diff --git a/.gitignore b/.gitignore index 379896d..502564d 100644 --- a/.gitignore +++ b/.gitignore @@ -9,4 +9,5 @@ *.user *.sublime* *.idea +*~ diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..97a47ba --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,54 @@ +cmake_minimum_required( VERSION 2.8.7 ) + +# Set version information +set( TTRTS_VERSION_MAJOR 0 ) +set( TTRTS_VERSION_MINOR 4 ) +set( TTRTS_VERSION_PATCH 0 ) + +# Set defaults for ttrts variables +set( TTRTS_MAPS "/usr/local/share/ttrts/maps/" ) +set( TTRTS_GAMES "/tmp/" ) +set( TTRTS_PORT 11715 ) + +# define these defaults in code +set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DTTRTS_MAPS=${TTRTS_MAPS}" ) +set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DTTRTS_GAMES=${TTRTS_GAMES}" ) +set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DTTRTS_PORT=${TTRTS_PORT}" ) + +# Use c++1y (14) +set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} --std=c++1y" ) + +# Turn on all warnings +set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wno-reorder" ) + +# Turn off reorder warnings as they're kind of irrelevant +set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-reorder" ) + +# This shouldn't be needed, but it looks like IDE's like clion can forget to set -g for Debug +if( CMAKE_BUILD_TYPE MATCHES "Debug" ) + set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g" ) +endif() + +# Add bash completion to install +install( FILES scripts/ttrts_complete DESTINATION /etc/bash_completion.d/ ) + +# Add target to generate man page +# Run the gen_usage script to generate our usage header +add_custom_target( + ttrts-gen-manpage ALL + ${CMAKE_SOURCE_DIR}/scripts/gen_manpage.sh "${TTRTS_VERSION_MAJOR}" "${TTRTS_VERSION_MINOR}" "${TTRTS_VERSION_PATCH}" "ttrts.6" "${CMAKE_SOURCE_DIR}/source/README.md" +) + +# Install the ttrts man page +if( ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" ) + set ( MANPAGE_LOC share/man/man6 ) +elseif( ${CMAKE_SYSTEM_NAME} MATCHES "Linux" ) + set ( MANPAGE_LOC man/man6 ) +else() + message(ERROR "Unsupported system detected") +endif() + +install( FILES "${CMAKE_BINARY_DIR}/ttrts.6" DESTINATION ${MANPAGE_LOC} ) + +# Subprojects +add_subdirectory( source ) diff --git a/README.md b/README.md index be67d0d..a6b299b 100644 --- a/README.md +++ b/README.md @@ -1,27 +1,85 @@ -# TTRTS v0.1.0 - +# TTRTS *The Tiny Terminal RTS where the players write their AIs* ----------------------------------------------------------- ## Introduction A simple terminal based RTS game that uses text files to communicate game state and unit commands. -TTRTS was is from the ground up designed to be a fun way to practice programming. Any programming language than can handle file I/O can be used to make an AI for TTRTS, and this extensibility allows for any type of programmer to have fun and enjoy designing and playing against their friends. +TTRTS is from the ground up designed to be a fun way to practice programming. Any programming language than can handle file I/O can be used to make an AI for TTRTS, and this extensibility allows for any type of programmer to enjoy designing and playing against their friends. ----------------------------------------------------------- ## Building TTRTS #### Requirements -* cmake - our build system uses cmake -* Linux/OSX - currently no support for Windows +* CMake - our build system uses cmake +* Linux/OSX - currently no support for Windows, tracked with [Issue #9](https://github.com/mdiluz/ttrts/issues/9) #### To Build $ git clone https://github.com/mdiluz/ttrts.git $ cd ttrts $ ./bootstrap.sh $ ./ttrts # To launch binary and display usage - + +----------------------------------------------------------- +## Development + +* master branch always stores latest stable release +* master/{hotfix} branches store in progress hotfixes for the stable branch +* dev branch stores in progress development +* dev/{feature} branches store features + +----------------------------------------------------------- +## Changelog + +#### v0.4.0 +* Updated with network functionality + * Game can now be hosted with ttrts --server option + * Server can be connected to with ttrts --client +* Updated command line interface with new launcher script + * map file must now be specified with --map=FILE +* Slight refactor of libraries to account for new run targets + +#### v0.3.2 +* Fix bug when loading map files with walls +* Fix ttrts on OSX + * Install man files to correct location + * Update usage of sed to be compatible with BSD as well as GNU versions +* New maps and renames of old ones + +#### v0.3.1 +* Upgraded install target to repository + * libttrts static library binary in /usr/local/lib + * ttrts headers in /usr/local/include/ttrts + * bash completion into /etc/bash_completion.d/ + * man page into /usr/local/man/man6 + * maps into /usr/share/ttrts/maps +* client now supports env variable configuration + * TTRTS_MAPS for location of map files, defaults to /usr/share/ttrts/maps + * TTRTS_GAMES for gameplay directories, defaults to /tmp/ +* Map files now have proper header +* NOTE: This version is compatible with v0.3.0, but old generated mapfiles will need the additional header line added + +#### v0.3.0 +* Additional functionality of walls + * Walls are noted in gamestate file on new "WALL:[X,Y]..." line + * Walls are impassable by all movement +* Units leave an impassable wall behind after movement +* Game can now end if no units are able to move +* Various C++ api simplifications +* Integration of perl api from [ttrts-players](https://github.com/mdiluz/ttrts-players) + +#### v0.2.0 +* All team references changed to player + * Order file format changed to Player_#_Turn_#.txt + * Unit descriptors now use pl: instead of tm: +* Various other C++ api corrections and refactors + +#### v0.1.0 +* First playable version of ttrts + ----------------------------------------------------------- ## Further Information -See [the ttrts binary readme](source/ttrts/README.md) for full usage and game rules +See the ttrts binary [readme](source/ttrts/README.md) for full usage and game rules + +See [ttrts-players](https://github.com/mdiluz/ttrts-players) for examples of AIs diff --git a/api/perl/ttrts.pm b/api/perl/ttrts.pm new file mode 100644 index 0000000..793269b --- /dev/null +++ b/api/perl/ttrts.pm @@ -0,0 +1,306 @@ +#! /usr/bin/perl +use strict; +use warnings; + +our $ttrts_perlai_versioncompat_major = 0; +our $ttrts_perlai_versioncompat_minor = 3; + +our $headerDelimiter="~~~~"; + +our $VERBOSE = $ENV{"VERBOSE"}; + +# Format of the a gamestate header +our $headerFormatter = qr/==== ttrts v(\d+)\.(\d+)\.(\d+)+ ==== +NAME:(.+) +SIZE:\[(\d+),(\d+)\] +TURN:(\d+) +(WALL:.*?) +$headerDelimiter/; + +# Formatter for coords +our $coordFormatter = qr/\[\d+,\d+\]/; + +# Format of a unit descriptor +our $unitFormatterNonCapture = qr/UNIT:\d+ pl:\d+ vs:[^ ]+ dr:[^ ]+ ps:\[\d+,\d+\]\n?/; + +# Format of a unit descriptor +our $unitFormatter = qr/UNIT:(\d+) pl:(\d+) vs:([^ ]+) dr:([^ ]+) ps:\[(\d+),(\d+)\]\n?/; + +# Get x and y +sub getPositionsXandYString +{ + return (shift =~ /\[(\d+),(\d+)\]/); +} + +# Get all positions +sub getPositionStringsFromLine +{ + return (shift =~ /$coordFormatter/gm ); +} + +# Get information about a unit from it's descriptor +sub getUnitInfo +{ + return (shift =~ /$unitFormatter/); +} + +# Get set of units from a string +sub GetUnitStringsFromGamestate +{ + my $gamestate = shift; + + my @units = ( $gamestate =~ /$unitFormatterNonCapture/gm ); + + foreach my $unit (@units) + { + chomp($unit); + } + + return @units; +} + +# in the format $major,$minor,$patch,$name,$sizex,$sizey,$turn,$invalidpositions+ +sub GetGameInfoFromGamestate +{ + my $header = shift; + (! defined $header) and die "GetGameInfoFromGamestate was not passed valid header parameter"; + + my @info = ($header =~ /$headerFormatter/ ); + + return @info; +} + +# Get the units from a turn file +sub GetUnitStringsFromFile +{ + my $turnFile = shift or die "GetUnitStringsFromFile needs file parameter"; + + # Read in the whole file method from http://www.perlmonks.org/?node_id=1952 + my $text; + { + local $/=undef; + open FILE, $turnFile or die "Couldn't open file: $!"; + $text = ; + close FILE; + } + + return GetUnitStringsFromGamestate($text); +} + +# Check version numbers against ttrts.pm version +sub verifyVersion +{ + my $version_major = shift; + (! defined $version_major) and die "verifyVersion needs version_major parameter"; + my $version_minor = shift; + (! defined $version_minor) and die "verifyVersion needs version_minor parameter"; + if( ($version_major != $ttrts_perlai_versioncompat_major) + or ($version_minor != $ttrts_perlai_versioncompat_minor) ) + { + printf "ttrts.pm version does not match with this ttrts version\n"; + die "ttrts.pm = v$ttrts_perlai_versioncompat_minor.$ttrts_perlai_versioncompat_major ttrts = v$version_major.$version_minor"; + } +} + + +# Get information from the header for this turn +sub GetGameInfoFromFile +{ + my $turnFile = shift or die "GetGameInfoFromFile needs turnFile parameter"; + + # Read in the whole file method from http://www.perlmonks.org/?node_id=1952 + my $text; + { + local $/=undef; + open FILE, $turnFile or die "Couldn't open file: $!"; + $text = ; + close FILE; + } + + my @info = GetGameInfoFromGamestate($text); + verifyVersion @info; + + return @info; +} + +# Get units from a specific player +sub GetPlayerUnits +{ + my $thePlayer = shift; + (! defined $thePlayer) and die "GetPlayerUnits needs player parameter"; + my @allUnits = @_; + (! @allUnits) and die "GetPlayerUnits needs units parameters"; + my @myUnits; + + for my $unit (@allUnits) + { + my ($unitplayer) = $unit =~ /pl:(\d+)/; + if ( $unitplayer == $thePlayer ) + { + push(@myUnits,$unit); + } + } + + return @myUnits; +} + +sub GetTurnFileName +{ + my $turn = shift; + (! defined $turn) and die "GetTurnFileName needs turn parameter"; + my $turnFile = "Turn_TURN.txt"; + $turnFile =~ s/TURN/$turn/; + return $turnFile; +} + +sub GetCommandFileName +{ + my $turn = shift; + (! defined $turn) and die "GetCommandFileName needs turn parameter"; + my $player = shift; + (! defined $player) and die "GetCommandFileName needs player parameter"; + my $cmdFileName = "Player_PLAYER_Turn_TURN.txt"; + $cmdFileName =~ s/TURN/$turn/; + $cmdFileName =~ s/PLAYER/$player/; + return $cmdFileName; +} + +# Output the commands file +sub OutputCommandsFile +{ + my $turn = shift; + (! defined $turn) and die "OutputCommandsFile needs turn parameter"; + my $player = shift; + (! defined $player) and die "OutputCommandsFile needs player parameter"; + my $commands = shift or die "OutputCommandsFile needs commands parameter"; + + # Get output file + our $cmdFileName = GetCommandFileName($turn,$player); + + if (! -e $cmdFileName) + { + open(my $cmdFile, '>', $cmdFileName) or die "Couldn't open '$cmdFileName' $!"; + print $cmdFile $commands; + print $cmdFile "END"; + close $cmdFile; + + $VERBOSE and printf "Outputted $cmdFileName\n"; + printf "$commands"; + } + else + { + # Read in the whole file method from http://www.perlmonks.org/?node_id=1952 + my $text; + { + local $/=undef; + open FILE, $cmdFileName or die "Couldn't open file: $!"; + $text = ; + close FILE; + } + + $text =~ s/\nEND//; + + printf "Replaying $cmdFileName\n"; + printf "$text\n"; + } +} + +# Print a game map +sub PrintGameFromGamestateString +{ + my $gamestateString = shift or die "PrintGameFromGamestateString needs string parameter"; + + my @info = GetGameInfoFromGamestate($gamestateString); + my @units = GetUnitStringsFromGamestate($gamestateString); + + # $major,$minor,$patch,$name,$sizex,$sizey,$turn,$invalidpositions+ + my $gameX = $info[4]; + my $gameY = $info[5]; + + # Shift into info to where the invalid positions are stored + my @invalids = getPositionStringsFromLine($info[7]); + + my @map; + + # Fill with blanks + for my $x (0 .. $gameX-1) + { + for my $y (0 .. $gameY-1) + { + $map[$x][$y] = "-"; + } + } + + # Fill in all invalid coordinates + foreach my $coord (@invalids) + { + my @invalidPos = getPositionsXandYString($coord); + $map[$invalidPos[0]][$invalidPos[1]] = "~"; + } + + # Fill with walls + foreach my $wall ( $info[8] =~ /\[(\d+,\d+)\]/g ) + { + $wall =~ /(\d+),(\d+)/; + $map[$1][$2] = "|"; + } + + # Fill with units + for my $unit (@units) + { + my ($id,$pl,$vs,$dr,$psx,$psy) = getUnitInfo($unit); + + $pl += 31; + $vs = "\e[".$pl."m".$vs."\e[0m"; + + $map[$psx][$psy] = $vs; + } + + # Print whole map bottom left is 0,0 + for my $y ( reverse 0 .. $gameY-1 ) + { + for my $x (0 .. $gameX-1) + { + printf($map[$x][$y]); + } + printf("\n"); + } +} + +# Print a game map +sub PrintGameFromFile +{ + my $turnFile = shift or die "PrintGameFromFile needs file parameter"; + + # Read in the whole file method from http://www.perlmonks.org/?node_id=1952 + my $text; + { + local $/=undef; + open FILE, $turnFile or die "Couldn't open file: $!"; + $text = ; + close FILE; + } + + PrintGameFromGamestateString($text); +} + +# Print a turn +sub PrintGameMapForTurn +{ + my $turn = shift; + (! defined $turn) and die "PrintGameMapForTurn needs turn parameter"; + $turn = GetTurnFileName($turn); + PrintGameFromFile( $turn ); +} + +# Wait for a file to exist +sub WaitForFile +{ + my $file = shift or die "WaitForFile needs file parameter"; + while( ! -e $file ) + { + select(undef, undef, undef, 0.01); + } +} + +return 1; \ No newline at end of file diff --git a/bootstrap.sh b/bootstrap.sh index 9b9a839..701f47b 100755 --- a/bootstrap.sh +++ b/bootstrap.sh @@ -1,38 +1,34 @@ #! /bin/bash +# Double check for cmakelist +if [ ! -e "CMakeLists.txt" ]; then + echo "TTRTS: No source cmakelist found" + exit +fi + +# Run cmake echo "TTRTS: Running cmake" test ! -e build && mkdir build cd build/ -cmake ../source +cmake .. if [[ $? != 0 ]]; then echo "TTRTS: CMake failed, exiting Bootstrap" + exit fi -echo "TTRTS: Running make" -make +echo "TTRTS: Performing install" +sudo make install if [[ $? != 0 ]]; then - echo "TTRTS: make failed, exiting Bootstrap" + echo "TTRTS: Install failed, check output" + exit fi +# Run final test to make sure echo "TTRTS: Running tests" -./test/ttrts-test +./source/test/ttrts-test if [[ $? != 0 ]]; then echo "TTRTS: Tests failed, build must be broken" + exit fi -echo "TTRTS: Generating maps" -test ! -e ../maps && mkdir ../maps -cd ../maps -./../build/gen/ttrts-gen -if [[ $? != 0 ]]; then - echo "TTRTS: Generating maps, exiting Bootstrap" -fi - -echo "TTRTS: Moving binaries" -cd .. -if [ ! -e build/ttrts/ttrts ]; then - echo "TTRTS: No TTRTS Binary found, something has gone wrong" -fi - -cp build/ttrts/ttrts . -chmod a+x ttrts +echo "TTRTS: Bootstrap complete" diff --git a/scripts/gen_manpage.sh b/scripts/gen_manpage.sh new file mode 100755 index 0000000..e699063 --- /dev/null +++ b/scripts/gen_manpage.sh @@ -0,0 +1,44 @@ +#! /bin/bash +# Used to a man page from markdown + +FILE="$4" +TEMP="$FILE.tmp" + +echo ".\" Man page for the ttrts project" > $TEMP +echo ".\" this man page is auto-generated, do not edit directly" >> $TEMP + +echo ".TH TTRTS\ v$1.$2.$3 6 $(date +%Y-%m-%d) http://mdiluz.github.io/ttrts/" >> $TEMP + +# NOTE: For the OSX version of sed we use -E, which on linux appears be an undocumented switch for -r +# we also have to use [A-Za-z] instead of \w for some reason +# as well as escaped new line characters and literal tabs instead of \n and \t + +# sections to section headers +# sub-sections in man page sub-sections +# 4-space lines to tabs +# tab starts removed +# Environment variables in bold +# User variables in italics +# remove all line-widths +# Put all back-ticks quotes in bold +# underline mapfile opt +# ensure name section uses correct +cat "$5" \ + | sed -E 's/^# ([A-Za-z]+)/.SH \1/g' \ + | sed -E 's/^##+ ([A-Za-z]+)/.SS \1/g' \ + | sed -E 's/^ (.*)$/\ + \1\ +/g' \ + | sed -E 's/^ //g' \ + | sed -E 's/\$\{([A-Za-z]+)\}/\\fB\$\1\\fR/g' \ + | sed -E 's/\{([A-Za-z]+)\}/\\fI\1\\fR/g' \ + | sed -E 's/-----+//g' \ + | sed -E 's/`(.*)`/\\fB\1\\fR/g' \ + | sed -E 's/MAPFILE/\\fImapfile\\fR/g' \ + | sed -E 's/HOSTNAME/\\fIhostname\\fR/g' \ + | sed -E 's/ ttrts -/ ttrts \\-/g' >> $TEMP + + +if [ ! -e $FILE ] || [ ! -z "$( diff $FILE $TEMP )" ]; then + mv -f $TEMP $FILE +fi diff --git a/scripts/gen_maps.sh b/scripts/gen_maps.sh new file mode 100755 index 0000000..bb02331 --- /dev/null +++ b/scripts/gen_maps.sh @@ -0,0 +1,13 @@ +#! /bin/bash +# Use to generate the ttrts maps + +ttrtsgen=$1 + +test ! -e maps && mkdir maps # Make maps directory if needed +if [ ! -e maps ]; then + exit 1 +fi + +cd maps + +$ttrtsgen \ No newline at end of file diff --git a/scripts/gen_usage.sh b/scripts/gen_usage.sh new file mode 100755 index 0000000..5e33166 --- /dev/null +++ b/scripts/gen_usage.sh @@ -0,0 +1,18 @@ +#! /bin/bash +# Used to generate usage text from markdown + +FILE="$1" +TEMP="${FILE}_tmp" + +cat README.md \ + | sed -E 's/^#+ //g' \ + | sed -E 's/^ /\\t/g' \ + | sed -E 's/^ /\\t/g' \ + | sed -E 's/^/\"/' \ + | sed -E 's/$/\\n\"/' \ + > $TEMP + +# If no difference +if [ ! -e $FILE ] || [ ! -z "$( diff $TEMP $FILE )" ]; then + mv -f $TEMP $FILE +fi diff --git a/scripts/gen_version_header.sh b/scripts/gen_version_header.sh new file mode 100755 index 0000000..aec60e2 --- /dev/null +++ b/scripts/gen_version_header.sh @@ -0,0 +1,18 @@ +HEADER="// Auto generated ttrts version header +// do not edit manually +#ifndef _TTRTS_VERSION_H_ +#define _TTRTS_VERSION_H_ + +#define TTRTS_VERSION_MAJOR $1 +#define TTRTS_VERSION_MINOR $2 +#define TTRTS_VERSION_PATCH $3 +#define TTRTS_VERSION_STRING \"v$1.$2.$3\" + +#endif //_TTRTS_VERSION_H_" + +echo "$HEADER" > "version.h.tmp" + +# If no difference +if [ ! -e version.h ] || [ ! -z "$( diff version.h version.h.tmp )" ]; then + mv -f version.h.tmp version.h +fi diff --git a/scripts/ttrts_complete b/scripts/ttrts_complete new file mode 100755 index 0000000..d257ed4 --- /dev/null +++ b/scripts/ttrts_complete @@ -0,0 +1,23 @@ +# ttrts completion + +test ! -z TTRTS_MAPS && TTRTS_MAPS=/usr/share/ttrts/maps/ + +have ttrts && +function _ttrts +{ + commandnames="--server --client --host= --host=localhost " + for filename in ${TTRTS_MAPS}/* + do + map="${filename##*/}" + commandnames+="--map=$map " + done + + local cur prev + COMPREPLY=() + cur="${COMP_WORDS[COMP_CWORD]}" + prev="${COMP_WORDS[COMP_CWORD-1]}" + + COMPREPLY=( $(compgen -W "${commandnames}" -- ${cur}) ) +} + +complete -F _ttrts ttrts diff --git a/source/CMakeLists.txt b/source/CMakeLists.txt index 7891d29..d73e509 100644 --- a/source/CMakeLists.txt +++ b/source/CMakeLists.txt @@ -1,37 +1,13 @@ -cmake_minimum_required( VERSION 2.8.7 ) - -# Set version information -set( TTRTS_VERSION_MAJOR 0 ) -set( TTRTS_VERSION_MINOR 1 ) -set( TTRTS_VERSION_PATCH 0 ) - -# Use c++1y (14) -set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} --std=c++1y" ) - -# Turn on all warnings -set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wno-reorder" ) - -# Turn off reorder warnings as they're kind of irrelevant -set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-reorder" ) - -# This shouldn't be needed, but it looks like IDE's like clion can forget to set -g for Debug -if( CMAKE_BUILD_TYPE MATCHES "Debug" ) - set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g" ) -endif() - -# Add definitions for the version number -add_definitions( - -DTTRTS_VERSION_MAJOR=${TTRTS_VERSION_MAJOR} - -DTTRTS_VERSION_MINOR=${TTRTS_VERSION_MINOR} - -DTTRTS_VERSION_PATCH=${TTRTS_VERSION_PATCH} - -DTTRTS_VERSION_STRING=\"${TTRTS_VERSION_MAJOR}.${TTRTS_VERSION_MINOR}.${TTRTS_VERSION_PATCH}\" -) - - -# Subprojects +# Main libraries add_subdirectory( ttrts ) -add_subdirectory( game ) +add_subdirectory( system ) + +# Main binaries +add_subdirectory( launcher ) +add_subdirectory( client ) +add_subdirectory( server ) +add_subdirectory( local ) # Auxhilary binaries add_subdirectory( test ) -add_subdirectory( gen ) +add_subdirectory( gen ) \ No newline at end of file diff --git a/source/README.md b/source/README.md index a18fa94..22b8dea 100644 --- a/source/README.md +++ b/source/README.md @@ -1,19 +1,121 @@ -# Targets -### ttrts -Main TTRTS binary, runs from the command line and acts as host for games +# NAME + ttrts - Tiny Terminal RTS -### test (ttrts-test) -Test binary, to be compiled and run to test various functionality +# SYNOPSIS + ttrts [--server] [--client] [--host=HOSTNAME] [--map=MAPFILE] + +# DESCRIPTION + ttrts is a tiny terminal based RTS that uses text files as order lists to control the units -### gen (ttrts-gen) -Binary to generate example map files + This means that any user, program or cat that can read and write to text files can play the game -# Libraries -### game -Implementation of the RTS rules and simulation +# RETURN VALUE + ttrts will return -1 on error, or the winning player on completion -### maths -Simple maths library for 2D calculations and types +# OPTIONS + --server - Run in server mode, must provide a map file -### scripts -Directory of scripts used in build process + --client - Run in client mode, must provide a hostname for a running server + + --map=MAPFILE - File to read in the initial game state. Local or in ${TTRTS_MAPS} + + --host=HOSTNAME - Name of host to connect to in client mode + +# USAGE + When invoked, ttrts will set up the game in a directory within ${TTRTS_GAMES} by the name of the map + + The files in this directory can be read and interpreted by human, robot or cat + + ttrts will then await order files from each participant + + Once all order files have been received ttrts will calculate the turn and output a new gamestate file + + In server and client mode, the client will output and read in these files while the server simulates the game + + This process repeats until the game is over + +# ENVIRONMENT + ${TTRTS_MAPS} - Map file lookup location, defaults to `/usr/share/ttrts/maps/` + + ${TTRTS_GAMES} - Game directory for I/O, defaults to `/tmp/` + +----------------------------------------------------------- +# FILES + `/usr/share/ttrts/maps/` holds a sample set of maps + +## Gamestate File + Turn_{TURNNUMBER}.txt + +### Contents + ===== ttrts v{MAJOR}.