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--- Auto-Generated Description --- This diagram models a combat system where two players can perform actions such as attacking, blocking, and grabbing, with an advanced interplay determining the outcome based on the type of move executed. Each player has a designated pool for their move, with specific pools for "Block," "Grab," "Attack," and further sub-categorizations under "Attack" into "Low," "Overhead," and "High" types. Resources within the system, represented by black, blue, and red colors, are used to track the actions of each player and the interactions of those actions, such as attacks beating grabs, grabs beating blocks, and blocks beating attacks. This interplay mimics the rock-paper-scissors mechanic, enriched with an additional layer where the same hierarchy is applied to the sub-types of attacks. The diagram employs gates, resource connections, and state connections to dynamically alter the flow of resources based on the actions taken by the players, simulating a real-time combat scenario. Registers are used to compute outcomes of simultaneous actions, such as determining a winner if both players perform the same action or trigger a 'mini-loop' when both choose an attack, necessitating further calculations to resolve the interaction based on the attack types. These mechanics are designed to create a closed-loop system where the outcome of one round influences the starting conditions of the next, making strategic decision-making a critical aspect of this simulation.