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werewolfworld's Issues

あとで再現可能な構造にする

  • 村のnameとunique idを発行して,村単位でログが見られるようにする
  • server to clientなのかclient to serverなのかを明記する
  • agentIdで絞って,その人が見えていたmessageのみを取得可能にし,agentIdの視界を再現できるようにする

0.2に向けて

  • role listやagent listやmasterの台詞をtheme化して,切り替えられるようにする

  • background-colorなどCSSもtheme化して,切り替えられるようにする

  • validation serviceを公開して,データをparseする前にprotocolに従っているかを調べられるようにする

  • 現状のclient2serverはできるだけ多くの情報を載せるように作っているが,多くはserver側で埋め直すべき情報である.従って,clientが必要十分な情報をserverに送れるように,client2serverの軽量化を図り,exampleを更新する

  • server2clientにしても多くの情報を載せているが,圧縮できそうなので,検討する

game flowの文書を作成

  • game flow (flow chartの画像を作成して埋め込む)
  • game finalization flow (テキストで流れを書く)

微調整

  • village.lang => village.language
  • chat.jsonld.interval."5s" => 5
  • ping."99.999 s" => "99.999"
  • village.totalNumberOfCharacters => village.totalNumberOfPlayers
  • role.numberOfCharacters => role.numberOfPlayers
  • votingResultSummary.characterToLynch => votingResultSummary.characterToPutToDeath
  • isHuman(Player): true/false =>
    “playerType”: “human”
    “playerType”: “fully-automated robot”
    “playerType”: “semi-automated robot”
    ???
  • https://werewolf.world/resource/0.3/flavorText#(positiveInteger)/chatMessage除去

多言語化

おそらく,多言語化用辞書とプロトコルは分離した方がいいが,現在は混ざってしまっているので,どうにかしたい.

生死表現

  • alive => "en": "Alive", "ja": "生存"
  • dead => "en": "Cruel death", "ja": "無残な死"
  • death by execution => "en": "Death by execution", "ja": "処刑死"
  • unnatural death => "en": "Unnatural death", "ja": "変死"
  • death by attack => "en": "Death by attack", "ja": "襲撃死"
  • death by fear => "en": "Death by fear", "ja": "恐怖死"

勝敗表現

  • win => "en": "Win", "ja": "勝利"
  • lose => "en": "Lose": "ja": "敗北"

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