{MINOR}.{PATCH} ===== + NAME:{GAMENAME} + SIZE:[{X},{Y}] + TURN:{TURNNUMBER} + WALL:[{X},{Y}][{X},{Y}][{X},{Y}]...{repeat for all walls} + ~~~~ + UNIT:{ID} pl:{PLAYER} vs:{VIS} dr:{DIR(NESW)} ps:[{X},{Y}] + ... {continue for all units} + END + +## Order File + Player_{PLAYER_ID}_Turn_{TURN_NUMBER}.txt + +### Contents + ORDER:{ORDER_CHAR} id:{UNIT_ID} + ... {continue for all orders} + END + +----------------------------------------------------------- +# SERVER/CLIENT + When in server or client mode, the game can be played across a network. If desired, a player could design an AI to act as a client instead of using the client mode and intermediary filesystem. + +## Protocol + The server is accesible on port 11715 + + To perform the handshake the server will write to the socket with the format "player PLAYER_ID name GAME_NAME", it will expect this exact information to be written back to in reply. + + Once handshake is performed, the server will write to the socket in the form of the Gamestate file as above. + + The server will then wait for a new-line delimited and END terminated list of orders + + This will be repeated until the game is over + +----------------------------------------------------------- +# GAMEPLAY + + The game takes place in a series of simultaneous turns on an arbitrarily sized 2D board + + Each turn, the client outputs a gamestate file and waits for an order file from each player + + All commands are evaluated simultaneously with friendly fire enabled by default + + The game is over when any of three conditions are met - + * All remaining units are controlled by a single player + * No units are left (draw) + * All units left are unable to move (draw) + +# UNITS + Each unit occupies a single tile on the board, facing in a compass direction (NESW) + + Units will only accept orders from their owner + + Units can receive only a single order each turn + + Units cannot occupy the same tile as other units/walls + +# ORDERS +### F - Move unit [F]orward one space, leaving a wall + + This wall will remain until the end of the game, blocking movement to that tile + + Movement orders have no effect if impossible, eg. + * Attempting to move outside of map + * Attempting to move on to tile occupied by unit/wall + +### L/R - Rotate unit [L]eft or [R]ight + + Unit will rotate clockwise or counter-clockwise, this order cannot fail + +### A - [A]ttack in straight line in front of unit + + Attack will continue forward until unit can't progress, all units within the path of the attack are destroyed. diff --git a/source/client/CMakeLists.txt b/source/client/CMakeLists.txt new file mode 100644 index 0000000..1ae8054 --- /dev/null +++ b/source/client/CMakeLists.txt @@ -0,0 +1,23 @@ +# ====================== ttrts ======================= +# Project name +project( ttrts-client ) + +include_directories( + ${CMAKE_CURRENT_BINARY_DIR} + ../system + ../ttrts +) + +# Add the sources +set( SOURCES + client.cpp +) + +# Add the executable +add_executable( ${PROJECT_NAME} ${SOURCES} ) + +# dependent on main ttrts libary +target_link_libraries( ${PROJECT_NAME} ttrts ttrts-system ) + +# Installation target +install( TARGETS ${PROJECT_NAME} DESTINATION bin ) diff --git a/source/client/client.cpp b/source/client/client.cpp new file mode 100644 index 0000000..116a5a0 --- /dev/null +++ b/source/client/client.cpp @@ -0,0 +1,69 @@ +#include + +#include "net.h" +#include "game.h" +#include "error.h" +#include "filesystem.h" + +int main(int argc, char* argv[]) +{ + // must provide information + if (argc < 2) + fatal_error("Usage: ttrts-client HOST"); + + std::string hostname = argv[1]; + + sockaddr_in serv_addr; // Server address + memset(&serv_addr,0, sizeof(serv_addr)); + + // Set the server to AF_INET + serv_addr.sin_family = AF_INET; + // Set our server address port to the port number provided + serv_addr.sin_port = htons(TTRTS_PORT); + + std::cout<<"TTRTS: Connecting to "<= 0 ) + { + std::cout<<"TTRTS: Waiting for gamestate"<unit = std::move(rhs.unit); - this->order = std::move(rhs.order); - return *this; - } - - CUnit unit; // The unit - COrder order; // Order for this unit from this turn -}; - -// Typedef for a vector of these unit pairs -typedef std::vector< OrderUnitPair > OrderUnitPairVector; - -// Full TTRTS Game class -// Stores information about the game -// Can convert from a string or to a string -class CTTRTSGame -{ -public: - - // Get the game information as a string - static CTTRTSGame CreateFromString( const std::string& input ); - - // Constructors - CTTRTSGame( ucoord_t c, ucoord_t r ); - CTTRTSGame(CTTRTSGame&& game); - - // move asignment operator - CTTRTSGame& operator=(CTTRTSGame&& game); - - // Simulate and progress to the next turn - // Returns non-zero if simulation failed - int SimulateToNextTurn(); - - // Check for a win, returns invalid for no win state reached - // Note: this function will return invalid a draw was reached - // best practice would be to call with GetNumUnits() == 0 - Team CheckForWin() const; - - // Get the game information as a string - std::string GetStateAsString() const; - - // Issue orders to the game, returns non-zero if orders are incorrect - int IssueOrders( Team team, const std::string& orders ); - int IssueOrders( Team team, const COrderVector& orders ); - int IssueOrder( Team team, const COrder& order ); - - // Add a units to the game, nonzero return value indicates error - int AddUnit( CUnit&& unit ); - int AddUnits( CUnitVector&& units ); - - // Get the number of units - inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); } - - // Get unit and orderby index as above (not unit ID) - inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; } - inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; } - - // Get a unit by it's ID - const CUnit& GetUnitByIDConst( unit_id_t id ) const; - const COrder& GetOrderByIDConst( unit_id_t id ) const; - - // Get dimensions - inline const uvector2 &GetDimensions() const { return dimensions; } - - // Set the game name - // NOTE: Names with spaces not allowed - inline std::string SetName( const std::string& in ) { return (name = in); } - inline std::string GetName() const { return name; } - - // Set the turn of the game - inline int SetTurn( int in ) { return (turn = in); } - inline int GetTurn() const { return turn; } - - // Get a vector of the teams in the current game - std::vector GetTeams() const; - -private: - - // Verify any order or position - non-zero is error - int VerifyOrder( Team team, const COrder& order ) const; - int VerifyPos( uvector2 vec ) const; - - // Get a units new position after an order - uvector2 GetNewPosition( const OrderUnitPair& pair ) const; - - // Check for a pass through - static bool CheckForPassThrough( const CUnit& one, const CUnit& two ); - - // Kill all units in list - void KillAll( std::vector< unit_id_t >& vec ); - - // Get unit by unit ID - CUnit& GetUnitByID( unit_id_t id ); - - std::string name; // Game Name - unsigned int turn; // Int to store the current turn - uvector2 dimensions; // Dimensions of the game - OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders -}; - - -#endif //_GAME_H_ diff --git a/source/game/gametypes.h b/source/game/gametypes.h deleted file mode 100644 index 43cc4d3..0000000 --- a/source/game/gametypes.h +++ /dev/null @@ -1,23 +0,0 @@ -#ifndef _GAME_TYPES_H_ -#define _GAME_TYPES_H_ - -#include // std::numeric_limits - -// Type for a team IDs -enum class Team : char -{ - Red = 0, - Green, - Yellow, - Blue, - NUM_INVALID -}; - - -typedef unsigned short unit_id_t; // Type for unit IDs -typedef char unitVis_c; // Typedef for unit visual representations - -static const unit_id_t unit_id_invalid = std::numeric_limits::max(); -static const unitVis_c unitVis_invalid = std::numeric_limits::max(); - -#endif //_GAME_TYPES_H_ \ No newline at end of file diff --git a/source/game/order.cpp b/source/game/order.cpp deleted file mode 100644 index 8bd95a9..0000000 --- a/source/game/order.cpp +++ /dev/null @@ -1,33 +0,0 @@ -#include -#include "order.h" - -// Convert an order to a string -std::string GetStringFromOrder(const COrder& order ) -{ - static char buff[128]; - memset(buff,0,sizeof(buff)); - - snprintf(buff,128, ORDER_FORMATTER, - order.command, - order.unit); - - return buff; -} - -// Convert a string to an order -COrder GetOrderFromString( const std::string& order ) -{ - COrder ret; - - char corder; - unsigned int unit; - - sscanf(order.c_str(), ORDER_FORMATTER, - &corder, - &unit); - - ret.command = (command_c)corder; - ret.unit = unit; - - return ret; -} diff --git a/source/game/unit.cpp b/source/game/unit.cpp deleted file mode 100644 index 24d02af..0000000 --- a/source/game/unit.cpp +++ /dev/null @@ -1,265 +0,0 @@ -#include -#include "unit.h" - -#include // for std::map - -namespace -{ - // Helper function for generating unique unit ids during static init - unit_id_t get_unique_unit_id(unit_id_t* set = nullptr) - { - static unit_id_t p = 0; - - // If we have a set value, then set our int - if( set ) - p = *set; - - return p++; - } - - // Map of visual representation of unit V - typedef std::map< dir_t, unitVis_c > dir_to_vis_map; - - // Helper function to get the vis map during static init - const dir_to_vis_map& get_vis_map_V() - { - static const dir_to_vis_map