From d105e54d9164569ef6fb3f28d6fffb6ebc524de3 Mon Sep 17 00:00:00 2001
From: Ceilidh Orr <118229484+s-c-orr@users.noreply.github.com>
Date: Mon, 18 Dec 2023 16:42:02 -0500
Subject: [PATCH 1/5] Add files via upload
Add an updatable mechanics doc to the Fullcount repo; send users here instead of to a Google doc.
---
Full Count Game Mechanics.md | 59 ++++++++++++++++++++++++++++++++++++
1 file changed, 59 insertions(+)
create mode 100644 Full Count Game Mechanics.md
diff --git a/Full Count Game Mechanics.md b/Full Count Game Mechanics.md
new file mode 100644
index 00000000..8e475698
--- /dev/null
+++ b/Full Count Game Mechanics.md
@@ -0,0 +1,59 @@
+# Full Count: Game Mechanics
+## Choosing an action
+
+When a player joins a session, they make two strategic decisions:
+
+**The pitcher** decides (1) whether to throw a fast or a slow pitch and (2) where to throw it.
+
+**The batter** decides (1) what type of swing to take and (2) where to swing. There are three swing options:
+* Power swing–best against slow pitches.
+* Contact swing–best against fast pitches.
+* Take the pitch–no swing; the batter anticipates a pitch outside of the strike zone.
+
+⠀
+The 25 pitch and swing placement options are represented on a 5x5 grid. The central nine squares represent the strike zone.
+
+![strike zone grid]([strike_zone_grid.png](https://drive.google.com/file/d/1IoDfo6XelVJZcOnZOUF8XFJdRn6Obgbe/view?usp=drive_link))
+
+Each player also generates a random number by moving their mouse for a required amount of time.
+
+## The commit/reveal phase
+Once a player has chosen the type and placement of their action, they finalize the action by clicking “commit.” This submits a signature that binds them to their choice but does not reveal the details of the choice on chain.
+
+When both players have committed their actions, they get a “reveal” option. Clicking “reveal” reveals both players' choices on chain, and the game is resolved based on that information..
+
+## Resolving the at bat
+### Distance between pitch and swing
+To resolve the at bat, the game starts with the distance between the pitch (the grid square the pitcher chose) and the swing (the grid square the batter chose). (Note: This is true except in instances where the batter chose “take,” which are discussed below.)
+
+The vertical and horizontal pitch location are assigned numbers, as follows:
+
+HighBall - 0 InsideBall - 0
+HighStrike - 1 InsideStrike - 1
+Middle - 2 Middle - 2
+LowStrike - 3 OutsideStrike - 3
+LowBall - 4 Outside Ball - 4
+
+The game compares the positions by adding the absolute values of the vertical and horizontal distances between the pitch and the swing.
+
+For example, if the pitcher throws a high inside strike and the batter anticipates a low middle strike, the vertical difference is two: HighStrike = 1; LowStrike = 3; |1-3| = 2
+
+The horizontal difference is one: InsideStrike = 1; Middle = 2; |1-2| = 1.
+
+
+The vertical and horizontal differences are added to give a total distance of 3.
+
+### Types of pitch and swing
+Power swings are best for slow pitches, and contact swings are best for fast pitches.
+If the batter chose a swing that does not suit the speed of the pitch, add +1 to the distance.
+
+### Probabilities and outcomes
+There are eight possible outcomes for an at bat: strikeout, homerun, walk, single, double, triple, foul, and in-play out (fly out, or ground out)
+
+Each distance (~[L1 distance](https://en.wikipedia.org/wiki/Taxicab_geometry)~ + pitch type penalty) comes with a probability distribution that specifies how likely each of those outcomes are for the given scenario. The larger the distance between the pitch and the swing, for example, the higher the chance of a strikeout, and the lower the odds of hitting a home run.
+
+The player-generated randomness determines which outcome actually happens.
+
+## Takes (balls and walks)
+* If the batter takes a pitch and the pitcher throws to any of squares 1-9 (that is, if the pitch crossed the plate within the strike zone), it’s a strikeout.
