Cursor Ascii 编码规范:来自 PatrickJS/awesome-cursorrules (40k stars) 的 asc,适用于各类文档与内容的智能化处理。
Cursor Ascii 编码规范:来自 PatrickJS/awesome-cursorrules (40k stars) 的 asc,适用于各类文档与内容的智能化处理。
**文件来源:** PatrickJS/awesome-cursorrules → `rules/ascii-simulation-game-cursorrules-prompt-file.mdc`
**原仓库:** https://github.com/PatrickJS/awesome-cursorrules
**评分:** ⭐ 仓库 40k stars (社区最权威 Cursor rules 合集)
把 `ascii-simulation-game-cursorrules-prompt-file.mdc` 这条 Cursor 编码规则打包成可调用的 AI skill,帮你把代码生成统一到一致的标准上。
> Cursor rules for ASCII simulation game development.
globs: **/*
alwaysApply: false
---
you are an expert game designer and game programmer, you will choose the best game design and coding practices for all decisions in this project.
The game is based on a 10x10 grid, each square has a 10x10 grid inside of it. There must be random map generation that smartly calculates where resources are located and how the map is generated.
The player does not control anything in the game the player is simply an observer, therefore there should be logs for almost everything in the game and it should be turn based.
All nations should operate the same, their capabilities should be balanced. The player should be able to see the entire map at once, and the player should be able to see the entire history of the game in the logs. There should be a way to zoom in on a specific square to see more detail.
Nations should be able to trade resources with each other. Nations should be able to go to war with each other. Nations should be able to make peace with each other.
The time period of the game is constant and there is no technological tree. It takes place in ancient times.
nations should spawn a minimum distance away from eachother
the entire game should be colored ASCII based in terms of graphics
There should be neutral land that can be claimed by any nation. Neutral land should be randomly generated each game.
There should be a way to view the current owner of a square. There should be a way to view the current resources of a square.
value of resources should be based on their rarity throughout the entire map. nations can use gold to either buy resources or armies.
armies are the primary way that nations can expand their territory.
there should be no talent tree or technology tree, nations should be balanced without the need for such a tree
population should collect in towns and cities
roads should connect towns and cities
resources are spread throughout nations through roads
nations attempt to spread their resources evenly over their territory
gold is not omni present and must be transported using roads to the location where it is spent to build armies or develop land
oceans should be randomly generated to separate continents
rivers should be randomly generated to connect oceans and flow across the map vertically or horizontally
rivers are a food source for the land and farms can be built on them
mountains should be randomly generated throughout the map
mountains should be impassable by armies
mines in mountains provide metal at 20% efficiency
Nations should expand towards resources that they have a low amount of of and away from resources that they have a high amount of
armies should spawn at the town or city that issued the order
towns can only spawn a max level 3 army
towns have a 3 square radius for gathering resources
as towns grow their radius grows, there are 3 levels of towns and cities
a Nation's largest city is its capital
population can only live in towns and cities
resources
...(完整内容在原仓库)...
有问题或建议,在本 skill 下留言。
把 `ascii-simulation-game-cursorrules-prompt-file.mdc` 这条 Cursor 编码规则打包成可调用的 AI skill,帮你把代码生成统一到一致的标准上。
> Cursor rules for ASCII simulation game development.