their shield and health or pushing them to the map borders. A game is evaluated as a draw if no team could destroy more bots after the time limit. The shield or health state of bots is not relevant to this objective.

Best Score

The objective is to gather more resources than the other team within the time limit. Resources can be gathered by picking them up and moving them to an allied base. A game is evaluated as a draw if no team could gather more resources after the time limit. Neither the shield or health state of bots nor the count of remaining bots is relevant to this objective.

Time and Space

Rough thoughts

Units: The playground has the size of 50x50 units. Short range is < 3 units Medium range is < 8 units Long range is < 15 units

Time: One game tick lasts 0.25 seconds, the game lasts 5 Minutes - 1200 ticks.

Moving Resources collect / drop - does it spend a whole tick? What is the distance a resource can be taken already?

Move speed Attack damage algorithm