WarGear-Ruleset

Definitions

A WarGear is a Redstone combat machine in Minecraft. It is equipped with a variety of Redstone techniques and TNT cannons. It is built to cause damage to other WarGears and protect its own crew. A WarGear must be rule-compliant both in the submitted and combat-ready state.

A TNT cannon is a continuous Redstone circuit that shoots projectiles. These are the only places where water is allowed to be built in if it does not leave the cannon and/or forms intact water shields. Water can only be built if its purpose is to prevent the self-destruction of the cannon by its propellants. They must be able to inflict damage on the enemy and cannot intentionally destroy themselves through TNT explosions.

A projectile is an ignited TNT that leaves the maximum deployment dimensions of a WarGear towards the enemy.

A propellant is TNT that accelerates projectiles through its explosion. The propellants of a TNT cannon can only affect the own projectiles and propellants.

All Clocks must turn off after completing their task.


Dimensions

Height: 41
Block depth: 47
Block width: 67 Block
A WarGear may extend up to 16 blocks in any direction


Blocks

All blocks that have a TNT resistance of a maximum of 9 may be used. The following blocks are not allowed:

  • All saplings (6),
  • Any spawner types (52),
  • Ice (79),
  • Nether portal (90),
  • Lava (10, 11),
  • Waterlogged leaves,
  • Waterlogged roots.

Inventory blocks may only contain flowers, honey bottles, and horse armor. Chests and barrels may contain TNT.

Projectile launchers may only be loaded with 2*64 arrows (without effects) or 2*64 fireballs. A total of 2048 items (32 stacks) of both types may be in projectile launchers at one time.

A maximum of 600 TNT may be used.


Cannons

Manual cannons are TNT cannons that must be manually loaded. They may not be loaded before the fight. Manual cannons may fire multiple shots without having to be reloaded after they have been loaded.

Automatic cannons are TNT cannons that can fire multiple shots without having to be reloaded. In order for an automatic cannon to be loaded before the fight, it must be able to fire at least 8 consecutive shots.
All 8 shots must fire the same number of projectiles. The number of projectiles may decrease with each additional shot, but all shots must be fired from the exact same point(s) and be ignited at the same time. The cannon can be fired empty before the fight starts.

A WarGear may have a total of 14 cannons. It is prohibited to present a large number of cannons as one cannon. This will be decided by the WarGear inspector or the fight leaders.


Schielding

Everything outside of the standard dimensions is considered a shield. Exceptions to this are individual extending blocks and firing mechanisms of cannons. Automatically activated extending shield techniques do not have to be explicitly controllable from the command center. All shields must be extended before the kits are distributed. When the shields are extended, blocks in the design layer (see below) no longer have to comply with the design regulations.


Command Center

Each WarGear needs a command center. This must be a central location that does not have to be lockable. Additionally, this can also simply be in a corridor. The control elements must be close together. The command center must consist of the following elements:

  • Control for at least 8 front headlights
  • The front headlights must be directly visible from the front of the opponent when turned on/uncovered
  • A lookout does not have to be in the command center
  • Potentially existing automatically extending shield techniques do not have to be controllable from the command center.

Potentially existing manual shield techniques must be able to be fully extended from the command center. In case of multiple interactions to extend the shields, the order must be indicated. If this is the case, additional activation points can also be installed.

Potentially existing automatic cannons must be at least fully and manually controllable from the command center. If an automatic starter is installed, there must still be a manual activation in the command center.


Design

A WarGear requires (in addition to at least one cannon) a design. The outer layer of the WarGear can have a maximum TNT resistance of 6. A consistent structure across the entire front of the WarGear is expected. At least 2 different blocks must be incorporated into the design (projectile launchers and redstone lamps are not counted).

A consistent structure means that no larger areas have no variation in depth. Variation in depth can also be achieved partially through walls or stair steps, but should not be mostly generated by this. Whether this is the case is at the discretion of the inspector.

Each WarGear needs at least 1 lookout, whose surface facing the opponent must consist of at least 6 transparent blocks. A lookout does not count as such if it represents the barrel of a cannon.


