Skip to main content
Core

# TDGS AREA OF EFFECT - AI REFERENCE

Document 16 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - CORE # Title: Area of Effect # Document: 16 # Version: 1.0 # Purpose: AI-readable specification for AoE shapes, distances, and targeting # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ CORE PRINCIPLE ================================================================================ AoE affects area, not entities. All entities in the area are affected. No discrimination. Content can add smart targeting as ability trait. ================================================================================ NOTATION ================================================================================ FORMAT: [Shape][Primary][Direction][wWidth][hHeight] SHAPE CODES: Code | Shape | Direction Required? -----|-----------|-------------------- Cir | Circle | No Con | Cone | Yes Lin | Line | Yes Rec | Rectangle | No DIRECTION CODES: N, NE, E, SE, S, SW, W, NW DIRECTIONS ARE RELATIVE TO ENTITY: N = forward S = behind E = right W = left NOTATION EXAMPLES: Notation | Meaning -----------|---------------------------------- Cir3 | Circle, radius 3 Con4N | Cone, length 4, forward Con4NE | Cone, length 4, forward-right (diagonal) Lin5E | Line, length 5, right Lin5Sw2 | Line, length 5, south, width 2 Rec3x4 | Rectangle, 3 wide × 4 long Cir3h1 | Circle, radius 3, height 1 Con6Nh10 | Cone, length 6, north, height 10 ================================================================================ DISTANCE ================================================================================ CHEBYSHEV DISTANCE: Distance = max(|dx|, |dy|) Diagonal = orthogonal. King's moves on chessboard. BOUNDARIES: Always inclusive (≤ not <). ================================================================================ SHAPES SUMMARY ================================================================================ Shape | Origin Affected | Total Squares | Placement -------------------|-----------------|----------------|------------ Circle | Yes | (2R+1)² | At range Cone (Cardinal) | No | L² | From caster Cone (Diagonal) | No | L(L+1)/2 | From caster Line | No | L × W | From caster Rectangle | Yes | W × L | At range ================================================================================ CIRCLE ================================================================================ NOTATION: Cir[radius] FORMULA: All squares where max(|dx|, |dy|) ≤ R from center TOTAL: (2R+1)² Radius | Dimensions | Squares -------|------------|-------- 1 | 3×3 | 9 2 | 5×5 | 25 3 | 7×7 | 49 4 | 9×9 | 81 5 | 11×11 | 121 ORIGIN: Center of circle. IS affected. PLACEMENT: At range (caster chooses center within range). ================================================================================ CONE (CARDINAL: N, E, S, W) ================================================================================ NOTATION: Con[length][direction] WIDTH AT DISTANCE N: 2N - 1 TOTAL: L² Distance | Width | Running Total ---------|-------|--------------- 1 | 1 | 1 2 | 3 | 4 3 | 5 | 9 4 | 7 | 16 5 | 9 | 25 6 | 11 | 36 ORIGIN: Caster's square. NOT affected. PLACEMENT: Projects from caster in chosen direction. ================================================================================ CONE (DIAGONAL: NE, SE, SW, NW) ================================================================================ NOTATION: Con[length][direction] WIDTH AT DISTANCE N: N TOTAL: L(L+1)/2 Distance | Width | Running Total ---------|-------|--------------- 1 | 1 | 1 2 | 2 | 3 3 | 3 | 6 4 | 4 | 10 5 | 5 | 15 6 | 6 | 21 ORIGIN: Caster's square. NOT affected. TRADEOFF: ~60% area of cardinal, but 8 total directions available. ================================================================================ CONE SIZE COMPARISON ================================================================================ Length | Cardinal | Diagonal -------|----------|---------- 2 | 4 | 3 3 | 9 | 6 4 | 16 | 10 5 | 25 | 15 6 | 36 | 21 ================================================================================ LINE ================================================================================ NOTATION: Lin[length][direction] or Lin[length][direction]w[width] TOTAL: L × W (width defaults to 1) ORIGIN: Caster's square. NOT affected. WIDE LINES: Origin expands to match width, centered on caster. DIAGONAL LINES: One square per unit of length along diagonal path. ================================================================================ RECTANGLE ================================================================================ NOTATION: Rec[width]x[length] Width = horizontal (east-west) Length = vertical (north-south) TOTAL: W × L ORIGIN: Corner placed within range. IS affected. PLACEMENT: At range (like circles). Caster chooses corner position. Extends in positive W and L directions. ================================================================================ HEIGHT ================================================================================ DEFAULT RULE: Height = primary dimension Shape | Primary Dimension | Default Height ----------|-------------------|--------------- Circle | Radius | Radius Cone | Length | Length Line | Length | Length Rectangle | Larger of W, L | Larger of W, L OVERRIDE: Add h[N] to notation (e.g., Cir3h1) ================================================================================ RESOLUTION ================================================================================ TIMING: AoE resolves immediately. No reactions before resolution. STEPS: 1. Determine origin point 2. Map shape 3. Identify all entities in area 4. Determine cover (from origin to each entity) 5. Apply effect to each entity ROLLS: - Per entity, independently - Standard d20 resolution - Luck applies (Document 4) COVER (per Document 14): Cover Type | Bonus | Effect -----------|---------|------------------ Partial | +2 REF | Harder to hit Half | +4 REF | Much harder to hit Full | — | Not affected Cover determined from AoE origin to each entity. MULTI-SQUARE ENTITIES: Any overlap = affected (once). STACKING: Multiple AoE effects apply independently. ================================================================================ CONTENT GUIDANCE ================================================================================ ABILITY DEFINITION: Property | Required | Example ----------------|----------------|---------------------------- Shape | Yes | Cir3, Con4N, Lin5Ew2, Rec4x3 Range | Yes | 20 squares, Self, Touch Height | If override | h1, h10 Effect | Yes | 3d6 fire damage Resolution | Yes | INT vs REF Smart Targeting | If applicable | Allies excluded SMART TARGETING TRAITS: Trait | Effect ----------------|------------------------------- Allies Excluded | Does not affect caster's side Enemies Only | Only affects hostiles Selective | Caster chooses targets in area Not default. Content adds as needed. ================================================================================ QUICK REFERENCE - FORMULAS ================================================================================ Shape | Total Squares ---------------|--------------- Circle | (2R+1)² Cone Cardinal | L² Cone Diagonal | L(L+1)/2 Line | L × W Rectangle | W × L ================================================================================ QUICK REFERENCE - ORIGIN RULES ================================================================================ Shape | Origin | Affected? | Placement ----------|---------|-----------|------------ Circle | Center | Yes | At range Cone | Caster | No | From caster Line | Caster | No | From caster Rectangle | Corner | Yes | At range ================================================================================ QUICK REFERENCE - CONE WIDTH ================================================================================ Distance | Cardinal | Diagonal ---------|----------|---------- 1 | 1 | 1 2 | 3 | 2 3 | 5 | 3 4 | 7 | 4 5 | 9 | 5 ================================================================================ CROSS-REFERENCES ================================================================================ Document 3: Resolution Mechanics - Standard d20 resolution - Success thresholds Document 4: Luck - Luck rerolls apply to AoE Document 14: Movement and Positioning - Cover rules - Multi-square entities ================================================================================ CORE STATUS ================================================================================ STATUS: Canonical VERSION: 1.0 This is a CORE document. It establishes fundamental AoE mechanics. ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/aoe AI-optimized: https://tacticaldice.com/docs/tdgs/aoeforai ================================================================================ END OF DOCUMENT ================================================================================

