Re-organise source directory and targets
ttrts -> client game -> ttrts
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415361ac9c
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18 changed files with 58 additions and 47 deletions
34
source/client/CMakeLists.txt
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34
source/client/CMakeLists.txt
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# ====================== ttrts =======================
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# Project name
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project( ttrts-client )
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include_directories(
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${CMAKE_CURRENT_BINARY_DIR}
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../maths
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../ttrts
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)
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# Add the sources
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set( SOURCES
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main.cpp
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)
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# Add the executable
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add_executable( ${PROJECT_NAME} ${SOURCES} )
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# Set our output name to ttrts
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set_target_properties( ${PROJECT_NAME} PROPERTIES OUTPUT_NAME ttrts )
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# dependent on main ttrts libary
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target_link_libraries( ${PROJECT_NAME} ttrts )
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# Installation target
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install( TARGETS ${PROJECT_NAME} DESTINATION bin )
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# Run the gen_usage script to generate our usage header
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add_custom_target(
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ttrts-client-usage
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cd ${CMAKE_CURRENT_SOURCE_DIR} && ${CMAKE_SOURCE_DIR}/../scripts/gen_usage.sh "${CMAKE_CURRENT_BINARY_DIR}/usage.h"
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)
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add_dependencies(${PROJECT_NAME} ttrts-client-usage)
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102
source/client/README.md
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102
source/client/README.md
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# ttrts - Tiny Terminal RTS
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## SYNOPSIS
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ttrts MAPFILE
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## DESCRIPTION
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ttrts is a tiny terminal based RTS where that uses text
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files as order lists to control it's units
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This means that any user, program or cat that can read
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and write to text files can play the game
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## OPTIONS
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MAPFILE - File to read in the initial game state from
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## USAGE
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When invoked, ttrts will set up the game in a local
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directory called `ttrts_{GAME_NAME}`
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The GAMESTATE files in this directory can be read and
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interpreted by human, robot or cat.
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ttrts will then await ORDER files from each participant
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Once all ORDER files have been received ttrts will
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calculate the turn and output a new GAMESTATE file
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This process repeats until the game is over
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-----------------------------------------------------------
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# TTRTS GAMEPLAY
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## RULES
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The game takes place in a series of simultaneous turns
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on an arbitrarily sized 2D board
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Each turn, the client outputs a GAMESTATE file and
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waits for an ORDER file from each player
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All commands are evaluated simultaneously with friendly
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fire enabled by default
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The game is over when any of three conditions are met -
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* All remaining units are controlled by a single player
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* No units are left (draw)
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* All units left are unable to move (draw)
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## UNITS
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Each unit occupies a single tile on the board, facing
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in a compass direction (NESW)
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Units will only accept orders from their owner
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Units can receive only a single order each turn
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Units cannot occupy the same tile as other units/walls
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## ORDERS
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F - Move unit [F]orward one space, leaving a wall
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This wall will remain until the end of the game,
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blocking movement to that tile
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Movement orders have no effect if impossible, eg.
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* Attempting to move outside of map
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* Attempting to move on to tile occupied by unit/wall
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L/R - Rotate unit [L]eft or [R]ight
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Unit will rotate clockwise or counter-clockwise,
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this order cannot fail
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A - [A]ttack in straight line in front of unit
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Attack will continue forward until unit can't progress,
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all units within the path of the attack are destroyed.
