- the rules of war -
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//- I. The 'resolved' state of the game is peace. -
//- II. The 'game' is a public war with two public sides.
//- III. The 'rise' function increases your side's strength by current level.
//- IV. The side with more power is 'winning'.
//- V. Power is calculated by [strength * level] + [support / 1000].
//- VI. Player's total contributions to each side are saved as love points.
//- VII. Payable LevelUp functions will add one level to your chosen side.
//- VIII. Player can run getStatus() to find out the current results without writing state changes, requiring no gas.
//- IX. setStatus() will calculate and write the outcome of the game:
//- i. If one side's power is 2 times greater than the other, the greater side will gain one kill.
//- ii. The fallen side will resurrect, and their level will rise to equal the level of the opponent.
//- iii. If one side's power is 2 times greater than the other, and that side has 10 more deaths than the other,
//- iv. the dying side will be supported by supernatural power * 4.
//- X. A player can play both sides.
//
//- XI. 'Metagame' 'Ready Player X' Functions:
//- i. If player pays fee for setLevel() functions, players team will permanently level up
// [affecting 'rise()' function interactions of all players]
//- ii. If [an nft ally contract exists and ] the player's address holds an nft from the ally contract,
// 'rise()' functions will multiply added strength by 4.
//- iii. If [a nft key contract exists and] the player's address holds an NFT "Key" from the contract,
// player can call 'Use_Key()' functions, waiving fee and permanently leveling up player's team
// [affecting 'rise()' function interactions of all players]
//
// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//- I. The 'resolved' state of the game is peace. -
//- II. The 'game' is a public war with two public sides.
//- III. The 'rise' function increases your side's strength by current level.
//- IV. The side with more power is 'winning'.
//- V. Power is calculated by [strength * level] + [support / 1000].
//- VI. Player's total contributions to each side are saved as love points.
//- VII. Payable LevelUp functions will add one level to your chosen side.
//- VIII. Player can run getStatus() to find out the current results without writing state changes, requiring no gas.
//- IX. setStatus() will calculate and write the outcome of the game:
//- i. If one side's power is 2 times greater than the other, the greater side will gain one kill.
//- ii. The fallen side will resurrect, and their level will rise to equal the level of the opponent.
//- iii. If one side's power is 2 times greater than the other, and that side has 10 more deaths than the other,
//- iv. the dying side will be supported by supernatural power * 4.
//- X. A player can play both sides.
//
//- XI. 'Metagame' 'Ready Player X' Functions:
//- i. If player pays fee for setLevel() functions, players team will permanently level up
// [affecting 'rise()' function interactions of all players]
//- ii. If [an nft ally contract exists and ] the player's address holds an nft from the ally contract,
// 'rise()' functions will multiply added strength by 4.
//- iii. If [a nft key contract exists and] the player's address holds an NFT "Key" from the contract,
// player can call 'Use_Key()' functions, waiving fee and permanently leveling up player's team
// [affecting 'rise()' function interactions of all players]
//
// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////