sk_visMap = - { - {dir_t::N,'^'}, - {dir_t::E,'>'}, - {dir_t::S,'v'}, - {dir_t::W,'<'}, - }; - - return sk_visMap; - } -} - -// force a reset of the unit ID value -void forceResetUnitId() -{ - unit_id_t i = 0; - get_unique_unit_id(&i); -} - -// Get a unit from a visual -CUnit CUnit::GetUnitFromVis( unitVis_c vis ) -{ - CUnit unit; - unit.setFromVisual(vis); - return unit; -} - -// Get a string descriptor of a unit -// "U id:[unit_id] team:[team_id] player:[player_id] vis:[unit_vis] dir:[dir] pos:[pos.x],[pos.y]" -std::string CUnit::GetStringFromUnit(const CUnit& unit ) -{ - static char buff[128]; - memset(buff,0,sizeof(buff)); - - snprintf(buff,128, UNIT_FORMATTER, - unit.unit_id, - (int)unit.team_id, - unit.unit_vis, - unit.dir, - unit.pos.x, - unit.pos.y ); - - return buff; -} - -// Get a unit from a string descriptor -// "U id:[unit_id] team:[team_id] player:[player_id] vis:[unit_vis] dir:[dir] pos:[pos.x],[pos.y]" -CUnit CUnit::GetUnitFromString(const std::string& unit ) -{ - CUnit ret; - - unsigned int id; - int team; - char vis; - char dir; - unsigned int posx; - unsigned int posy; - - sscanf(unit.c_str(), UNIT_FORMATTER, - &id, - &team, - &vis, - &dir, - &posx, - &posy ); - - ret.unit_id = (unit_id_t)id; - ret.team_id = (Team)team; - ret.unit_vis = (unitVis_c)vis; - ret.dir = (dir_t)dir; - ret.pos = uvector2(posx,posy); - - return ret; -} - -// Plain constructor -CUnit::CUnit() -: unit_id ( get_unique_unit_id() ) -, team_id ( Team::NUM_INVALID ) -, unit_vis ( unitVis_invalid ) -, dir ( dir_t::S ) -, pos ( { ucoord_invalid, ucoord_invalid } ) -{ - updateMyVisual(); -} - -// Move constructor -CUnit::CUnit(CUnit&& unit) -: unit_id ( std::move(unit.unit_id) ) -, team_id ( std::move(unit.team_id) ) -, unit_vis ( std::move(unit.unit_vis) ) -, dir ( std::move(unit.dir) ) -, pos ( std::move(unit.pos) ) -{ - updateMyVisual(); -} - - -// Move asignment operator -CUnit& CUnit::operator=(CUnit&& unit) -{ - unit_id = std::move(unit.unit_id) ; - team_id = std::move(unit.team_id) ; - unit_vis = std::move(unit.unit_vis) ; - dir = std::move(unit.dir) ; - pos = std::move(unit.pos) ; - return *this; -} - -// Equals operator -bool CUnit::operator==(const CUnit& rhs) -{ - return (unit_id == rhs.unit_id) - && (team_id == rhs.team_id) - && (unit_vis == rhs.unit_vis) - && (dir == rhs.dir) - && (pos == rhs.pos); -} - -// Update the visual representation of the unit -unitVis_c CUnit::updateMyVisual() -{ - // Start at invalid - setVisual(unitVis_invalid); - - dir_to_vis_map::const_iterator it = get_vis_map_V().find(dir); - - // If found set to new vis - if( it != get_vis_map_V().end() ) - setVisual(it->second); - - return getVisual(); -} - -// Set the unit from visual -bool CUnit::setFromVisual( const unitVis_c& vis ) -{ - dir_to_vis_map::const_iterator it; - - for( it = get_vis_map_V().begin(); it != get_vis_map_V().end(); it++ ) - { - if( it->second == vis ) - { - dir = it->first; - updateMyVisual(); - return true; - } - } - - // No matching direction to visual - return false; -} - -// Turn unit left -dir_t CUnit::turnLeft() -{ - switch( dir ) - { - case dir_t::N: - dir = dir_t::W; - break; - - case dir_t::E: - dir = dir_t::N; - break; - - case dir_t::S: - dir = dir_t::E; - break; - - case dir_t::W: - dir = dir_t::S; - break; - } - - updateMyVisual(); - - return getDir(); -} - -// Turn unit right -dir_t CUnit::turnRight() -{ - switch( dir ) - { - case dir_t::N: - dir = dir_t::E; - break; - - case dir_t::E: - dir = dir_t::S; - break; - - case dir_t::S: - dir = dir_t::W; - break; - - case dir_t::W: - dir = dir_t::N; - break; - } - - updateMyVisual(); - - return getDir(); -} - -// Turn unit around -dir_t CUnit::turnAround() -{ - switch( dir ) - { - case dir_t::N: - dir = dir_t::S; - break; - - case dir_t::E: - dir = dir_t::W; - break; - - case dir_t::S: - dir = dir_t::N; - break; - - case dir_t::W: - dir = dir_t::E; - break; - } - - updateMyVisual(); - - return getDir(); -} - -// Get the co-ordinate infront of the unit -uvector2 CUnit::getInFront() const -{ - vector2 delta = vecFromDir(dir); - return pos + delta; -} diff --git a/source/game/unit.h b/source/game/unit.h deleted file mode 100644 index b08a707..0000000 --- a/source/game/unit.h +++ /dev/null @@ -1,100 +0,0 @@ -#ifndef _UNIT_H_ -#define _UNIT_H_ - -#include -#include - -#include "gametypes.h" -#include "vector2.h" - -#define UNIT_FORMATTER "UNIT:%u tm:%u vs:%c dr:%c ps:[%u,%u]" - -// force a reset of the unit ID value -void forceResetUnitId(); - -// Base unit type -class CUnit -{ -public: - - // Factory function for creating units from a visual - static CUnit GetUnitFromVis( unitVis_c vis ); - - // Unit <--> string conversion functions - static std::string GetStringFromUnit(const CUnit& unit ); - static CUnit GetUnitFromString(const std::string& unit ); - - // Constructor - CUnit(); - - // Move constructor and move assignment. CUnit cannot be copied - CUnit(CUnit&& unit); - CUnit& operator=(CUnit&& unit); - - bool operator==(const CUnit& rhs); - bool operator!=(const CUnit& rhs) { return !(*this == rhs); } - - // Default dtor - ~CUnit() = default; - - // Getters for all the members - inline const unit_id_t& getID() const { return unit_id; } - inline const Team & getTeam() const { return team_id; } - inline const unitVis_c& getVisual() const { return unit_vis; } - inline const dir_t& getDir() const { return dir; } - inline const uvector2& getPos() const { return pos; } - - // Set - inline Team setTeam(const Team & v) { return (team_id = v); } - inline unitVis_c setVisual(const unitVis_c& v) { return ( unit_vis = v ); } - inline dir_t setDir(const dir_t& v) { return (dir = v); } - inline void setPos(const uvector2& v) { pos = v; } - - // Get the co-ordinate in front of the unit - uvector2 getInFront() const; - - // Check unit is valid - inline bool valid() const; - - // Set a unit based solely on it's visual - bool setFromVisual( const unitVis_c& vis); - - // Orientation methods - dir_t turnLeft(); - dir_t turnRight(); - dir_t turnAround(); - -private: - - // Update my visual must be called when setting direction - unitVis_c updateMyVisual(); - - // Unit ID - unit_id_t unit_id; - - // Visual - unitVis_c unit_vis; - - // Team ID - Team team_id; - - // Direction - dir_t dir; - - // Position - uvector2 pos; -}; - -// Typedef for a vector of units -typedef std::vector< CUnit > CUnitVector; -typedef std::vector< unit_id_t > CUnitIDVector; - -// Simple validation -inline bool CUnit::valid() const -{ - return (unit_id != unit_id_invalid ) - && (team_id != Team::NUM_INVALID ) - && (unit_vis != unitVis_invalid); -} - -#endif //_UNIT_H_ diff --git a/source/gen/CMakeLists.txt b/source/gen/CMakeLists.txt index 9eff3b8..67167f0 100644 --- a/source/gen/CMakeLists.txt +++ b/source/gen/CMakeLists.txt @@ -3,8 +3,7 @@ project( ttrts-gen ) include_directories( - ../game - ../maths + ../ttrts ) set( SOURCES @@ -14,4 +13,15 @@ set( SOURCES # Add the executable add_executable( ttrts-gen ${SOURCES} ) -target_link_libraries( ttrts-gen game ) \ No newline at end of file +target_link_libraries( ttrts-gen ttrts ) + +# Run the gen_usage script to generate our usage header +add_custom_target( + ttrts-gen-maps ALL + ${CMAKE_SOURCE_DIR}/scripts/gen_maps.sh "${CMAKE_CURRENT_BINARY_DIR}/ttrts-gen" +) + +add_dependencies(ttrts-gen-maps ${PROJECT_NAME}) + +# Installation target +install( DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/maps DESTINATION /usr/local/share/ttrts ) diff --git a/source/gen/gen.cpp b/source/gen/gen.cpp index fd85b3c..0f782b8 100644 --- a/source/gen/gen.cpp +++ b/source/gen/gen.cpp @@ -2,12 +2,13 @@ #include #include +#include "formatters.h" -void AddUnitToGame( Team team, char vis, uvector2 vec, CTTRTSGame& game ) +void AddUnitToGame( player_t player, char vis, uvector2 vec, CTTRTSGame& game ) { CUnit unit = CUnit::GetUnitFromVis(vis); - unit.setPos( vec ); - unit.setTeam(team); + unit.SetPos(vec); + unit.SetPlayer(player); game.AddUnit(std::move(unit)); } @@ -15,56 +16,150 @@ void OutputGame( CTTRTSGame&& game ) { std::ofstream output; output.open (game.GetName() + ".txt"); - output << game.GetStateAsString(); + output << GetStringFromGame(game); output.close(); - forceResetUnitId(); + __forceResetCUnitID(); } int main() { - // Tiny 2v2 Game + // Tiny 1v1 Game + //------ + //-G---- + //----R- + //-G---- + //----R- + //------ { CTTRTSGame game(6, 6); - game.SetName("Tiny2v2"); + game.SetName("Tiny2Player"); - AddUnitToGame( Team::Red, '<', uvector2(4, 2), game); - AddUnitToGame( Team::Red, '<', uvector2(4, 4), game); - AddUnitToGame( Team::Green, '>', uvector2(1, 1), game); - AddUnitToGame( Team::Green, '>', uvector2(1, 3), game); + AddUnitToGame( player_t::Red, '<', uvector2(4, 2), game); + AddUnitToGame( player_t::Red, '<', uvector2(4, 4), game); + AddUnitToGame( player_t::Green, '>', uvector2(1, 1), game); + AddUnitToGame( player_t::Green, '>', uvector2(1, 3), game); + + game.AddWall(uvector2(3,2)); + game.AddWall(uvector2(3,3)); OutputGame(std::move(game)); } - // Basic 5v5 game + // Basic 1v1 game + // -------------------- + // -G------------------ + // ------------------R- + // -G------------------ + // ------------------R- + // -G------------------ + // ------------------R- + // -G------------------ + // ------------------R- + // -G------------------ + // ------------------R- + // -------------------- { CTTRTSGame game(20, 12); - game.SetName("Big2v2"); + game.SetName("Big2Player"); for ( ucoord_t y : { 2,4,6,8,10 } ) - AddUnitToGame( Team::Red, '<', uvector2(18, y), game); + AddUnitToGame( player_t::Red, '<', uvector2(18, y), game); for ( ucoord_t y : { 1,3,5,7,9 } ) - AddUnitToGame( Team::Green, '>', uvector2(1, y), game); + AddUnitToGame( player_t::Green, '>', uvector2(1, y), game); OutputGame(std::move(game)); } - // Chess 10v10 game + // Sort of like Chess + //GG------ + //------RR + //GG------ + //------RR + //GG------ + //------RR + //GG------ + //------RR { CTTRTSGame game(8, 8); game.SetName("Chess"); for ( ucoord_t y : { 1,3,5,7 } ) { - AddUnitToGame(Team::Red, '<', uvector2(6, y), game); - AddUnitToGame(Team::Red, '<', uvector2(7, y), game); + AddUnitToGame(player_t::Red, '<', uvector2(6, y), game); + AddUnitToGame(player_t::Red, '<', uvector2(7, y), game); } for ( ucoord_t y : { 0,2,4,6 } ) { - AddUnitToGame(Team::Green, '>', uvector2(0, y), game); - AddUnitToGame(Team::Green, '>', uvector2(1, y), game); + AddUnitToGame(player_t::Green, '>', uvector2(0, y), game); + AddUnitToGame(player_t::Green, '>', uvector2(1, y), game); } OutputGame(std::move(game)); } + + // Medium 