The Phases of a Game Turn
Every game turn is divided into a number of distinct phases, which happen
in a strict sequence. The skybar at the top of the game board displays the current
turn phase.
Clocks and Turn Count, Skybar, and Globe
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#
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Phase
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Effect
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1
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Start of Turn
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The start-of-turn phase performs bookkeeping
updates.
- Award an experience
level to all recruits who qualified
for one.
- All at start of turn effects.
- All after start of turn
effects.
- Draw
cards.
- Capture
structures (except Sancta).
- Structures that weren't captured in step (e)
produce novices.
- Calculate structure
deltas and update initiative.
- Generate
mana.
- Check for end
of game (captured a Sanctum).
Proceed immediately to the next phase.
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0
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Checksum
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The checksum phase detects out-of-sync
(OOS) errors.
- Legit. Each client applies various tests to detect memory hacks
and other cheats. If you are flagged for cheating, your game is terminated
immediately, which counts as a loss! So don't do that.
- Gather. Each client gathers the following checksum data for
every square on the board:
- Terrain
type
- All square spell and
structure spell ids
- [If a structure
is present]: its owner and type
- [If a group is present]:
its owner and size, and ...
- [For every minion
in group]:
- minion's current hit points
- All individual spell
ids on this minion,
and group spell ids
on its group
- Terse. The 2 clients send to each other their terse checksum
strings of 7 sums, one for each of the above categories. If these terse
sums strings are identical, done (proceed to phase 2).
- Verbose. On any mismatch, the 2 clients enter a verbose dialogue
to pinpoint or localize the error. For each mismatching terse category:
- They send to each other their verbose data for that category.
- They each log both sides' verbose data. This enables
NIOGA to locate an OOS even when we receive only one player's log
file (which is the usual case).
- They each chat a checksum error message to the local player.
Proceed immediately to the next phase.
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2
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Player Orders
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Each player's mouse is enabled. Both players
issue all training, casting,
and movement orders.
This phase ends when both players click Confirm Orders.
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3
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Spell Execution
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Spell casting orders are executed in player
initiative sequence (skipping the neutral
player, who never issues any casting orders).
- All of the remote player's newly trained recruits are created locally,
and appear on the board.
- All of the initiative player's spells execute.
- All of the non-initiative player's spells execute.
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4
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Movement
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- All before movement effects.
- All movement orders are executed. See the Movement
Pipeline.
- All after movement effects.
All groups with a moves
twice effect move again in this phase, using their existing
movement orders.
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5
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Combat
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- All before combat effects.
- All groups fight all combats. See the Combat
Pipeline.
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6
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Garbage Collection
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- All after all combat
effects.
- All dead minions and groups and expired spells are deleted.
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v2.20.00 Last updated 2009/03/22
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