Tiling Module

A Module for tiling on hex and square grids and grid systems combining multiple grids. And for using those grid systems in, multi, simultaneous, homogenious segment simultaneous turn games and productions.


Tile geometry

  1. HCen / SqCen An HCen is hex tile centre, consisting purely of an integer row and an integer column. This represents or references the hex tile as a whole. A SqCen or a square tile works the same for Square tile grids.

Game Terminology

  1. ScenWorld The universe of the scenario. Entities within the scenario universe have no knowledge of entities in the GameWorld or the OutWorld.
  2. GameWorld the universe of the players in the game. The assignment of PlayerControl. The time dead lines and time credits for submission of turn Directives. Rules on credits from InGame achievements or role-playering accreditation on future assignment of InWorld entities. Rules on Player communication.
  3. OutWorld Anything outside of the Player universe. This can include servers, security, payement etc.
  4. Player A GameWorld entity. Maybe a human, an AI or a script.
  5. PlayerControl Assignment of an InWorld entity to a Player's control.
  6. Directive A player directive given by a player to an InWorld entity at the begining of a turn.
  7. ControlHeirarchy The precedence order of PlayerControl for Directives if multiple players are given control of an InGame entity.
  8. Intention Intention to make an effect by an InGame object. An Intention has a single SourceTile and a single TargetTile.
  9. SourceTile The location of an entity making an Intention.
  10. TargetTile The target an Intention. Maybe the sourceTile. For some Intentions it must be an adjacent tile for others it maybe a non adjacent tile.

Turn Resolution

  1. Verify directives from Players are valid and under the PlayerControl
  2. Resolve ControlHeirarchy
  3. Map Directives to intentions. In more complex games some Directives maybe ignored or defered by InGame Objects.
  4. Aggregate Intentions.
  5. Add subsidary Intentions.
  6. Resolve Segment
    • Accumulate. Aggregate the intentions in their TargetTiles.
    • Ajudicate. Determine the outcome of the Intentions and processes.
    • Consolidate. Create a new game state from the outcomes of the Intentions on the TargetTile. No Movement is implemented during this stage.
    • Distribute. Distribute the movement effects of the resolution of the TargetTiles on the SourceTiles in the Consilidated Game State. Moving entities from SourceTiles to TargetTiles when appropriate.
  7. Repeat Resolve Segement till the given number of segments has been repeated.
  8. Inform the players, human and AI, of the Turn resolution.