4 player game + //---------- + //---------- + //---GGGG--- + //--R -- B-- + //--R- -B-- + //--R- -B-- + //--R -- B-- + //---YYYY--- + //---------- + //---------- + { + CTTRTSGame game(10, 10); + game.SetName("Medium4Player"); + + for ( ucoord_t y : { 2,3,4,5 } ) { + AddUnitToGame(player_t::Red, '>', uvector2(2, y), game); + AddUnitToGame(player_t::Blue, '<', uvector2(7, y), game); + } + + for ( ucoord_t x : { 2,3,4,5 } ) { + AddUnitToGame(player_t::Yellow, '^', uvector2(x,7), game); + AddUnitToGame(player_t::Green, 'v', uvector2(x,2), game); + } + + // Diagonal walls + game.AddWall(uvector2(3,3)); + game.AddWall(uvector2(3,6)); + game.AddWall(uvector2(6,3)); + game.AddWall(uvector2(6,6)); + + // middle walls + game.AddWall(uvector2(4,4)); + game.AddWall(uvector2(4,5)); + game.AddWall(uvector2(5,4)); + game.AddWall(uvector2(5,5)); + + OutputGame(std::move(game)); + } + + // Medium 3 player game + //---------- + //--------Y- + //--------Y- + //---------- + //-G-------- + //-G-------- + //---------- + //--------R- + //--------R- + //---------- + { + CTTRTSGame game(10, 10); + game.SetName("Medium3Player"); + + AddUnitToGame(player_t::Red, '<', uvector2(8, 1), game); + AddUnitToGame(player_t::Red, '<', uvector2(8, 2), game); + AddUnitToGame(player_t::Green, '>', uvector2(1, 4), game); + AddUnitToGame(player_t::Green, '>', uvector2(1, 5), game); + AddUnitToGame(player_t::Yellow, '<', uvector2(8,7), game); + AddUnitToGame(player_t::Yellow, '<', uvector2(8,8), game); + + OutputGame(std::move(game)); + } } \ No newline at end of file diff --git a/source/launcher/CMakeLists.txt b/source/launcher/CMakeLists.txt new file mode 100644 index 0000000..c6726c7 --- /dev/null +++ b/source/launcher/CMakeLists.txt @@ -0,0 +1,6 @@ +# ====================== ttrts ======================= +# Project name +project( ttrts-perl-launch ) + +# Add bash completion to install +install( PROGRAMS ttrts.pl DESTINATION bin RENAME ttrts ) diff --git a/source/launcher/ttrts.pl b/source/launcher/ttrts.pl new file mode 100755 index 0000000..886fed6 --- /dev/null +++ b/source/launcher/ttrts.pl @@ -0,0 +1,44 @@ +#! /usr/bin/perl +# Main ttrts launcher script + +use strict; +use warnings; +use 5.0; + +use Getopt::Long qw(GetOptions); + +sub print_usage +{ + print "Unknown option: @_\n" if ( @_ ); + print "Usage: ttrts [--server] [--client] [--host=HOSTNAME] [--map=MAPFILE]\n"; + exit; +} + +our $VERBOSE = $ENV{"VERBOSE"}; + +our $server; +our $client; +our $host; +our $map; + +print_usage() if ( @ARGV < 1 or + !GetOptions( + 'client' => \$client, + 'server' => \$server, + 'host=s' => \$host, + 'map=s' => \$map, + ) ); + +# Verify we have the right parameters +print "Cannot run as both client and server\n" and exit if $client and $server; +print "Client requires hostname\n" and exit if $client and not $host; +print "Server requires mapfile\n" and exit if $server and not $map; +print "Running locally requires mapfile\n" and exit if not $server and not $client and not $map; + +# Run client, server or local +my $res = -1; +$res = system("ttrts-client $host") if $client and $host; +$res = system("ttrts-server $map") if $server and $map; +$res = system("ttrts-local $map") if not $server and not $client and $map; + +return $res \ No newline at end of file diff --git a/source/local/CMakeLists.txt b/source/local/CMakeLists.txt new file mode 100644 index 0000000..172b736 --- /dev/null +++ b/source/local/CMakeLists.txt @@ -0,0 +1,23 @@ +# ====================== ttrts ======================= +# Project name +project( ttrts-local ) + +include_directories( + ${CMAKE_CURRENT_BINARY_DIR} + ../system + ../ttrts +) + +# Add the sources +set( SOURCES + local.cpp +) + +# Add the executable +add_executable( ${PROJECT_NAME} ${SOURCES} ) + +# dependent on main ttrts libary +target_link_libraries( ${PROJECT_NAME} ttrts ttrts-system pthread ) + +# Installation target +install( TARGETS ${PROJECT_NAME} DESTINATION bin ) \ No newline at end of file diff --git a/source/local/local.cpp b/source/local/local.cpp new file mode 100644 index 0000000..b2697e7 --- /dev/null +++ b/source/local/local.cpp @@ -0,0 +1,62 @@ +#include "game.h" +#include "filesystem.h" +#include "error.h" +#include "net.h" + +#include + +// ===================================================================================================================== +int main(int argc, char* argv[]) +{ + // must provide information + if (argc < 2) + fatal_error("Usage: ttrts-local MAPFILE"); + + std::string gamefile = argv[1]; + + std::cout<<"TTRTS: Launching with "< // std::numeric_limits - -#include "stdlib.h" // for size_t - -template -constexpr size_t _countof(T (&)[N]) { return N; } - -// Coordinate types -typedef short coord_t; -typedef unsigned short ucoord_t; - -// Invalid values -static const coord_t coord_invalid = std::numeric_limits::max(); -static const ucoord_t ucoord_invalid = std::numeric_limits::max(); - -// Direction representation -enum class dir_t : char -{ - N = 'N', - S = 'S', - E = 'E', - W = 'W' -}; - -#endif //_BASETYPES_H_ diff --git a/source/scripts/gen_usage.sh b/source/scripts/gen_usage.sh deleted file mode 100755 index a183af7..0000000 --- a/source/scripts/gen_usage.sh +++ /dev/null @@ -1,9 +0,0 @@ -#! /bin/bash -# Used to generate usage text from markdown -cat README.md \ - | sed 's/^#* //g' \ - | sed 's/\t/\\t/g' \ - | sed ':a;N;$!ba;s/\n/\\n\n/g' \ - | sed 's/^/\"/' \ - | sed 's/$/\"/' \ - > $1 diff --git a/source/server/CMakeLists.txt b/source/server/CMakeLists.txt new file mode 100644 index 0000000..40260b5 --- /dev/null +++ b/source/server/CMakeLists.txt @@ -0,0 +1,23 @@ +# ====================== ttrts ======================= +# Project name +project( ttrts-server ) + +include_directories( + ${CMAKE_CURRENT_BINARY_DIR} + ../system + ../ttrts +) + +# Add the sources +set( SOURCES + server.cpp +) + +# Add the executable +add_executable( ${PROJECT_NAME} ${SOURCES} ) + +# dependent on main ttrts libary +target_link_libraries( ${PROJECT_NAME} ttrts ttrts-system pthread ) + +# Installation target +install( TARGETS ${PROJECT_NAME} DESTINATION bin ) diff --git a/source/server/server.cpp b/source/server/server.cpp new file mode 100644 index 0000000..890451c --- /dev/null +++ b/source/server/server.cpp @@ -0,0 +1,98 @@ +#include "error.h" + +#include +#include +#include +#include + +#include +#include +#include +#include +#include + +#include "net.h" +#include "filesystem.h" + +void RunServerForGame(CTTRTSGame &game) +{ + std::cout<<"TTRTS: Setting up server"< players = game.GetPlayers(); + unsigned int numClients = players.size(); + auto player_iterator = players.begin(); + + // game mutex + std::mutex gameMutex; + + // Set of clients + std::vector myClients; + + std::cout<<"TTRTS: Waiting for "< +#include +#include + +//====================================================================================================================== +// Error functions + +// For local fatal errors +inline void fatal_error(const char *msg) +{ + std::cerr< +#include +#include +#include + +#include +#include +#include +#include +#include +#include + +// ===================================================================================================================== +// time for waiting between file stats +static const std::chrono::milliseconds sk_waitTime = std::chrono::milliseconds(100); + +// Check if a file exists +bool FileExists( const std::string& name ) +{ + struct stat buffer; + return (stat (name.c_str(), &buffer) == 0); +} + +// Wait for a file to exist +void WaitForFile( const std::string& name, const std::chrono::milliseconds& time ) +{ + while( !FileExists(name) ) std::this_thread::sleep_for(time); +} + +bool OutputGameStateFile(CTTRTSGame &game) +{ + char turnFileName[128]; + snprintf(turnFileName,128,"%s%s/Turn_%i.txt", getGamesDir().c_str(),game.GetName().c_str(),game.GetTurn()); + std::ofstream turnFile(turnFileName, std::ios_base::trunc); // truncate to overwrite if a file exists + + if ( turnFile.bad() ) + { + return false; + } + + // Output the turn description + std::string turnDescriptor = GetStringFromGame(game); + + turnFile<(file)),std::istreambuf_iterator()); + + if( gameDescriptor.size() == 0 ) + fatal_error("failed to read in any information from gamefile"); + + // Create the game + return GetGameFromString(gameDescriptor); +} + +std::string GetOrdersFromPlayerFile(const CTTRTSGame &game, player_t &player) +{ + std::string gameDir = getGamesDir(); + + char playerOrderFileName[128]; + snprintf(playerOrderFileName, 128, "%s%s/Player_%i_Turn_%i.txt", gameDir.c_str(),game.GetName().c_str(),(int) player, game.GetTurn()); + + // Wait for the player order file to be created + std::clog<<"TTRTS: Waiting for "<< playerOrderFileName << std::endl; + bool hasOrderFile = false; + while(!hasOrderFile) + { + WaitForFile(playerOrderFileName,sk_waitTime); // Wait for the file + + // File must have END + // Method taken from http://stackoverflow.com/questions/11876290/c-fastest-way-to-read-only-last-line-of-text-file + std::ifstream turnFile(playerOrderFileName); + turnFile.seekg(-1, std::ios_base::end); + + // Loop back from the end of file + bool keepLooping = true; + while(keepLooping) { + char ch; + turnFile.get(ch); // Get current byte's data + + if((int)turnFile.tellg() <= 1) { // If the data was at or before the 0th byte + turnFile.seekg(0); // The first line is the last line + keepLooping = false; // So stop there + } + else if(ch == '\n') { // If the data was a newline + keepLooping = false; // Stop at the current position. + } + else { // If the data was neither a newline nor at the 0 byte + turnFile.seekg(-2, std::ios_base::cur); // Move to the front of that data, then to the front of the data before it + } + } + + // Grab this line + std::string lastLine; + getline(turnFile,lastLine); + if(lastLine == "END") + hasOrderFile = true; + } + + std::ifstream turnFile(playerOrderFileName); + + // Reserve the full order string + std::string orders; + turnFile.seekg(0, std::ios_base::end); + orders.reserve(turnFile.tellg()); + turnFile.seekg(0, std::ios_base::beg); + + // Grab the string from the file + orders.assign((std::istreambuf_iterator(turnFile)), std::istreambuf_iterator()); + return orders; +} + +int CreateAndCleanGameDir(const std::string& gameName) +{ + std::string gameDir = getGamesDir()+gameName; + struct stat info; + int ret = stat( gameDir.c_str(), &info ); + if( ret == 0 && info.st_mode & S_IFDIR ) + { + std::cout<<"TTRTS: " << gameDir << " game directory already exists"<>input; + if( !input.size() || std::tolower(input[0]) != 'y' ) + return -1; + } + else if ( ret == 0 ) + { + fatal_error("TTRTS_GAMES exists but is not directory \nAborting..."); + } + + // Create the game directory + char cmd2[128]; + snprintf(cmd2,128, "test -d %s || mkdir %s",gameDir.c_str(),gameDir.c_str()); + if( system(cmd2) == -1) + fatal_error("Error: Failed to create the game directory"); + + // Clean out the game directory + char cmd1[128]; + snprintf(cmd1,128, "rm -rf %s/*",gameDir.c_str()); + if ( system(cmd1) == -1 ) + fatal_error("Error: Failed to clean the game directory"); + + return 0; +} + +int OutputGameEnd(const CTTRTSGame &game) { + std::cout<<"TTRTS: Game Over!"