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-----------------------------------------------------------
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# FILE FORMATS
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## Gamestate File
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Turn_{TURN_NUMBER}.txt
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### Contents
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===== ttrts v{MAJOR}.{MINOR}.{PATCH} =====
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NAME:{GAMENAME}
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SIZE:[{X},{Y}]
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TURN:{TURN_NUMBER}
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WALL:[{X},{Y}][{X},{Y}][{X},{Y}]...{repeat for all walls}
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~~~~
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UNIT:{ID} pl:{PLAYER} vs:{VIS} dr:{DIR(NESW)} ps:[{X},{Y}]
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... {continue for all units}
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END
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## Order File
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Player_{PLAYER_ID}_Turn_{TURN_NUMBER}.txt
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### Contents
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ORDER:{ORDER_CHAR} id:{UNIT_ID}
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... {continue for all orders}
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END
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235
source/client/main.cpp
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235
source/client/main.cpp
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#include <iostream>
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#include <fstream>
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#include <chrono>
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#include <thread>
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#include <sys/stat.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include "game.h"
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#include "version.h"
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static const char* sk_usage =
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#include "usage.h"
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;
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// time for waiting between file stats
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static const std::chrono::milliseconds sk_waitTime = std::chrono::milliseconds(100);
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// Check if a file exists
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inline bool FileExists( const std::string& name )
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{
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struct stat buffer;
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return (stat (name.c_str(), &buffer) == 0);
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}
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// Wait for a file to exist
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inline void WaitForFile( const std::string& name, const std::chrono::milliseconds& time )
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{
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while( !FileExists(name) ) std::this_thread::sleep_for(time);
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}
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bool OutputGameStateFile(CTTRTSGame &game, std::string &gameDir)
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{
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char turnFileName[128];
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snprintf(turnFileName,128,"%s/Turn_%i.txt",gameDir.c_str(),game.GetTurn());
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std::ofstream turnFile(turnFileName, std::ios_base::trunc); // truncate to overwrite if a file exists
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if ( turnFile.bad() )
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{
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return false;
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}
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// Output the turn description
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std::string turnDescriptor = game.GetStateAsString();
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// Append the version number
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turnDescriptor = std::string("==== ttrts v")
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+ sk_ttrts_version_string
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+ std::string(" ====\n")
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+ turnDescriptor;
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turnFile<<turnDescriptor;
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turnFile.close();
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return true;
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}
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// Main program entry point
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int main(int argc, char* argv[])
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{
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// If no args, print usage
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if ( argc == 1 )
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{
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std::cout<<sk_usage<<std::endl;
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return 1;
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}
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// Attempt to open the game file
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std::string gameFile = argv[1];
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std::ifstream file(gameFile);
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if( file.bad() )
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{
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std::cerr<<"Error: "<<gameFile<<" file not found"<<std::endl;
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return 1;
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}
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std::cout<<"Launching TTRTS!"<<std::endl;
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std::string gameDescriptor;
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// Reserve the string needed up front
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file.seekg(0, std::ios::end);
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gameDescriptor.reserve(file.tellg());
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file.seekg(0, std::ios::beg);
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// Grab the string from the file
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gameDescriptor.assign((std::istreambuf_iterator<char>(file)),std::istreambuf_iterator<char>());
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if( gameDescriptor.size() == 0 )
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{
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std::cerr<<"Error: failed to read in any information from "<<gameFile<<std::endl;
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return 1;
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}
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// Create the game
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CTTRTSGame game = CTTRTSGame::CreateFromString(gameDescriptor);
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// Grab the players involved
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auto players = game.GetPlayers();
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// Current game directory
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std::string gameDir = "ttrts_" + game.GetName();
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// Empty the current game directory
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struct stat info;
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int ret = stat( gameDir.c_str(), &info );
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if( ret == 0 && info.st_mode & S_IFDIR )
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{
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std::cout<< gameDir << " already exists"<<std::endl;
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std::cout<<"Confirm to delete contents [y/N] ";
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std::string input;
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std::cin>>input;
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if( !input.size() || std::tolower(input[0]) != 'y' )
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{
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std::cerr<<"Aborting..."<<std::endl;