+* If that batter takes a pitch and the pitcher throws to any of squares 10-15 (that is, the pitch was outside of the strike zone), it’s a walk.
From b3034ab4898bfb6f83051e39624cb370584d24c4 Mon Sep 17 00:00:00 2001
From: Ceilidh Orr <118229484+s-c-orr@users.noreply.github.com>
Date: Mon, 18 Dec 2023 17:07:41 -0500
Subject: [PATCH 2/5] Delete Full Count Game Mechanics.md
---
Full Count Game Mechanics.md | 59 ------------------------------------
1 file changed, 59 deletions(-)
delete mode 100644 Full Count Game Mechanics.md
diff --git a/Full Count Game Mechanics.md b/Full Count Game Mechanics.md
deleted file mode 100644
index 8e475698..00000000
--- a/Full Count Game Mechanics.md
+++ /dev/null
@@ -1,59 +0,0 @@
-# Full Count: Game Mechanics
-## Choosing an action
-
-When a player joins a session, they make two strategic decisions:
-
-**The pitcher** decides (1) whether to throw a fast or a slow pitch and (2) where to throw it.
-
-**The batter** decides (1) what type of swing to take and (2) where to swing. There are three swing options:
-* Power swing–best against slow pitches.
-* Contact swing–best against fast pitches.
-* Take the pitch–no swing; the batter anticipates a pitch outside of the strike zone.
-
-⠀
-The 25 pitch and swing placement options are represented on a 5x5 grid. The central nine squares represent the strike zone.
-
-![strike zone grid]([strike_zone_grid.png](https://drive.google.com/file/d/1IoDfo6XelVJZcOnZOUF8XFJdRn6Obgbe/view?usp=drive_link))
-
-Each player also generates a random number by moving their mouse for a required amount of time.
-
-## The commit/reveal phase
-Once a player has chosen the type and placement of their action, they finalize the action by clicking “commit.” This submits a signature that binds them to their choice but does not reveal the details of the choice on chain.
-
-When both players have committed their actions, they get a “reveal” option. Clicking “reveal” reveals both players' choices on chain, and the game is resolved based on that information..
-
-## Resolving the at bat
-### Distance between pitch and swing
-To resolve the at bat, the game starts with the distance between the pitch (the grid square the pitcher chose) and the swing (the grid square the batter chose). (Note: This is true except in instances where the batter chose “take,” which are discussed below.)
-
-The vertical and horizontal pitch location are assigned numbers, as follows:
-
-HighBall - 0 InsideBall - 0
-HighStrike - 1 InsideStrike - 1
-Middle - 2 Middle - 2
-LowStrike - 3 OutsideStrike - 3
-LowBall - 4 Outside Ball - 4
-
-The game compares the positions by adding the absolute values of the vertical and horizontal distances between the pitch and the swing.
-
-For example, if the pitcher throws a high inside strike and the batter anticipates a low middle strike, the vertical difference is two: HighStrike = 1; LowStrike = 3; |1-3| = 2
-
-The horizontal difference is one: InsideStrike = 1; Middle = 2; |1-2| = 1.
-
-
-The vertical and horizontal differences are added to give a total distance of 3.
-
-### Types of pitch and swing
-Power swings are best for slow pitches, and contact swings are best for fast pitches.
-If the batter chose a swing that does not suit the speed of the pitch, add +1 to the distance.
-
-### Probabilities and outcomes
-There are eight possible outcomes for an at bat: strikeout, homerun, walk, single, double, triple, foul, and in-play out (fly out, or ground out)
-
-Each distance (~[L1 distance](https://en.wikipedia.org/wiki/Taxicab_geometry)~ + pitch type penalty) comes with a probability distribution that specifies how likely each of those outcomes are for the given scenario. The larger the distance between the pitch and the swing, for example, the higher the chance of a strikeout, and the lower the odds of hitting a home run.
-
-The player-generated randomness determines which outcome actually happens.
-
-## Takes (balls and walks)
-* If the batter takes a pitch and the pitcher throws to any of squares 1-9 (that is, if the pitch crossed the plate within the strike zone), it’s a strikeout.