<< std::endl; + + // Get the winning player + player_t winningPlayer = game.GetWinningPlayer(); + + // Print the winner! + if ( winningPlayer != player_t::NUM_INVALID ) + { + std::cout<<"TTRTS: Winner:"<<(int) winningPlayer < +#include + +#include "game.h" + +#define STRINGIFY(x) _STRINGIFY(x) +#define _STRINGIFY(x) #x + +bool FileExists( const std::string& name ); + +void WaitForFile( const std::string& name, const std::chrono::milliseconds& time ); + +bool OutputGameStateFile(CTTRTSGame &game); + +std::string GetOrdersFromPlayerFile(const CTTRTSGame &game, player_t &player); + +CTTRTSGame GetGameFromFile( const std::string& file ); + +std::string getMapsDir(); +std::string getGamesDir(); + +int runFromFilesystem(int argc, char* argv[]); + +int CreateAndCleanGameDir(const std::string& gameName); + +#endif \ No newline at end of file diff --git a/source/system/net.cpp b/source/system/net.cpp new file mode 100644 index 0000000..29c23b9 --- /dev/null +++ b/source/system/net.cpp @@ -0,0 +1,261 @@ +#include "net.h" +#include "error.h" + +#include + +#include +#include + +#include +#include +#include +#include + +void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut) +{ + char buffer[1028]; // buffer for orders + + std::clog<<"TTRTS: Waiting for player "<<(int)info.player<<" at "< &myClients, CTTRTSGame &game, std::mutex &gameMutex) +{ + // Spawn threads + std::vector clientThreads; + for(auto client : myClients) + { + std::thread clientThread(WaitForOrdersFromClient, client, std::ref(game), ref(gameMutex)); + clientThreads.push_back(move(clientThread)); + } + + // Join up all the threads + for ( std::thread& thread : clientThreads ) + { + thread.join(); + } +} + +void SendGamestateToClients(std::vector &myClients, const CTTRTSGame &game, std::mutex &gameMutex) +{ + gameMutex.lock(); + std::string gamestate_string = GetStringFromGame(game); + gameMutex.unlock(); + + for (auto client : myClients) + { + // Write to the socket with the buffer + if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 ) + fatal_perror("ERROR sending to client"); + } +} + + +void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString) +{ + char handshakeBuffer[128]; + memset(handshakeBuffer,0,sizeof(handshakeBuffer)); + + if (read(sockfd, handshakeBuffer,sizeof(handshakeBuffer)-1) < 0) + fatal_perror("ERROR recieving handshake from server"); + + std::string handshake(handshakeBuffer); + + if ( write( sockfd, handshake.c_str(), handshake.length()+1 ) < 0 ) + fatal_perror("ERROR sending handshake to server"); + + char gameName[64]; + if ( sscanf(handshake.c_str(),TTRTS_HANDSHAKE_FORMAT,&player,gameName) < 2 ) + fatal_error("Handshake failed"); + + gameNameString = gameName; +} + +void PerformServerHandshake(const ClientInfo &client, const std::string &game) +{ + char handshake[64]; + snprintf(handshake, sizeof(handshake), TTRTS_HANDSHAKE_FORMAT,(unsigned int)client.player,game.c_str()); + + // Send handshake + if ( write( client.clientsockfd,handshake,sizeof(handshake) ) < 0 ) + fatal_perror("ERROR sending to client"); + + // Receive handshake + char buffer[64]; + if ( read(client.clientsockfd,buffer,sizeof(buffer)-1) < 0 ) + fatal_perror("ERROR reading from client"); + + // Verify handshake + if ( std::string(buffer) != std::string(handshake) ) + fatal_error("Error in client handshake"); + + std::clog<<"TTRTS: Success on handshake with player "<<(int)client.player<< std::endl; +} + +void TryBindSocket(int sockfd, const sockaddr_in &serv_addr) +{ + std::clog<<"TTRTS: Binding to socket"<< std::endl; + int retry = 1; + while (1) + { + if(retry > 10) + fatal_error("Binding failed"); + + // Attempt to bind our listening socket + if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) >= 0) + break; + + std::cerr<<"Warning: Binding failed on try "<h_addr, server->h_length); + + // Attempt to connect to the server using the socket and server address info + if (connect(sockfd, (const sockaddr*)&serv_addr, sizeof(serv_addr)) < 0) + fatal_perror("ERROR connecting"); + + return sockfd; +} + +std::string WaitForGamestateMessage(int sockfd) +{ + std::string gamestate; + char gamestateBuffer[1028]; + while( gamestate.find("END") == std::string::npos ) + { + memset(gamestateBuffer,0,sizeof(gamestateBuffer)); + + // Receive gamestate + if (read(sockfd,gamestateBuffer,sizeof(gamestateBuffer)-1) < 0) + fatal_perror("ERROR reading from client"); + + gamestate+=gamestateBuffer; + } + return gamestate; +} + +int SendOrdersToServer(int sockfd, const std::string &orders) +{ + int n = write(sockfd,orders.c_str(),orders.length()); + if (n < 0) + fatal_perror("ERROR writing to socket"); + return n; +} + + +int OutputGameEnd( CTTRTSGame& game ) +{ + std::cout<<"TTRTS: Game Over!"< +#include + +#include +#include + +#include +#include +#include +#include + +#include +#include +#include + +#define TTRTS_HANDSHAKE_FORMAT "player %u name %s" + +//====================================================================================================================== +// Structs for net management + +// Struct for net client info +struct ClientInfo +{ + sockaddr_in cli_addr; + int clientsockfd; + player_t player; +}; + + +//====================================================================================================================== +// Server side function + +// Get the address of a local server +sockaddr_in GetLocalServerAddress(); + +// Set up a new listening socket for the server +int SetUpServerListeningSocket(const sockaddr_in &serv_addr); + +// Wait for client connection on listening socket sockfd +// Will fill clientInfo with client information +ClientInfo &WaitForClientConnection(int sockfd, const std::string &game, ClientInfo &clientInfo); + +// Wait for orders from a client, will not return until client has send valid orders +// Will automatically add orders to the game +void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut); + +// Iterates through a list of clients calling WaitForOrdersFromClient +void WaitForOrdersFromClients(std::vector &myClients, CTTRTSGame &game, std::mutex &gameMutex); + +// Sends current gamestate to each client +void SendGamestateToClients(std::vector &myClients, const CTTRTSGame &game, std::mutex &gameMutex); + +// Tries to bind to a socket, will attempt 10 times with longer waits between +void TryBindSocket(int sockfd, const sockaddr_in &serv_addr); + +// Perform the server side handshake with a client +void PerformServerHandshake(const ClientInfo &client, const std::string &game); + +//====================================================================================================================== +// Client side functions + +// Connect to the host, returns new socket for communication +int ConnectToHostServer(const std::string &hostname, sockaddr_in &serv_addr); + +// Perform the client side handshake with the server +void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString); + +// Wait for gamestate message from host +std::string WaitForGamestateMessage(int sockfd); + +// Send orders to the server +int SendOrdersToServer(int sockfd, const std::string &orders); + +//====================================================================================================================== +// Other functions +int OutputGameEnd( CTTRTSGame& game ); + +#endif \ No newline at end of file diff --git a/source/test/CMakeLists.txt b/source/test/CMakeLists.txt index 3779ca8..3e6a60c 100644 --- a/source/test/CMakeLists.txt +++ b/source/test/CMakeLists.txt @@ -4,8 +4,7 @@ project( ttrts-test ) include_directories( - ../game - ../maths + ../ttrts ) set( SOURCES @@ -15,4 +14,4 @@ set( SOURCES # Add the executable add_executable( ttrts-test ${SOURCES} ) -target_link_libraries( ttrts-test game ) +target_link_libraries( ttrts-test ttrts ) diff --git a/source/test/test.cpp b/source/test/test.cpp index 1c8f38d..5cbb700 100644 --- a/source/test/test.cpp +++ b/source/test/test.cpp @@ -1,3 +1,4 @@ +#include #include // std::cout #include "order.h" @@ -8,8 +9,8 @@ const char* tests() // Test if we can properly set a unit's visual { CUnit unit; - unit.setFromVisual('v'); - if( unit.getVisual() != 'v' ) + unit.SetFromVisual('v'); + if(unit.GetVisual() != 'v' ) return "failed to properly create V unit"; } @@ -17,7 +18,7 @@ const char* tests() { CUnit unit; CUnit unit2; - if( unit.getID() == unit2.getID() ) + if(unit.GetID() == unit2.GetID() ) return "Unit IDs the same"; } @@ -25,8 +26,8 @@ const char* tests() { CUnit unit1; - std::string unit1Desc = CUnit::GetStringFromUnit(unit1); - CUnit unit2 = CUnit::GetUnitFromString(unit1Desc); + std::string unit1Desc = GetStringFromUnit(unit1); + CUnit unit2 = GetUnitFromString(unit1Desc); if ( unit1 != unit2 ) return "Failed to convert an empty unit to string and back"; @@ -35,12 +36,12 @@ const char* tests() // Test custom unit conversion { CUnit unit1; - unit1.setFromVisual('v'); - unit1.setTeam(Team::Green); - unit1.setPos( uvector2(5,10) ); + unit1.SetFromVisual('v'); + unit1.SetPlayer(player_t::Green); + unit1.SetPos(uvector2(5, 10)); - std::string unit1Desc = CUnit::GetStringFromUnit(unit1); - CUnit unit2 = CUnit::GetUnitFromString(unit1Desc); + std::string unit1Desc = GetStringFromUnit(unit1); + CUnit unit2 = GetUnitFromString(unit1Desc); if ( unit1 != unit2 ) return "Failed to convert custom unit to string and back"; @@ -49,17 +50,17 @@ const char* tests() // Test if we can successfully create a unit from a visual { CUnit unit = CUnit::GetUnitFromVis('v'); - if( unit.getVisual() != 'v' ) + if(unit.GetVisual() != 'v' ) return "failed to properly create V unit with factory"; } // Test if we can successfully convert orders back and forth { - COrder