GameConfig:
    Type: TBS
    RoundLimit: 1000
    FogOfWar: false

Buffs: # Buff lists
    AttackBoostBuff:
        AdditiveModifier: 
            AttackDamage: 20

Agents:
    - HumanAgent
    - PusherAgent

GameRenderer:
    Resolution:
        Width: 800
        Height: 600
    Default Assets:
        Selected: ../../assets/Tiles/selected.png
        FogOfWar: ../../assets/Tiles/notVisible.png
    #Optional:
    #Font: ../../assets/arial.ttf
    #OutlineShader: ../../assets/OutLine.frag

Tiles:
    Plain:
        Sprite: ../../assets/Tiles/plain.png
        Symbol: .
        IsWalkable: true
        DefaultTile: true
    Water:
        Sprite: ../../assets/Tiles/water.png
        Symbol: W
        IsWalkable: false
    Mountain:
        Sprite: ../../assets/Tiles/rock.png
        Symbol: M
        IsWalkable: false
    Forest:
        Sprite: ../../assets/Tiles/forest.png
        Symbol: F
        IsWalkable: true
    Hole:
        Sprite: ../../assets/Tiles/hole.png
        Symbol: H
        IsWalkable: true
        
Board:
    GenerationType: Manual
    Layout: |-
        M  M  M  M  H  M  M  M  M
        M  H  H  H  H  H  H  H  M
        M  H  .  w1 .  w1 .  H  M
        M  H  .  w1 .  w1 .  H  M
        M  H  .  .  .  .  .  H  M
        M  H  H  .  H  .  H  H  M
        M  H  .  .  .  .  .  H  M
        M  H  .  H  .  H  .  H  M
        M  H  .  H  .  H  .  H  M
        M  H  .  .  .  .  .  H  M
        M  H  H  .  H  .  H  H  M
        M  H  .  .  .  .  .  H  M
        M  H  .  w0 .  w0 .  H  M
        M  H  .  w0 .  w0 .  H  M
        M  H  H  H  H  H  H  H  M
        M  M  M  M  H  M  M  M  M
Actions:
    Push:
        Type: EntityAction
        Cooldown: 1
        Targets:
            Target:
                Type: Entity
                ValidTargets: Warrior
                SamplingMethod:
                    Type: Neighbours
                    Options:
                        Shape: Circle
                        Size: 1
                Conditions:
                    - "DifferentPlayer(Source, Target)"
        Effects:
            - "Push(Source, Target)"


    Move:
        Type: EntityAction
        Preconditions:
            - "ResourceGreaterEqual(Source.MovementPoints, 1)"
        Targets:
            Target:
                Type: Position
                SamplingMethod: 
                    Type: Dijkstra
                    Options:
                        SearchSize: 1
                        AllowDiagonals: false
                Conditions:
                    - "IsWalkable(Target)"
        Effects:
            - "Move(Source, Target)"
            - "ModifyResource(Source.MovementPoints, -1)"

Entities:
    Warrior:
        Sprite: ../../assets/Entities/unit_2.png
        Symbol: w
        LineOfSightRange: 6
        Actions: [Push, Move]
        Parameters:
            Health: 200
            AttackRange: 2
            AttackDamage: 100
            MovementPoints: 1       

ForwardModel:
    LoseConditions: #If true: Player -> cant play
        HasNoCity:
        - "HasNoEntity(Source, Warrior)"
    Trigger:
        - OnTick:
            Type: Entity
            ValidTargets: Warrior
            Effects:
                - "SetToMaximum(Source.MovementPoints)"
        - OnAdvance:
            Type: Entity
            ValidTargets: Warrior
            Conditions:
                - "IsTileType(Source, Hole)"
            Effects:
                - "Remove(Source)"


GameRunner:
    AgentInitializationTime:
        Enabled: false
        BudgetTimeMs: 50
        DisqualificationTimeMs: 70
    AgentComputationTime:
        Enabled: false
        BudgetTimeMs: 1000
        DisqualificationTimeMs: 70
        MaxNumberWarnings: 5