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translationKey: mwg
mode: MiniWarGear
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# MiniWarGear-Ruleset

MiniWarGears are constructed in version 1.20.

## Dimensions

- Max. 20 blocks deep (+ 1 block for design on each side) (22)
- Max. 35 blocks wide (+ 1 block for design on each side) (37)
- Max. 26 blocks high

A MiniWarGear may extend at most 7 blocks into every direction.
All shield related technology may only be activated from within the command bridge.

## Materials

Blocks used for the construction of a MiniWarGear must not exceed a blast resistance of 9.
A maximum of 120 TNT may be pre-installed.
Inventory blocks must not contain items other than flowers, honey bottles or horse armor.
Dispensers may only individually contain either one stack of fire charges or one stack of basic arrows.
No more than 16 dispensers may be installed.

The following materials may not be used for construction: all saplings, minecraft:ice, nether portals, lava, waterlogged leaves and roots, TNT (pre-installed), any non-block entities.
Water may only be used within cannons and only to prevent damaging your gear.

## Cannons

A cannon is a continuous redstone contraption which is able to damage the opponent using primed TNT.
A TNT-cannon is the only place within a MiniWarGear where water may be placed and only if it does not leave the cannon or form water-shields.
Furthermore a cannon may not intentionally damage itself.
A cannon may at most shoot 8 projectiles at once.
Additionally, a single main-cannon can be installed, which may shoot up to 12 projectiles.
The main-cannon must be a manual cannon.

A MiniWarGear may be equipped with up to 9 cannons.
It is forbidden to try to pass off multiple cannons as a single one.
It is also forbidden to try to pass off a single cannon as multiple.
Whether or not this is the case is up to the examiners and fight-judges.

Manual cannons are TNT-cannons, which require manual loading.
They may not be pre-loaded at the time of construction.
Furthermore manual cannons may fire up to three individual times after being loaded once.
All projectils of a manual cannon which is able to fire multiple times like this must be launched from the exact same launch-point.
That launch-point is defined by the first shot of a salve the cannon performs.

Automatic cannons are TNT-cannons which can fire at least 5 individual times, without being manually loaded.
They must be pre-loaded at the time of construction.
To qualify for being allowed to be pre-loaded the cannon must fire at least 5 times.
All projectils of an automatic cannon must be launched from the exact same launch-point.
The first 5 shots of an automatic cannon must have the exact same number of projectiles.
After the 6th shot the amount of projectiles may decrease, and must not increase.
Between individual shots of an automatic cannon must be at least 4 seconds of delay (40 redstone ticks, 80 game ticks).
A MiniWarGear may be equipped with up to two automatic cannons.

## Brücke

A MiniWarGear must feature a command bridge in the form of a clearly distinguishable room.
The command bridge must be separated from the rest of the MiniWarGear by doors, fence gates, trapdoors or pistons.

A command bridge must adhere to the following conditions:

- At least 25 m² (1 block = 1 meter)
- A periodic, acoustic (note block / bell) and optical damage sensor
- A window through which the opponent is visible directly
- Controls for at least 4 headlights that are visible from the opposing position
- Controls for automatic cannons (if any are installed)
- Controls for shield technology (if there is any)
- The command bridge is the only place where dispensers which aim at the opponent may be controlled

## Design

MiniWarGears must (besides at least one cannon) feature a visual design.
The outermost layer of a MiniWarGear must only have a blast resistance of at most 6.
It is expected that there is a continuous design structure across the entire front of a MiniWarGear.
At least 2 different kinds of blocks must be used in a design (not counting redstone components).
A "continuous design structure" means, that no substantial surface areas have little to no depth.
Depth variation may also in part be achieved using walls or stairs, but this should not be overused.
Whether or not this is the case is up to the examiner.

## Bug-Using

The creation of TNT in a MiniWarGear is forbidden.

Excessive use of blocks which are hidden by the tech-hider is also forbidden.

## Definitions

### Projectile

A Projectile is any primed TNT entity, which is accelerated by propellant.
Furthermore a projectile is any primed TNT entity, which leaves the extension limits of a MiniWarGear (7 blocks) towards the opponent.

### Propellant

A propellant is any primed TNT entity, which by exploding accellerates projectiles towards the opposing half of the arena.
The propellant of any one cannon must only affect projectiles of that same cannon.

## Hidden Blocks (Replaced with 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
- SCULK_SENSOR
- POLISHED_BLACKSTONE_PRESSURE_PLATE
- MANGROVE_PRESSURE_PLATE
- CRIMSON_PRESSURE_PLATE
- WARPED_PRESSURE_PLATE

## The Contents of the Following Blocks Are Also Hidden:

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