-* If that batter takes a pitch and the pitcher throws to any of squares 10-15 (that is, the pitch was outside of the strike zone), it’s a walk.
From 0c2bc582e3edb7b64ed946ee5aa976f3f444bee0 Mon Sep 17 00:00:00 2001
From: Ceilidh Orr <118229484+s-c-orr@users.noreply.github.com>
Date: Mon, 18 Dec 2023 17:10:10 -0500
Subject: [PATCH 3/5] Add files via upload
---
Full Count Game Mechanics.md | 59 ++++++++++++++++++++++++++++++++++++
1 file changed, 59 insertions(+)
create mode 100644 Full Count Game Mechanics.md
diff --git a/Full Count Game Mechanics.md b/Full Count Game Mechanics.md
new file mode 100644
index 00000000..2117bde5
--- /dev/null
+++ b/Full Count Game Mechanics.md
@@ -0,0 +1,59 @@
+# Full Count: Game Mechanics
+## Choosing an action
+
+When a player joins a session, they make two strategic decisions:
+
+**The pitcher** decides (1) whether to throw a fast or a slow pitch and (2) where to throw it.
+
+**The batter** decides (1) what type of swing to take and (2) where to swing. There are three swing options:
+* Power swing–best against slow pitches.
+* Contact swing–best against fast pitches.
+* Take the pitch–no swing; the batter anticipates a pitch outside of the strike zone.
+
+⠀
+The 25 pitch and swing placement options are represented on a 5x5 grid. The central nine squares represent the strike zone.
+
+![strike zone grid]([strike_zone_grid.png]([https://drive.google.com/file/d/1IoDfo6XelVJZcOnZOUF8XFJdRn6Obgbe/view?usp=drive_link](https://static.greatwyrm.xyz/test/strikezone_grid.png)))
+
+Each player also generates a random number by moving their mouse for a required amount of time.
+
+## The commit/reveal phase
+Once a player has chosen the type and placement of their action, they finalize the action by clicking “commit.” This submits a signature that binds them to their choice but does not reveal the details of the choice on chain.
+
+When both players have committed their actions, they get a “reveal” option. Clicking “reveal” reveals both players' choices on chain, and the game is resolved based on that information..
+
+## Resolving the at bat
+### Distance between pitch and swing
+To resolve the at bat, the game starts with the distance between the pitch (the grid square the pitcher chose) and the swing (the grid square the batter chose). (Note: This is true except in instances where the batter chose “take,” which are discussed below.)
+
+The vertical and horizontal pitch location are assigned numbers, as follows:
+
+HighBall - 0 InsideBall - 0
+HighStrike - 1 InsideStrike - 1
+Middle - 2 Middle - 2
+LowStrike - 3 OutsideStrike - 3
+LowBall - 4 Outside Ball - 4
+
+The game compares the positions by adding the absolute values of the vertical and horizontal distances between the pitch and the swing.
+
+For example, if the pitcher throws a high inside strike and the batter anticipates a low middle strike, the vertical difference is two: HighStrike = 1; LowStrike = 3; |1-3| = 2
+
+The horizontal difference is one: InsideStrike = 1; Middle = 2; |1-2| = 1.
+
+
+The vertical and horizontal differences are added to give a total distance of 3.
+
+### Types of pitch and swing
+Power swings are best for slow pitches, and contact swings are best for fast pitches.
+If the batter chose a swing that does not suit the speed of the pitch, add +1 to the distance.
+
+### Probabilities and outcomes
+There are eight possible outcomes for an at bat: strikeout, homerun, walk, single, double, triple, foul, and in-play out (fly out, or ground out)
+
+Each distance (~[L1 distance](https://en.wikipedia.org/wiki/Taxicab_geometry)~ + pitch type penalty) comes with a probability distribution that specifies how likely each of those outcomes are for the given scenario. The larger the distance between the pitch and the swing, for example, the higher the chance of a strikeout, and the lower the odds of hitting a home run.
+
+The player-generated randomness determines which outcome actually happens.
