Visualizer Nomenclature ======================= This document shall have precedence over ANY other document in referring to various elements of the visualizer. If there is a name-conflict with this document, then it shall be fixed to be in accordance with this document or a motion to have this document amended shall occur. Gameplay Modes -------------- .. glossary:: Unit-Mode This has in the past also been referred to as unit-by-unit mode. This mode appears in the visualizer as movement occurring from a single object at a time, in the order that commands were sent to the server. This is useful for debugging unit logic based on the exact state of the game. Normal-Mode This has in the past also been referred to as turn-by-turn mode. This mode appears in the visualizer as all objects in a turn moving simultaneously (intelligently or not). This is useful for showing the flow of an AI on a turn-by-turn basis. Condensed-Mode This has in the past also been referred to as two-turn-mode. This mode appears in the visualizer as all objects for two (or more) turns moving simultaneously, having the appearance of a real-time game. This is useful for entertainment purposes and showing the flow of a game to some extent. Liquid-Mode This mode is a theoretical mode that is a mixture of Unit-Mode and Normal-Mode. Object movement is lagged to some extent based on when commands occurred, but there is still a fair amount of simultaneous moves occurring. This mode may be useful for quick debugging by inspection, but still showing the overall flow of the game. Misc ---- .. glossary:: Interaction This word, when used in the context of the timeline, is reserved for an object animation's dependence on the specific state of another object at a particular point in time. For example, an attack animation may require another unit be at a specific (x, y) coordinate, so the other object should be frozen at that position during the duration of the attack animation. Condense(r) This is a component of the timeline. The condenser will "condense" turns into a shorter period of time while trying to preserve, as much as possible, the time allocated for an animation. It tries its best to make normal-mode accurate and fast. Tag An element of the timeline which specifies a "special" point on timeline. A tag can be a turn number, break point, bookmark, etc.