## SHAPES SUMMARY

ShapeOrigin AffectedTotal SquaresPlacement
CircleYes(2R+1)²At range
Cone (Cardinal)NoL²From caster
Cone (Diagonal)NoL(L+1)/2From caster
LineNoL × WFrom caster
RectangleYesW × LAt range

## FORMULAS

ShapeTotal Squares
Circle(2R+1)²
Cone CardinalL²
Cone DiagonalL(L+1)/2
LineL × W
RectangleW × L

## ORIGIN RULES

ShapeOriginAffected?Placement
CircleCenterYesAt range
ConeCasterNoFrom caster
LineCasterNoFrom caster
RectangleCornerYesAt range

## CONE WIDTH BY DISTANCE

DistanceCardinalDiagonal
111
232
353
474
595

## HEIGHT DEFAULTS

ShapePrimary DimensionDefault Height
CircleRadiusRadius
ConeLengthLength
LineLengthLength
RectangleLarger of W, LLarger of W, L

## KEY RULES

RuleValue
Distance Formulamax(|dx|, |dy|) - Chebyshev
BoundariesInclusive (≤ not <)
ResolutionPer entity, independently
Multi-Square EntitiesAny overlap = affected once
StackingMultiple AoE apply independently
Smart TargetingNot default, content adds as trait