Batter manuals

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Pecusx
2022-09-04 20:28:50 +02:00
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@@ -67,107 +67,91 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
## 5. Game mechanics
## 5. Game mechanics - offensive weapons
And here's a rundown of the description of how each weapon works, scoring rules, etc:
### Energy of tanks.
- At the beginning of each round, each tank has 99 ash units of energy.
- Tanks' energy is depleted in 3 ways:
* one unit after each shot is fired
* while falling (one pixel down 2 units).
* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### First, what we know about tank energy
- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
- Energy of tanks is depleted in 3 ways:
* one unit after firing each shot,
* while falling (one pixel down takes 2 units of energy),
* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
### How energy subtraction works (and earning money!).
After each round the amount of money gained/lost is calculated this is done on the basis of two variables accumulated by each tank during the round. These variables are:
### How energy subtraction works (and makes money!)
`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
After each round, the amount of money gained/lost is calculated. This is done on the basis of two variables accumulated by each tank during the round. These variables are:
`lose` - energy lost due to explosion/fall (and here it is important to count the total loss of energy even if the tank has less at the moment of hit).
`gain` - energy "captured" from hit tanks (also when you hit yourself :) and here's the catch, if you have very little energy left it may be profitable to hit yourself with a powerful weapon!
`lose` - energy lost due to explosion/fall (important - the total potential loss of energy is taken into account even if the tank has less at the time of the hit).
In addition, the tank that won the round has a `gain` parameter (captured energy from tanks hit) increased by the energy remaining at the end of the round (because it did not die and should have it - although the survival of the fittest is not guaranteed :) )
In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
Specifically:
### After each round:
`money = money + (2 * (gain + energy))`
`money = money + (20 * (gain+energy))`.
`money = money - lose`
`money = money - (10 * lose)`.
`if money < 0 then money = 0`
`if money <0 then money=0`.
(at the start of each round `gain` and `lose` have a value of 0)
(at the start of each round `gain` and `lose` have a value of 0).
During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
### tank taking a shot:
`gain = gain + EnergyDecrease`.
### tank hit:
`lose = lose + EnergyDecrease`.
### For tank firing a shot:
Where `EnergyDecrease` is the loss of energy due to the hit.
`gain = gain + EnergyDecrease`
Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
### Tank being hit:
## How a hit works.
`lose = lose + EnergyDecrease`
Where `EnergyDecrease` is the loss of energy due to a hit.
Of course, at the same time, the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss can not exceed the energy held.
Note that the screen representation of money has an extra 0 added at the end so you actually have 10 times more cash than the above calculation shows :)
## How the hit works.
Each weapon that results in an explosion has a radius of fire (`ExplosionRadius`).
Each weapon that results in an explosion has its own blast radius.
After the explosion, every tank in its range loses energy.
The way it works is that the distance of the hit tank from the center of the explosion is calculated, the `ExplosionRadius` reduced by this distance is multiplied by 8 and the result is `EnergyDecrease`.
It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
That is, in the case of hitting a tank centrally:
`EnergyDecrease = ExplosionRadius * 8`
and with each pixel farther from the center, 8 fewer units are lost.
For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
I don't know if it's understandable - I do understand it :)
And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
For example, if a tank is hit centrally with a Baby Missile - it is subtracted 88 units of energy (11 * 8), which also means that when this missile hits at a distance of 12 pixels from the tank - it does not lose energy at all.
And here are the `ExplosionRadius` values for each weapon:
| Weapon | `ExplosionRadius` |
| Offensive weapons | maximum energy loss |
| --- | --- |
| Baby Missile | 11 |
| Missile | 17 |
| Baby Nuke | 25 |
| Nuke | 30 |
| LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 5) |
| MIRV | 17 (* 5) |
| Death's Head | 30 (* 5) |
| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
| Hot Napalm | x 80 (the same principle as in Napalm) |
| Baby Roller | 11 |
| Roller | 21 |
| Heavy Roller | 30 |
| Riot Charge | 31 |
| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
| Riot Bomb | 17 |
| Heavy Riot Bomb | 29 |
| Baby Digger | 0 (60 - as in Riot Blast) |
| Digger | 0 (60 - as above) |
| Heavy Digger | 0 (60 - as above) |
| Baby Sandhog | 0 (60 - as above) |
| Sandhog | 0 (60 - as above) |
| Heavy Sandhog | 0 (60 - as above) |
| Dirt Clod | 12 |
| Dirt Ball | 22 |
| Ton of Dirt | 31 |
| Liquid Dirt | 0 (maybe it's worth changing?) |
| Dirt Charge | 0 (61 - as above) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
| Hot Napalm | 80 (the rule is the same as in Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
| Digger | 0 (as above - greater undermining) |
| Heavy Digger | 0 (as above - greatest undermining) |
| Baby Sandhog | (as above - another way of undermining) |
| Sandhog | 0 (as above - larger dig) |
| Heavy Sandhog | 0 (as above - largest dig) |
| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (using **White Flag**), it is not counted and does not give big points.