order; + SOrder order; order.command = command_c::F; order.unit = 10; std::string order_string = GetStringFromOrder(order); - COrder order2 = GetOrderFromString(order_string); + SOrder order2 = GetOrderFromString(order_string); if ( order2 != order ) return "failed order string conversion test"; @@ -81,16 +82,16 @@ const char* tests() { CUnit unit = CUnit::GetUnitFromVis('^'); - unit.setPos( {2,2} ); - unit.setTeam(Team::Red); + unit.SetPos({2, 2}); + unit.SetPlayer(player_t::Red); game.AddUnit(std::move(unit)); } { CUnit unit = CUnit::GetUnitFromVis('^'); - unit.setPos( {2,2} ); - unit.setTeam(Team::Red); + unit.SetPos({2, 2}); + unit.SetPlayer(player_t::Red); if( !game.AddUnit(std::move(unit)) ) return "Game should have rejected unit placed on the same spot"; @@ -105,11 +106,11 @@ const char* tests() CTTRTSGame game( 5, 5 ); CUnit unit = CUnit::GetUnitFromVis('>'); - const unit_id_t id = unit.getID(); - COrder order; + const unit_id_t id = unit.GetID(); + SOrder order; - unit.setPos( {2,2} ); - unit.setTeam(Team::Red); + unit.SetPos({2, 2}); + unit.SetPlayer(player_t::Red); if ( game.AddUnit(std::move(unit)) ) return "Game failed to add valid unit"; @@ -117,13 +118,13 @@ const char* tests() order.unit = id; order.command = command_c::F; - if( game.IssueOrder(Team::Red,order) ) + if( game.IssueOrder(player_t::Red,order) ) return "Game failed to issue valid order"; if (game.SimulateToNextTurn() ) return "Game failed to simulate valid turn"; - if( game.GetUnitByIDConst(id).getPos() != uvector2{3,2} ) + if(game.GetUnitByIDConst(id).GetPos() != uvector2{3,2} ) return "Simple movement order failed"; } @@ -136,11 +137,11 @@ const char* tests() unit_id_t id; { CUnit unit = CUnit::GetUnitFromVis('>'); - id = unit.getID(); - COrder order; + id = unit.GetID(); + SOrder order; - unit.setPos( {0,0} ); - unit.setTeam(Team::Blue); + unit.SetPos({0, 0}); + unit.SetPlayer(player_t::Blue); if ( game.AddUnit(std::move(unit)) ) return "Game failed to add valid unit"; @@ -148,14 +149,14 @@ const char* tests() order.unit = id; order.command = command_c::A; - if( game.IssueOrder(Team::Blue,order) ) + if( game.IssueOrder(player_t::Blue,order) ) return "Game failed to issue valid order"; } { CUnit unit = CUnit::GetUnitFromVis('<'); - unit.setPos( {1,0} ); - unit.setTeam(Team::Red); + unit.SetPos({1, 0}); + unit.SetPlayer(player_t::Red); if ( game.AddUnit(std::move(unit)) ) return "Game failed to add valid unit"; @@ -166,19 +167,19 @@ const char* tests() if ( game.GetNumUnits() != 1 ) return "Game failed to kill a unit when it logically should have"; - if ( game.GetUnitByIndex(0).getDir() != dir_t::E ) + if (game.GetUnitByIndex(0).GetDir() != dir_c::E ) return "Game killed the wrong unit"; - if ( game.GetUnitByIndex(0).getID() != id ) + if (game.GetUnitByIndex(0).GetID() != id ) return "Game killed the wrong unit"; - if ( game.CheckForWin() != Team::Blue ) - return "Game failed to recognise a win for the right Team"; + if ( game.GetWinningPlayer() != player_t::Blue ) + return "Game failed to recognise a win for the right Player"; - std::string game_string = game.GetStateAsString(); - CTTRTSGame game2 = CTTRTSGame::CreateFromString(game_string); + std::string game_string = GetStringFromGame(game); + CTTRTSGame game2 = GetGameFromString(game_string); - std::string game2_string = game2.GetStateAsString(); + std::string game2_string = GetStringFromGame(game2); // Try matching up the game descriptors if( game_string != game2_string ) diff --git a/source/ttrts/CMakeLists.txt b/source/ttrts/CMakeLists.txt index d7aa9da..93a6d94 100644 --- a/source/ttrts/CMakeLists.txt +++ b/source/ttrts/CMakeLists.txt @@ -1,29 +1,46 @@ -# ====================== ttrts ======================= -# Project name +cmake_minimum_required(VERSION 2.8.7) + +# Main ttrts library project( ttrts ) +# Include the maths include_directories( - ${CMAKE_CURRENT_BINARY_DIR} - ../maths - ../game + ${CMAKE_CURRENT_BINARY_DIR} ) -# Add the sources -set( SOURCES - main.cpp +# Add our sources +set( SOURCES + game.cpp + unit.cpp + formatters.cpp ) -# Add the executable -add_executable( ${PROJECT_NAME} ${SOURCES} ) +# Add this library +add_library( ttrts ${SOURCES} ) -target_link_libraries( ${PROJECT_NAME} game ) - -# Installation target -install( TARGETS ${PROJECT_NAME} DESTINATION bin ) - -# Run the gen_usage script to generate our usage header add_custom_target( - gen_ttrts_usage - cd ${CMAKE_CURRENT_SOURCE_DIR} && ${CMAKE_SOURCE_DIR}/scripts/gen_usage.sh "${CMAKE_CURRENT_BINARY_DIR}/usage.h" + ttrts-version-header ALL + ${CMAKE_SOURCE_DIR}/scripts/gen_version_header.sh ${TTRTS_VERSION_MAJOR} ${TTRTS_VERSION_MINOR} ${TTRTS_VERSION_PATCH} ) -add_dependencies(${PROJECT_NAME} gen_ttrts_usage) \ No newline at end of file + +# ttrts is dependent on this +add_dependencies( ${PROJECT_NAME} ttrts-version-header ) + +# Install headers +install( + FILES + game.h + unit.h + order.h + formatters.h + vector2.h + orderunitpair.h + gametypes.h + ${CMAKE_CURRENT_BINARY_DIR}/version.h + + DESTINATION + include/ttrts +) + +# Install the ttrts static lib +install( TARGETS ttrts DESTINATION lib ) diff --git a/source/ttrts/README.md b/source/ttrts/README.md deleted file mode 100644 index 0bd15c2..0000000 --- a/source/ttrts/README.md +++ /dev/null @@ -1,59 +0,0 @@ -## NAME - ttrts - Tiny Terminal RTS v0.1.0 - -## SYNOPSYS - ttrts MAPFILE - -## DESCRIPTION - ttrts is a tiny terminal based RTS where that uses text - files as order lists to control it's units. - - This means that any user, program or cat that can read - and write to text files can play the game. - -## USAGE - When invoked, ttrts will set up a full game and output a - single file representing the current gamestate into a - local directory called `ttrts_{GAME_NAME}`. - - This file can be read in and interpretted by human, robot - or cat. ttrts will wait for orders files to be placed in - it's current working directory. - - Once orders have been set for each player taking part - ttrts will calculate the new game state and output a new - gamestate file for the next turn. - - This process repeats until a winner is chosen! - -## OPTIONS - MAPFILE - File to read in the initial game state from - --------------------------------------------------------------- - -## GAMESTATE FILE FORMAT -### Name - Turn_{TURN_NUMBER}.txt -### Contents - ===== ttrts v{MAJOR}.{MINOR}.{PATCH} ===== - NAME:{GAMENAME} - SIZE:[{X},{Y}] - TURN:{TURN_NUMBER} - ... {any extra properties could go here} - ~~~~ - UNIT:{ID} tm:{TEAM} vs:{VIS} dr:{DIR(NESW)} ps:[{X},{Y}] - ... {continue for all units} - END - -## ORDER FILE FORMAT -### Name - Turn_{TURN_NUMBER}_Team_{TEAM_NUMBER}.txt -### Contents - ORDER:{ORDER_CHAR} id:{UNIT_ID} - ... {continue for all orders} - END - -### Orders - F - move unit [F]orward one space - L/R - rotate unit [L]eft or [R]ight - A - [A]ttack in straight line in front of unit \ No newline at end of file diff --git a/source/ttrts/formatters.cpp b/source/ttrts/formatters.cpp new file mode 100644 index 0000000..332c5ac --- /dev/null +++ b/source/ttrts/formatters.cpp @@ -0,0 +1,212 @@ +#include "formatters.h" +#include + +#include "version.h" + +// Get the game information as a string +std::string GetStringFromGame( const CTTRTSGame& game ) +{ + // Grab the walls + std::string walls; + if( game.GetWalls().size() == 0 ) + { + walls = "NONE"; + } + + for ( auto wall : game.GetWalls() ) + { + char pos[16]; + if( snprintf(pos, 16, GAME_POS_FORMATTER , wall.x, wall.y ) < 0 ) + { + return "BUFFER OVERFLOW"; + } + walls += pos; + } + + + // Print out the header + char header[512]; + if ( snprintf(header, 512, GAME_HEADER_FORMATTER , + TTRTS_VERSION_MAJOR, + TTRTS_VERSION_MINOR, + TTRTS_VERSION_PATCH, + game.GetName().c_str(), + game.GetDimensions().x, + game.GetDimensions().y, + game.GetTurn(), + walls.c_str() ) < 0 ) + { + return "BUFFER OVERFLOW"; + } + + // Gather unit information + std::string units; + for ( const SOrderUnitPair & pair : game.GetOrderUnitPairs() ) + { + units += GetStringFromUnit(pair.unit); + units += '\n'; + } + + // Append the header and units + std::string state(header); + state += '\n'; + state += GAME_HEADER_DELIMITER; + state += units; + state += "END"; + + return state; +} + +// Get the game information as a string +CTTRTSGame GetGameFromString( const std::string& input ) +{ + size_t headerEnd = input.find(GAME_HEADER_DELIMITER); + + std::string header = input.substr(0, headerEnd); + std::string units = input.substr(headerEnd + strlen(GAME_HEADER_DELIMITER)); + + // Grab information from the header + unsigned int major; + unsigned int minor; + unsigned int patch; + char name[64]; + unsigned int turn; + unsigned int sizex; + unsigned int sizey; + char walls[512]; + if( sscanf(header.c_str(), GAME_HEADER_FORMATTER, &major, &minor, &patch, name, &sizex, &sizey, &turn, walls) != 8 ) + { + std::cerr<<"Error: Failed to properly read game state from text"< walls_vector; + { + std::string walls_str = walls; + size_t pos; + while ( ( pos = walls_str.find(']') ) != std::string::npos ) + { + std::string pos_string = walls_str.substr(0,pos+1); + + // Use scanf to extract positions + + unsigned int x; + unsigned int y; + if( sscanf(pos_string.c_str(), GAME_POS_FORMATTER, &x, &y ) != 2 ) + { + return CTTRTSGame(0,0); + } + + // Erase this coordinate + walls_str.erase(0,pos+1); + + // Append our list + walls_vector.push_back({(ucoord_t)x,(ucoord_t)y}); + } + } + + CTTRTSGame game(sizex,sizey); + game.SetName(name); + game.SetTurn(turn); + + // For each line, construct a unit + { + size_t pos; + while ((pos = units.find('\n')) != std::string::npos) { + std::string unit_string = units.substr(0, pos); + units.erase(0, pos + 1); + game.AddUnit(GetUnitFromString(unit_string)); + } + } + + // Add all walls + for ( auto wall : walls_vector) + { + game.AddWall(wall); + } + + return game; +} + +// Get a string descriptor of a unit +std::string GetStringFromUnit(const CUnit& unit ) +{ + static char buff[128]; + memset(buff,0,sizeof(buff)); + + snprintf(buff,128, UNIT_FORMATTER, + unit.GetID(), + (int)unit.GetPlayer(), + unit.GetVisual(), + unit.GetDir(), + unit.GetPos().x, + unit.GetPos().y ); + + return buff; +} + +// Get a unit from a string descriptor +CUnit GetUnitFromString(const std::string& unit ) +{ + CUnit ret; + + unsigned int id; + int player; + char vis; + char dir; + unsigned int posx; + unsigned int posy; + + sscanf(unit.c_str(), UNIT_FORMATTER, + &id, + &player, + &vis, + &dir, + &posx, + &posy ); + + ret.ForceSetID((unit_id_t)id); + ret.SetPlayer((player_t) player); + ret.SetVisual((unitvis_c)vis); + ret.SetDir((dir_c)dir); + ret.SetPos(uvector2(posx,posy)); + + return ret; +} + +// Convert an order to a string +std::string GetStringFromOrder(const SOrder & order ) +{ + static char buff[128]; + memset(buff,0,sizeof(buff)); + + snprintf(buff,128, ORDER_FORMATTER, + order.command, + order.unit); + + return buff; +} + +// Convert a string to an order +SOrder GetOrderFromString( const std::string& order ) +{ + SOrder ret; + + char corder; + unsigned int unit; + + sscanf(order.c_str(), ORDER_FORMATTER, + &corder, + &unit); + + ret.command = (command_c)corder; + ret.unit = unit; + + return ret; +} diff --git a/source/ttrts/formatters.h b/source/ttrts/formatters.h new file mode 100644 index 0000000..31cf9e7 --- /dev/null +++ b/source/ttrts/formatters.h @@ -0,0 +1,29 @@ +#ifndef _TTRTS_FORMATTERS_H_ +#define _TTRTS_FORMATTERS_H_ + +#include "order.h" +#include "game.h" +#include "unit.h" + +#include "string.h" + +#define GAME_POS_FORMATTER "[%u,%u]" + +#define GAME_HEADER_FORMATTER "==== ttrts v%u.