+
+## Takes (balls and walks)
+* If the batter takes a pitch and the pitcher throws to any of squares 1-9 (that is, if the pitch crossed the plate within the strike zone), it’s a strikeout.
+* If that batter takes a pitch and the pitcher throws to any of squares 10-15 (that is, the pitch was outside of the strike zone), it’s a walk.
From 95a0ef092b69e58db5f939aaeebf08789395c1d7 Mon Sep 17 00:00:00 2001
From: Ceilidh Orr <118229484+s-c-orr@users.noreply.github.com>
Date: Mon, 18 Dec 2023 17:20:25 -0500
Subject: [PATCH 4/5] Update Full Count Game Mechanics.md
Fixed image syntax and url
---
Full Count Game Mechanics.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Full Count Game Mechanics.md b/Full Count Game Mechanics.md
index 2117bde5..b01a162d 100644
--- a/Full Count Game Mechanics.md
+++ b/Full Count Game Mechanics.md
@@ -13,7 +13,7 @@ When a player joins a session, they make two strategic decisions:
⠀
The 25 pitch and swing placement options are represented on a 5x5 grid. The central nine squares represent the strike zone.
-![strike zone grid]([strike_zone_grid.png]([https://drive.google.com/file/d/1IoDfo6XelVJZcOnZOUF8XFJdRn6Obgbe/view?usp=drive_link](https://static.greatwyrm.xyz/test/strikezone_grid.png)))
+![A five by five grid; the nine center squares are green](https://static.greatwyrm.xyz/test/strikezone_grid.png "strike zone grid")
Each player also generates a random number by moving their mouse for a required amount of time.
From ced3da274a216f4ae2db66582b91e6e1cadb128d Mon Sep 17 00:00:00 2001
From: Ceilidh Orr <118229484+s-c-orr@users.noreply.github.com>
Date: Mon, 18 Dec 2023 17:30:30 -0500
Subject: [PATCH 5/5] Update Full Count Game Mechanics.md
Fixed linebreaks and spacing
---
Full Count Game Mechanics.md | 12 ++++++------
1 file changed, 6 insertions(+), 6 deletions(-)
diff --git a/Full Count Game Mechanics.md b/Full Count Game Mechanics.md
index b01a162d..68ead380 100644
--- a/Full Count Game Mechanics.md
+++ b/Full Count Game Mechanics.md
@@ -28,11 +28,11 @@ To resolve the at bat, the game starts with the distance between the pitch (the
The vertical and horizontal pitch location are assigned numbers, as follows:
-HighBall - 0 InsideBall - 0
-HighStrike - 1 InsideStrike - 1
-Middle - 2 Middle - 2
-LowStrike - 3 OutsideStrike - 3
-LowBall - 4 Outside Ball - 4
+HighBall - 0 InsideBall - 0
+HighStrike - 1 InsideStrike - 1
+Middle - 2 Middle - 2
+LowStrike - 3 OutsideStrike - 3
+LowBall - 4 Outside Ball - 4
The game compares the positions by adding the absolute values of the vertical and horizontal distances between the pitch and the swing.
@@ -50,7 +50,7 @@ If the batter chose a swing that does not suit the speed of the pitch, add +1 to
### Probabilities and outcomes
There are eight possible outcomes for an at bat: strikeout, homerun, walk, single, double, triple, foul, and in-play out (fly out, or ground out)
-Each distance (~[L1 distance](https://en.wikipedia.org/wiki/Taxicab_geometry)~ + pitch type penalty) comes with a probability distribution that specifies how likely each of those outcomes are for the given scenario. The larger the distance between the pitch and the swing, for example, the higher the chance of a strikeout, and the lower the odds of hitting a home run.
+Each distance ([L1 distance](https://en.wikipedia.org/wiki/Taxicab_geometry) + pitch type penalty) comes with a probability distribution that specifies how likely each of those outcomes are for the given scenario. The larger the distance between the pitch and the swing, for example, the higher the chance of a strikeout, and the lower the odds of hitting a home run.
The player-generated randomness determines which outcome actually happens.