Only these big points determine the order in the summary.
Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
Only these points determine the order in the summary
## 6. And now for defensive weapons:
+40 -50
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@@ -66,12 +66,10 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
## 5. Zasady gry
## 5. Zasady gry - bronie ofensywne
A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
### Najpierw co wiemy o energii czołgów
- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
### Energia czołgów
- Na początku każdej rundy każdy czołg ma 99 jesnostek energii.
- Energii czołgom ubywa na 3 sposoby:
* jedna jednostka po oddaniu każdego strzału
* w czasie spadania (jeden piksel w dół 2 jednostki)
@@ -89,9 +87,9 @@ Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafio
Konkretnie:
### Po każdej rundzie:
`money = money + (2 * (gain+energy))`
`money = money + (20 * (gain+energy))`
`money = money - lose`
`money = money - (10 * lose)`
`if money <0 then money=0`
@@ -107,58 +105,50 @@ gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
Uwaga! Ekranowa reprezentacja pieniędzy ma na końcu dopisane dodatkowe 0 więc faktyczne mamy 10 razy więcej kasy niż wynika z powyższych obliczeń :)
## Jak działa trafienie.
Każda broń, która skutkuje eksplozją, ma swój promień rażenia (`ExplosionRadius`).
Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
Po eksplozji każdy czołg w jej zasięgu traci energię.
Działa to tak, że obliczana jest odległość trafianego czołgu od centrum eksplozji, zmniejszony o tę odległość ExplosionRadius jest mnożony przez 8 i w wyniku otrzymujemy `EnergyDecrease`.
Działa to tak, że jeśli trafienie jst dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a za każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
Czyli w przypadku trafienia centralnie w czołg:
`EnergyDecrease = ExplosionRadius * 8`
Przykładowo jeśli strał oddany za pomocą broni Baby Missile trafi idelanie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła już tyko 8 jednostek.
a z każdym pikselem dalej od centrum ubywa o 8 jednostek mniej.
A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
Nie wiem czy to zrozumiałe - ja rozumiem :)
Przykładowo, jeśli czołg zostanie trafiony centralnie przy pomocy Baby Missile - odejmowane jest mu 88 jednostek energii (11 * 8), co także oznacza, że przy trafieniu tym pociskiem w odległości 12 pikseli od czołgu - nie traci on energii wcale.
A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
| Weapon | `ExplosionRadius` |
| Broń ofensywna | maksymalna wartość ubytku energii |
| --- | --- |
| Baby Missile | 11 |
| Missile | 17 |
| Baby Nuke | 25 |
| Nuke | 30 |
| LeapFrog| 17 15 13 |
| Funky Bomb | 21 11 (* 5) |
| MIRV | 17 (* 5) |
| Death's Head | 30 (* 5) |
| Napalm | x 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii - zmienna ExplosionRadius nie jest używana) |
| Hot Napalm | x 80 (zasada taka jak w Napalm) |
| Baby Roller | 11 |
| Roller | 21 |
| Heavy Roller | 30 |
| Riot Charge | 31 |
| Riot Blast | 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia) |
| Riot Bomb | 17 |
| Heavy Riot Bomb | 29 |
| Baby Digger | 0 (60 - jak w Riot Blast) |
| Digger | 0 (60 - jak wyżej) |
| Heavy Digger | 0 (60 - jak wyżej) |
| Baby Sandhog | 0 (60 - jak wyżej) |
| Sandhog | 0 (60 - jak wyżej) |
| Heavy Sandhog | 0 (60 - jak wyżej) |
| Dirt Clod | 12 |
| Dirt Ball | 22 |
| Ton of Dirt | 31 |
| Liquid Dirt | 0 (może warto to zmienić?) |
| Dirt Charge | 0 (61 - jak wyżej) |
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia, zmienna ExplosionRadius nie jest używana, więc nie ma mnożenia przez 8 - po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
| Baby Missile | 88 |
| Missile | 136 |
| Baby Nuke | 200 |
| Nuke | 240 |
| LeapFrog| 136 120 104 |
| Funky Bomb | 168 88 (* 5) |
| MIRV | 136 (* 5) |
| Death's Head | 240 (* 5) |
| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
| Hot Napalm | 80 (zasada taka jak w Napalm) |
| Baby Roller | 88 |
| Roller | 168 |
| Heavy Roller | 240 |
| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
| Riot Blast | 0 (jak w Dirt Charge, tyle że w promieniu 61 pikseli) |
| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
| Digger | 0 (jak wyżej - większy podkop) |
| Heavy Digger | 0 (jak wyżej - największy podkop) |
| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
| Sandhog | 0 (jak wyżej - większy podkop) |
| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
Tylko te punkty decydują o kolejności w podsumowaniu