Even more cleanup and removal of legacy code
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58
README.md
58
README.md
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# TTRTS
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*The Tiny Terminal RTS where the players write their AIs*
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------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------
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## Introduction
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We aim to create a simple terminal based rts where a user can program an AI to control their army
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A simple terminal based RTS game that uses txt files to communicate game state and unit commands. TTRTS was
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------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------
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## Gameplay
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1. ttrts clients are run from the command line
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2. ttrts-server is launched from the command line
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3. clients will connect to server and confirm initial board state
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1. clients output a text file with game data for this turn
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2. a player, or program, reads the game data file and outputs an instructions file
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3. clients read the instructions file, simulates the turn
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4. game state is verified between clients and server
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5. repeat until an end state is reached
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4. once game is finished, host and clients disconnect and a winner is notified
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*see [game](game) for full game rules*
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------------------------------------------------------------------------------------
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## Source
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### Targets
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##### ttrts
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Main TTRTS executable , runs from the command line and acts as client
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##### ttrts-server
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TTRTS server executable, runs from the command line acting as server
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##### player
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Custom player AI code, this should contain examples and test code to help newcomers begin their journey
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##### ttrts-test
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Test executable, to be compiled and run to test various functionality
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### Libraries
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##### game
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Implementation of the RTS rules and simulation. [game](game) has full information on it's implementation.
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##### net
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Net code for hosting the server and communicating with clients
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##### ui
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Wrapper for user interface for the terminal, this only really needs three stages
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* Initialise the game with settings and connect the clients
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* Run the game simulation to it's conclusion
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* Display the game result
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* ASCII Colour wrapper for separate teams
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##### maths
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simple maths library for 2D calculations and types
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1. The ttrts client is run from the command line with initial parameters
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2. The client outputs a gamestate text file
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3. A player, program or cat reads the state and outputs instructions for their units.
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4. The client reads in instructions and processes the turn
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5. If no winner is reached, skip back to step 2
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6. The game client outputs a final summary file with the winner
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*see [game](game) for full game rules*
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source/README.md
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27
source/README.md
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# Targets
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### ttrts
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Main TTRTS executable , runs from the command line and acts as client
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### ttrts-test
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Test executable, to be compiled and run to test various functionality
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### ttrts-gen
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Binary to generate map example map files
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# Libraries
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### game
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Implementation of the RTS rules and simulation. [game](game) has full information on it's implementation.
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### net
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Net code for hosting the server and communicating with clients
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### ui
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Wrapper for user interface for the terminal, this only really needs three stages
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* Initialise the game with settings and connect the clients
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* Run the game simulation to it's conclusion
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* Display the game result
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* ASCII Colour wrapper for separate teams
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### maths
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simple maths library for 2D calculations and types
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Game Design
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TTRTS Gameplay
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=================
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The game takes place in a series of simultaneous turns on an arbitrarily sized 2D board.
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All attempted movement to the same square by two or more units will fail.
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Friendly fire is enabled by default
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Friendly fire is enabled by default.
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--------------------------------------------------------
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Units
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-----
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Currently only one unit, this will be expanded in the future.
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Units have a set of properties, and commands than can be issued.
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All units take one hit to kill.
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##### properties
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See [the unit header](unit.h) for full details on unit properties
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##### orders
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Commands take the form of a single char literal.
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See [the order header](order.h) for details on the orders
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L/R - Rotate unit left or right
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A - Attack row in front of unit
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`$ cat usage.md | sed 's/^#* //g' | sed 's/\t/\\t/g' | sed ':a;N;$!ba;s/\n/\\n\n/g' | sed 's/^/"/' | sed 's/$/"/' | sed '$ d' > usage.h # To convert this file to c++`
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`$ cat README.md | sed 's/^#* //g' | sed 's/\t/\\t/g' | sed ':a;N;$!ba;s/\n/\\n\n/g' | sed 's/^/"/' | sed 's/$/"/' | sed '$ d' > usage.h # To convert this file to c++`
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cmake_minimum_required(VERSION 2.8.7)
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# game project
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project( ui )
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include_directories(
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../maths
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../game
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)
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# Set to use c++11, because we're cool like that
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} --std=c++11" )
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# Add the sources
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set( SOURCES
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board.cpp
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)
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add_library( ui ${SOURCES} )
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#include "board.h"
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// ----------------------------------------------
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// Default constructor for the board
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CBoard::CBoard( unsigned int c, unsigned int r )
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: cols ( c )
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, rows ( r )
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, total ( rows * cols )
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{
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board.resize(total,square_empty);
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}
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// constructor
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CBoard::CBoard( unsigned int c, unsigned int r, vunitVis_c&& b )
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: cols ( c )
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, rows ( r )
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, total ( rows * cols )
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, board ( std::move(b) )
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{
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board.resize(total,square_empty);
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}
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// print get a slot on the board
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unitVis_c CBoard::get( const unsigned int c, const unsigned int r ) const
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{
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if ( (r >= rows) || (c >= cols) )
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return square_invalid;
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return board[r*c];
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}
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// Get a square on the board
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unitVis_c CBoard::set( const unsigned int c, const unsigned int r , const unitVis_c n )
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{
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if ( (r >= rows) || (c >= cols) )
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return square_invalid;
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unitVis_c old = board[r*c];
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board[r*c] = n;
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return old;
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}
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#ifndef _BOARD_H_
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#define _BOARD_H_
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#include "gametypes.h"
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#include "mathtypes.h"
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#include <limits> // std::numeric_limits
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#include <vector> // std::vector
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typedef std::vector< unitVis_c > vunitVis_c;
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// Invalid value for the board square
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constexpr unitVis_c square_invalid = std::numeric_limits<unitVis_c>::max();
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constexpr unitVis_c square_empty = ' ';
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// Class to store simple data about a board
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class CBoard
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{
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public:
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const unsigned int cols; // Number of columns
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const unsigned int rows; // Number of rows
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const unsigned int total; // Total number of pieces
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// constructor
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CBoard( unsigned int c, unsigned int r );
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// constructor
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CBoard( unsigned int c, unsigned int r, vunitVis_c&& b );
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// Default destructor
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~CBoard() = default;
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// clear the board
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inline void clear() { fill(square_empty); }
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// fill the board
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inline void fill(unitVis_c v) { std::fill(board.begin(),board.end(),v); };
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// Get a square on the board
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unitVis_c get( const unsigned int c, const unsigned int r ) const;
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// Get the full board
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inline const vunitVis_c& get() const { return board; };
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// Get a square on the board
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unitVis_c set( const unsigned int c, const unsigned int r , const unitVis_c n );
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private:
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vunitVis_c board; // Board data storage
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};
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#endif //_BOARD_H_
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