Bug-Using

Aside from directly igniting TNT, creating any other entity within the extended dimensions of one’s own WarGear is prohibited.
Creating Sand, Gravel, Concrete Powder, and Scaffolding entities within the extended dimensions of one’s own WarGear is allowed, as well as creating items through dispensers or droppers is allowed. Fireball and arrow entities may also be created by dispensers.

Beacons may be present as a block in WarGears, but not in an active state. These may not be activated during a fight.

Hidden blocks (replaced by endstone)

The Techhider must not be misused to make any runs, including fake runs, unrecognizable and invisible. Additionally, the design layer must not contain any Techhider blocks that conceal runs or similar. Using the Techhider to make corridors unrecognizable is also prohibited. In case of doubt, the decision whether or not it constitutes abuse of the Techhider will be decided by the WarGear inspector.


Hidden blocks (replaced by endstone)

  • WATER
  • NOTE_BLOCK
  • POWERED_RAIL
  • DETECTOR_RAIL
  • PISTON
  • PISTON_HEAD
  • STICKY_PISTON
  • TNT
  • CHEST
  • TRAPPED_CHEST
  • REDSTONE_WIRE
  • STONE_PRESSURE_PLATE
  • IRON_DOOR
  • OAK_PRESSURE_PLATE
  • SPRUCE_PRESSURE_PLATE
  • BIRCH_PRESSURE_PLATE
  • JUNGLE_PRESSURE_PLATE
  • ACACIA_PRESSURE_PLATE
  • DARK_OAK_PRESSURE_PLATE
  • REDSTONE_TORCH
  • REDSTONE_WALL_TORCH
  • REPEATER
  • BREWING_STAND
  • TRIPWIRE_HOOK
  • TRIPWIRE
  • HEAVY_WEIGHTED_PRESSURE_PLATE
  • LIGHT_WEIGHTED_PRESSURE_PLATE
  • COMPARATOR
  • REDSTONE_BLOCK
  • HOPPER
  • ACTIVATOR_RAIL
  • DROPPER
  • SLIME_BLOCK
  • OBSERVER
  • HONEY_BLOCK
  • LEVER
  • JUNGLE_FENCE_GATE
  • ACACIA_FENCE_GATE
  • BIRCH_FENCE_GATE
  • DARK_OAK_FENCE_GATE
  • OAK_FENCE_GATE
  • SPRUCE_FENCE_GATE
  • BIRCH_PRESSURE_PLATE
  • o JUNGLE_PRESSURE_PLATE
  • o ACACIA_PRESSURE_PLATE
  • o DARK_OAK_PRESSURE_PLATE
  • o POLISHED_BLACKSTONE_PRESSURE_PLATE
  • o MANGROVE_PRESSURE_PLATE
  • o CRIMSON_PRESSURE_PLATE
  • o WARPED_PRESSURE_PLATE
  • o SCULK_SENSOR
  • o TARGET
  • o REDSTONE_TORCH
  • o REDSTONE_WALL_TORCH
  • o REPEATER
  • o BREWING_STAND
  • o TRIPWIRE_HOOK
  • o TRIPWIRE
  • o HEAVY_WEIGHTED_PRESSURE_PLATE
  • o LIGHT_WEIGHTED_PRESSURE_PLATE
  • o COMPARATOR
  • o REDSTONE_BLOCK
  • o HOPPER
  • o ACTIVATOR_RAIL
  • o DROPPER
  • o SLIME_BLOCK
  • o OBSERVER
  • o HONEY_BLOCK
  • o LEVER
  • o JUNGLE_FENCE_GATE
  • o ACACIA_FENCE_GATE
  • o BIRCH_FENCE_GATE
  • o DARK_OAK_FENCE_GATE
  • o OAK_FENCE_GATE
  • o SPRUCE_FENCE_GATE

Additional contents of the following blocks (e.g. text, contents of inventories) are also hidden:

  • SIGN
  • DISPENSER
  • CHEST
  • TRAPPED_CHEST
  • FURNACE
  • BREWING_STAND
  • HOPPER
  • DROPPER
  • SHULKER_BOX
  • JUKEBOX
  • COMPARATOR