Battle FrameWork Design
The aim of this document is to describe the framework of the battles managed by Gaia0. Two points of view have to be describe : the tactical one and the strategic one.
Battle tactics
Two basic objects have to be defined : a team and a character.
A team.
A team is a set of characters, it points out leaders, folowers, and selfish characters in the team. Some specific characters can be named in a team.
A character.
A character is defined by statistics (its hit points and its armor rating for instance), and a set of behaviors associated with stimuli definitions (for instance : I will flee if at least one leader of my team is defeated). The behavors are part of the strategy of the battle.
Statistics of a character
The statistics are inspired from the rules of the Palladium Role Playing Games. They are made of offensive and defensive modes. In addition are a list of ammunitions and a list of basis caracteristics (like hit points or moral).
Offensive mode.
An offensive mode is defined by :
- a number of attacks by round
- a bonus to initiative (speed bonus)
- a bonus to hit
- an attack type
- a damage type / range
- an attack range
- a list of possible defenses
- the needed ammo
Defensive mode.
An offensive mode is defined by :
- a duration
- a bonus to succeed
- a defense type
- a description of the effet of the defense
- the needed ammo
List of offensive modes
List of defensive modes
Battle strategy
Battle strategy is made of behavior associated with specific stimuli. A behavior can be describe as :
- a movement type (flee, move close to a specific character, attack to death this one, etc)
- use of offensive modes
- use of defensive modes
- the strength of the behavior
And a stimulus is described by a list of conditions on statistics of specific characters or teams.
So a strategy is like : "when my leader has lost half of its hit points and we are outnumbered, then I will attacks the weakest opponent".
List of behaviors
List of stimuli
Script associated with battle declarations
We need a language to describe all the pre listed points. Here are generic constraints for this language :
- we need a sequential language (the declaration file has to be understandable in one reading).
- we need generic declarations like : "for all attack modes after this points, the number of attacks will be, if not specified, equals to 2".
- we need a minimal set of algebraic functions to compute stimuli (for instance "when the sum of the hit points of my team is reduce by half").
- we need to be sure that the numbers expressed by the stimuli are stored by the software.
A language to describe tactics
A language to describe strategy
Informations
You can contact me at zorg if you want to participate to this project or to give me any information that could improve it.