Glossary

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Contents

A

Action: A class that can perform an action do() or undo the action(optional) undo()
Active: A state of a unit during which it can be controlled
Ad Hoc Wars: Temporary name for the Default Game.
AI: Artificial Intelligence - A computer controller
Animated move: A Unit steps through a path in the map, changing direction to the next tile on each step.
AW: Advance Wars

B

C

Camera: Defines the viewport, can give the illusion of scrolling by moving the map rendering location.
City: A Terrain that can be captured, friendly units can be healed by steps of HEAL_RATE and supplied to max in 1 turn.
Client game or just client: A Game that is behind a unique port, one computer can have multiple clients
CMV: Controller Model View - Separates concerns between logic & data (model), painting code (view) and input gathering&handler(controller).
CO: The avatar used by the player. May change the unit attack, defense, income, unit cost, ect.
COP: (CO Power) The CO's first power that may be activated when the small star gauge is filled. May change the unit attack, defense, income, unit cost, ect.
CW 1: The Beta 28 release (v0.2.8.0).
CW 2 / CW2 Engine (CWE): Contains classes to create an AW-like game but does not contain the data that these classes work with. Instead CWE Loads images/sound/data/configuration from plugin directories. This is a base to start creating different versions of AW-like games. Like aw-1 and aw-dor
Cycle: A collection of turns, with one turn for each player

D

Default Game: Default plugin of the CWE, creates an AW game based on Advance Wars 1.
Dev: Developing/Developer
D2D: Day to day
Day: A day is when each player has taken their turn in the game.

E

F

Facade: A class that controls multiple other classes, offers behavior of multiple classes through a single class

G

Game: Contains a map, turns, players and a Weather
Game Framework: Handles common game-related stuff such as reading input/resources, update, render.
GC: garbage collected, when an object is no longer in use it will be removed from memory.
(G)UI: (Graphical) User Interface - The visual system and control system together, allows a player to become a controller.

H

I

impl: implementation (i.e. to impl a Interface)
Inactive: A condition of a unit during which it cannot be controlled

J

K

L

M

Map: A rectangular collection of tiles.
Model: Contains model classes(unit, city, map, terrain,...), but does not contain a GUI.
This allows it to be controlled from a terminal, from the network or from a GUI.
It doesn't care where it is used, it just keeps a valid internal state at all times.
This allows Developers to write tests faster and easier. A bug is fixed once because there is no duplicate code.
When a value in the model changes it is send to listeners that registered for changes of that class.
ModelEvent: A class that contains up to date information about a change in the model, is sent to each listener.
Modder: Someone who alters the game by changing data
Move: A Mover moves from tile A to tile B, stepping through each tile.
Mover: An Object that has the ability to move.
Movement: The act of moving between tiles.
MP: Move Points
MOD: Moderator or a change to the data cwe operators on

N

O

Opt.: Optional

P

Player: can be a human/ai or neutral player. has a name, army, color, owned cities. Each unit/city in the game is owned by a player.
Player Army: A collection of units that can move within a single turn.
Plugin: The resources(images, data) that define an AW-like game. These are read on startup
Px: Pixels.

Q

R

Rules: Determines the possibilities and limitations of a game

S

SCOP: (Super CO Power) The CO's second power that may be used when the large star gauge is filled. May change the unit attack, defense, income, unit cost, ect.
State: An object can only be in one state. Each in game object extends GameOBject and thus has these states: Active, Idle, Destroyed. It can have many meanings: A neutral player is inactive
A human and AI player are Active unless they are destroyed

If a unit is active it can be controlled
if a unit is inactive it can't be controlled...
if a unit is destroyed it will show an explosion and be removed from the game.

if a game is created it is Idle
if a game is started it is active
if a game is Destroyed the game has ended

city, Map are always Idle


Server game: A game that is being played on the server, contains the connected clients in that particular game.
Saved game: A state of the game on a given moment. It can contain the map, players and current turn. It should not be human readable.

T

Tag Affinities: A CO with whom another CO may increase his/her power during a Tag Break.
Tag Break: When two COs on the same team activate their Super CO Powers (SCOP)on consecutive turns.
Teleport: A Locatable is removed from the current location and added to the destination.
Tile: A particular Location defined by Col,Row on a map, it has a terrain and can contain Locatables.
Turn: An opportunity for the player to move some or all of his or her units and carry out other actions.

U

Unit: a Mover, Attacker, Defender. Units can capture cities using their hp as capture rate
User: A person that is playing the game

V

W

X

Y

Z

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