Machinations
Community
Product
Solutions
Academia
Resources
Pricing
Company
--- Auto-Generated Description --- This diagram models a combat simulation system inspired by the mechanics of fighting games, specifically focusing on a rock-paper-scissors dynamic where various moves counter each other. It implements a looped interaction of close-quarters and ranged combat moves by two players, reflecting the intransitive nature of fighting mechanics. The nodes and their connections simulate actions such as attacks, grabs, blocks, teleports, projectiles, and projectile parries, showcasing how each move can potentially counter another based on the game's rules. The system not only facilitates the simulation of individual moves and their outcomes but also computes the overall result of these engagements to determine the winner of the combat scenario. The diagram employs gates to model automatic and conditional transitions between different states of combat, while pools represent the available moves for each player. The connections between nodes are used to simulate the flow of actions and their consequences. Registers are utilized to calculate the outcomes of encounters based on the moves made by the players, considering all possible interactions such as countering and move superiority. This setup provides a comprehensive framework for analyzing and understanding the dynamics of combat in fighting games, allowing for the exploration of strategies and outcomes in a controlled and simulated environment.