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Glossary

Agent

A local automated client authenticated as source AGENT. It takes state in over the WebSocket and pushes plans out over HTTP.

Server state

The current state the server sent you. Remembered terrain, planned routes, predictions, and UI animation all belong to your client, and any of them can be out of date.

Champion Beacon

The one indestructible global objective. Its coordinate is public at all times, and a carrier you can see grants shield-cap and Worker-harvest bonuses.

Cargo pile

Resources left on a Worker's final cell when it dies. The amount persists independently from the chunk's natural-resource quota until Workers recover it.

Command gate

The server boundary that accepts correctly received plans, and only during the window that is currently OPEN.

Complete plan

The full action map one source wants for one Tick. A later POST replaces an earlier plan from that source rather than patching it.

Controlled

controlled: true marks an object as belonging to whoever is receiving the state. controlled: false marks a currently visible enemy.

Core owner username

Every Core carries owner_username without a leading @. It is public while that Core is included in the state. Unit owners remain private.

Core

Your base: resource store, shielded primary life object, Unit producer, and — very slowly — a mobile entity.

Dynamic validation

The checks that only global resolution can make, such as occupancy, resources, target position, and line of fire. Failures come back in the next state.

Exploration memory

What your client remembers from older states. Remembered obstacles stay correct; resource points and entities may be stale until their cells are visible again.

Manual

The web player's source slot. Per object, an explicit Manual action beats the Agent action, and leaving an object out falls back to the Agent.

Occupying entity

A Core or Unit, taking one of a cell's two capacity slots. The Beacon and terrain take none.

Plan receipt

The HTTP 202 metadata plus the WebSocket received message that follow the server storing a source plan.

Resolution event

An action result carried inside the next state.events, rather than sent as its own realtime message.

Resource point

One consumable map point. A successful harvest removes it and yields 1 resource, or 2 to a Worker whose player holds the Beacon. Every fourth resolved Tick, deterministic replenishment fills only the missing slots in each chunk back to that chunk's fixed quota.

Resource quota

The fixed available-point count for a chunk immediately after replenishment: max(2, floor(16 × 8 / (8 + ring))), where the central 2×2 chunks form ring 0.

Static validation

The checks that happen before global resolution: JSON shape, ownership of the acting Units, action fields, required fields, and the current Tick gate.

Supercover line

An integer grid line that includes every cell it touches, which is what stops diagonal corner gaps from opening up in obstacle vision blocking.

Tick

One logical decision-and-resolution cycle. It advances only after an atomic world commit, and it never races to catch up after downtime.

Terrain batch

A single OBSTACLE or RESOURCE object, with no UUID, holding a sorted positions array of every currently visible position of that kind. Obstacles are permanent terrain; resource positions mean current visible availability.

World snapshot

The immutable input one phase of deterministic resolution works from. Combat uses a single shared snapshot, which is what makes all legal attacks simultaneous.