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return 1;
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}
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}
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else if ( ret == 0 )
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{
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std::cerr<< gameDir << " exists but is not directory \nAborting..."<<std::endl;
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return 1;
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}
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// Create the game directory
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char cmd2[128];
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snprintf(cmd2,128, "test -d %s || mkdir %s",gameDir.c_str(),gameDir.c_str());
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system(cmd2);
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// Clean out the game directory
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char cmd1[128];
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snprintf(cmd1,128, "rm -rf %s/*",gameDir.c_str());
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system(cmd1);
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// While the game isn't finished
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while ( ! game.GameOver() )
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{
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std::cout<<"Starting turn "<<game.GetTurn()<<std::endl;
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// Create a turn file
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if( !OutputGameStateFile(game, gameDir))
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{
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std::cerr<<"Error: Failed to output new turn file" << std::endl;
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return 1;
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}
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// Wait for order files
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for( player_t player : players)
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{
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// Construct the player order filename
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char playerOrderFileName[128];
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snprintf(playerOrderFileName, 128, "%s/Player_%i_Turn_%i.txt", gameDir.c_str(), (int) player, game.GetTurn());
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// Wait for the player order file to be created
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std::cout<<"Waiting for "<< playerOrderFileName <<std::endl;
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bool hasOrderFile = false;
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while(!hasOrderFile)
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{
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WaitForFile(playerOrderFileName,sk_waitTime); // Wait for the file
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// File must have END
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// Method taken from http://stackoverflow.com/questions/11876290/c-fastest-way-to-read-only-last-line-of-text-file
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std::ifstream turnFile(playerOrderFileName);
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turnFile.seekg(-1,std::ios_base::end);
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// Loop back from the end of file
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bool keepLooping = true;
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while(keepLooping) {
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char ch;
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turnFile.get(ch); // Get current byte's data
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if((int)turnFile.tellg() <= 1) { // If the data was at or before the 0th byte
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turnFile.seekg(0); // The first line is the last line
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keepLooping = false; // So stop there
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}
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else if(ch == '\n') { // If the data was a newline
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keepLooping = false; // Stop at the current position.
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}
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else { // If the data was neither a newline nor at the 0 byte
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turnFile.seekg(-2,std::ios_base::cur); // Move to the front of that data, then to the front of the data before it
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}
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}
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// Grab this line
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std::string lastLine;
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std::getline(turnFile,lastLine);
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if(lastLine == "END")
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hasOrderFile = true;
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}
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std::ifstream turnFile(playerOrderFileName);
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// Reserve the full order string
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std::string orders;
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turnFile.seekg(0, std::ios::end);
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orders.reserve(turnFile.tellg());
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turnFile.seekg(0, std::ios::beg);
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// Grab the string from the file
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orders.assign((std::istreambuf_iterator<char>(turnFile)),std::istreambuf_iterator<char>());
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// Issue the orders to the game
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if( game.IssueOrders(player, orders) )
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std::cerr<<"Warning: Orders for player "<<(int) player <<" failed to correctly parse"<<std::endl;
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}
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// Simulate turn
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std::cout<<"Simulating this turn!"<<std::endl;
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if ( game.SimulateToNextTurn() )
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{
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std::cerr << "Error: Failed to simulate for turn "<<game.GetTurn()<<std::endl;
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return 1;
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}
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}
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// Output final gamestate
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OutputGameStateFile(game, gameDir);
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// Get the winning player
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player_t winningPlayer = game.GetWinningPlayer();
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// Print the winner!
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if ( winningPlayer != player_t::NUM_INVALID )
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{
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std::cout<<"Game over! Winner:"<<(int) winningPlayer <<std::endl;
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}
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else
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{
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std::cout<<"Game over! It was a draw!"<<std::endl;
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}
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return 0;
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};
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9
source/client/version.h
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9
source/client/version.h
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#ifndef _TTRTS_VERSION_H_
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#define _TTRTS_VERSION_H_
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static const int sk_ttrts_version_major = TTRTS_VERSION_MAJOR;
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static const int sk_ttrts_version_minor = TTRTS_VERSION_MINOR;
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static const int sk_ttrts_version_patch = TTRTS_VERSION_PATCH;
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static const char* sk_ttrts_version_string = TTRTS_VERSION_STRING;
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#endif //_TTRTS_VERSION_H_
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