- Phase 1: Completing the UI for player-controlled combat factors.
- Requirement 2.1
- Phase 2: Combat using basic Combat Tokens.
- Requirements 2.2 and 2.2.1
- Phase 3: Offensive Power Tokens
- Requirements 2.2.2, 2.2.3, 2.2.4, and 2.2.5
- Phase 4: Defensive Power Tokens
- Requirements 2.2.6, 2.2.7, 2.2.8, and 2.2.9
- Phase 5: Handling combat results
- Requirements 2.3, 2.4, and 2.5
- Phase 6: Auto Defense and the Event Log
- Requirements 2.6, 2.7, and 2.8
Here's the complete set of requirement statements, expanded for clarity.
Milestone 2: Combat Resolution |
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Requirement ID | Description | Dependencies |
---|---|---|
2.1 | When a unit is attacked, the system shall notify the player controlling the unit by presenting a Defend UI which allows selection of a defensive combat token from the player’s inventory. | 1.5 |
2.2 | The game server shall resolve combat interactions by evaluating the stats of the characters and their selected combat tokens and updating the data model accordingly. | 2.1 |
2.2.1 | The combat evaluator shall process Combat Tokens for their basic attack and defense values. | |
2.2.2 | The combat evaluator shall process the Vampire Power Token | If the attack does damage, the attacker heals one hit point per unit of damage dealt. | |
2.2.3 | The combat evaluator shall process the Lucky Shot Power Token | If the attack does damage, the damage amount is doubled. | |
2.2.4 | The combat evaluator shall process the Desperation Power Token | The attack value is normally 4, but if the attacker is the only remaining member of the team, then the attack value is 10. | |
2.2.5 | The combat evaluator shall process the Blaze of Glory Power Token | If the attack does damage, the damage amount is doubled, but if the attack is blocked, the attacker takes 5 points of damage. | |
2.2.6 | The combat evaluator shall process the Reflection Power Token | Any attack, regardless of power, is reflected back at the attacker. The defender takes no damage. | |
2.2.7 | The combat evaluator shall process the Resolve Power Token | Defense value goes up as the character health goes down. DF = maxHP - currentHP | |
2.2.8 | The combat evaluator shall process the Lucky Break Power Token | If the attack is blocked, any excess defense points are converted to health points for your unit. | |
2.2.9 | The combat evaluator shall process the Shatter and Scatter Power Token | If the attack is blocked, each member of the attacking team takes two points of damage. | |
2.3 | The game server shall broadcast a summary of combat results to all connected players. | 2.2 |
2.4 | The system shall provide a Combat Results toggle that allows players to opt out of seeing the detailed combat summaries at the conclusion of each combat interaction. | 2.3 |
2.5 | The user interface shall display a combat summary screen when combat results are received from the game server IFF the Combat Results option is turned on. | 2.3, 2.4 |
2.6 | The system shall provide an Auto Defense option that players may activate if they would rather have the game select their tokens for them automatically when their units are attacked. | 2.1 |
2.7 | The system shall display an event log on the HUD which records the actions taken by all units in the game. | 2.3 |
2.8 | AI players shall be able to defend against attacks subject to the same rules as the human players. | 2.6 |
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