%u.%u ====\nNAME:%s\nSIZE:" GAME_POS_FORMATTER "\nTURN:%u\nWALL:%s" +#define GAME_HEADER_DELIMITER "~~~~\n" + +#define UNIT_FORMATTER "UNIT:%u pl:%u vs:%c dr:%c ps:" GAME_POS_FORMATTER + +// order <--> string conversion functions +std::string GetStringFromOrder(const SOrder & order ); +SOrder GetOrderFromString( const std::string& order ); + +// game <--> string conversion functions +CTTRTSGame GetGameFromString( const std::string& input ); +std::string GetStringFromGame( const CTTRTSGame& game ); + +// unit <--> string conversion functions +std::string GetStringFromUnit(const CUnit& unit ); +CUnit GetUnitFromString(const std::string& unit ); + +#endif \ No newline at end of file diff --git a/source/game/game.cpp b/source/ttrts/game.cpp similarity index 57% rename from source/game/game.cpp rename to source/ttrts/game.cpp index 9b9ab6b..d649060 100644 --- a/source/game/game.cpp +++ b/source/ttrts/game.cpp @@ -2,6 +2,7 @@ #include #include +#include "formatters.h" CTTRTSGame::CTTRTSGame( ucoord_t c, ucoord_t r ) : dimensions( c,r ) @@ -16,6 +17,7 @@ CTTRTSGame::CTTRTSGame(CTTRTSGame&& game) , dimensions(std::move(game.dimensions)) , turn(std::move(game.turn)) , name(std::move(game.name)) +, m_walls(std::move(game.m_walls)) { } @@ -30,7 +32,7 @@ CTTRTSGame& CTTRTSGame::operator=(CTTRTSGame&& game) } // Interpret a string of orders -int CTTRTSGame::IssueOrders( Team team, const std::string& _orders ) +int CTTRTSGame::IssueOrders( player_t player, const std::string& _orders ) { COrderVector orderVector; @@ -48,22 +50,22 @@ int CTTRTSGame::IssueOrders( Team team, const std::string& _orders ) orders.erase(0,pos+1); // Create an order from the string and push it back - COrder order = GetOrderFromString( sorder ); + SOrder order = GetOrderFromString( sorder ); orderVector.push_back(order); } // Call our add order by vector method - return IssueOrders(team,orderVector); + return IssueOrders(player,orderVector); } // Issue orders by vector to the game -int CTTRTSGame::IssueOrders( Team team, const COrderVector& orders ) +int CTTRTSGame::IssueOrders( player_t player, const COrderVector& orders ) { // verify all the orders for ( auto order : orders ) { // If any order returns non-zero, back out - if ( IssueOrder(team,order) ) + if ( IssueOrder(player,order) ) return 1; } @@ -71,16 +73,16 @@ int CTTRTSGame::IssueOrders( Team team, const COrderVector& orders ) } // Issue a single order -int CTTRTSGame::IssueOrder( Team team, const COrder& order ) +int CTTRTSGame::IssueOrder( player_t player, const SOrder & order ) { // Verify the order - if ( VerifyOrder(team,order) ) + if ( VerifyOrder(player,order) ) return 1; // Get the right unit for the order - for ( OrderUnitPair& pair : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair : m_OrderUnitPairs ) { - if ( pair.unit.getID() == order.unit ) + if (pair.unit.GetID() == order.unit ) { pair.order = order; return 0; @@ -92,7 +94,7 @@ int CTTRTSGame::IssueOrder( Team team, const COrder& order ) } // Verify a position -int CTTRTSGame::VerifyPos(uvector2 vec) const +int CTTRTSGame::VerifyPosIsValidMovement(uvector2 vec) const { // Simply check if within the bounds of our dimensions for now if ( ( vec.x >= dimensions.x ) @@ -101,22 +103,31 @@ int CTTRTSGame::VerifyPos(uvector2 vec) const return 1; } + // Check within our invalid positions + for ( const uvector2& invalid : m_walls) + { + if( vec == invalid ) + { + return 2; + } + } + return 0; } // Get a units new position -uvector2 CTTRTSGame::GetNewPosition( const OrderUnitPair& pair ) const +uvector2 CTTRTSGame::GetNewPosition( const SOrderUnitPair & pair ) const { // Grab the order switch ( pair.order.command) { // For forward orders, grab in front case command_c::F: - return pair.unit.getInFront(); + return pair.unit.GetInFront(); // For all other orders, just grab the old position default: - return pair.unit.getPos(); + return pair.unit.GetPos(); } } @@ -127,7 +138,7 @@ int CTTRTSGame::SimulateToNextTurn() int error = 0; // Attempt all movement orders - for ( OrderUnitPair& pair : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair : m_OrderUnitPairs ) { switch ( pair.order.command) { @@ -137,15 +148,15 @@ int CTTRTSGame::SimulateToNextTurn() uvector2 newpos = GetNewPosition(pair); // Verify the position is even available - bool possible = ( VerifyPos(newpos) == 0 ); + bool possible = (VerifyPosIsValidMovement(newpos) == 0 ); if ( possible ) { // If any unit is in this spot, or moving unit moving to said spot, reject this - for ( const OrderUnitPair& pair2 : m_OrderUnitPairs ) + for ( const SOrderUnitPair & pair2 : m_OrderUnitPairs ) { // Skip myself - if( pair.unit.getID() == pair2.unit.getID() ) continue; + if(pair.unit.GetID() == pair2.unit.GetID() ) continue; if( GetNewPosition(pair2) == newpos ) { @@ -158,7 +169,9 @@ int CTTRTSGame::SimulateToNextTurn() // If the movement is still possible if ( possible ) { - pair.unit.setPos(newpos); + // Create a wall at our old position + AddWall(pair.unit.GetPos()); + pair.unit.SetPos(newpos); } } break; @@ -168,20 +181,20 @@ int CTTRTSGame::SimulateToNextTurn() } // Turn all units that need turning - for ( OrderUnitPair& pair : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair : m_OrderUnitPairs ) { switch ( pair.order.command) { case command_c::L: { // Simply turn left - pair.unit.turnLeft(); + pair.unit.TurnLeft(); } break; case command_c::R: { // Simply turn right - pair.unit.turnRight(); + pair.unit.TurnRight(); } break; default: @@ -196,15 +209,15 @@ int CTTRTSGame::SimulateToNextTurn() // Assume no more charging charging = false; // Initially move all units - for ( OrderUnitPair& pair : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair : m_OrderUnitPairs ) { if ( pair.order.command == command_c::A ) { - uvector2 newpos = pair.unit.getInFront(); + uvector2 newpos = pair.unit.GetInFront(); // If move would be within the arena - if ( ( newpos.x <= dimensions.x-1 ) && ( newpos.y <= dimensions.y-1 ) ) + if (VerifyPosIsValidMovement(newpos) == 0 ) { - pair.unit.setPos(newpos); + pair.unit.SetPos(newpos); // Unit moved, so more charging needs to be done charging = true; @@ -215,16 +228,16 @@ int CTTRTSGame::SimulateToNextTurn() std::vector< unit_id_t > toKill; // Vector to store which units to kill // Initially move all units to check for pass through - for ( OrderUnitPair& pair1 : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair1 : m_OrderUnitPairs ) if ( pair1.order.command == command_c::A ) - for ( OrderUnitPair& pair2 : m_OrderUnitPairs ) - if ( pair1.unit.getID() != pair2.unit.getID() // Don't check the same units + for ( SOrderUnitPair & pair2 : m_OrderUnitPairs ) + if (pair1.unit.GetID() != pair2.unit.GetID() // Don't check the same units && pair2.order.command == command_c::A ) { if( CheckForPassThrough(pair1.unit,pair2.unit) ) { - toKill.push_back(pair1.unit.getID()); - toKill.push_back(pair2.unit.getID()); + toKill.push_back(pair1.unit.GetID()); + toKill.push_back(pair2.unit.GetID()); } } @@ -233,21 +246,21 @@ int CTTRTSGame::SimulateToNextTurn() toKill.clear(); // Check for all matching spots - for ( OrderUnitPair& pair1 : m_OrderUnitPairs ) - for ( OrderUnitPair& pair2 : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair1 : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair2 : m_OrderUnitPairs ) { - if( pair1.unit.getID() == pair2.unit.getID() ) continue; // Don't check the same units + if(pair1.unit.GetID() == pair2.unit.GetID() ) continue; // Don't check the same units - if( pair1.unit.getPos() == pair2.unit.getPos() ) + if(pair1.unit.GetPos() == pair2.unit.GetPos() ) { if( pair1.order.command == command_c::A ) { - toKill.push_back(pair2.unit.getID()); + toKill.push_back(pair2.unit.GetID()); } if( pair2.order.command == command_c::A ) { - toKill.push_back(pair1.unit.getID()); + toKill.push_back(pair1.unit.GetID()); } } } @@ -258,8 +271,8 @@ int CTTRTSGame::SimulateToNextTurn() } // Clear all orders - for ( OrderUnitPair& pair : m_OrderUnitPairs ) - pair.order = COrder(); + for ( SOrderUnitPair & pair : m_OrderUnitPairs ) + pair.order = SOrder(); // Increment the current turn turn++; @@ -280,7 +293,7 @@ void CTTRTSGame::KillAll( std::vector< unit_id_t >& vec ) it != m_OrderUnitPairs.end(); it++ ) { - if( (*it).unit.getID() == id ) + if((*it).unit.GetID() == id ) { // Remove the unit from our alive unit pairs m_OrderUnitPairs.erase(it); @@ -294,28 +307,28 @@ void CTTRTSGame::KillAll( std::vector< unit_id_t >& vec ) // Check if two units passed through each other bool CTTRTSGame::CheckForPassThrough( const CUnit& one, const CUnit& two ) { - uvector2 pos1 = one.getPos(); - uvector2 pos2 = two.getPos(); - dir_t dir1 = one.getDir(); - dir_t dir2 = two.getDir(); + uvector2 pos1 = one.GetPos(); + uvector2 pos2 = two.GetPos(); + dir_c dir1 = one.GetDir(); + dir_c dir2 = two.GetDir(); if( pos1.x == pos2.x ) { // Same col if (pos1.y == (pos2.y + 1)) { - if (dir1 == dir_t::N && dir2 == dir_t::S) + if (dir1 == dir_c::N && dir2 == dir_c::S) return true; } else if (pos1.y == (pos2.y - 1)) { - if (dir1 == dir_t::S && dir2 == dir_t::N) + if (dir1 == dir_c::S && dir2 == dir_c::N) return true; } } else if( pos1.y == pos2.y ) { // Same row if( pos1.x == (pos2.x+1) ) { - if( dir1 == dir_t::E && dir2 == dir_t::W ) + if( dir1 == dir_c::E && dir2 == dir_c::W ) return true; } else if( pos1.x == (pos2.x-1) ) { - if( dir1 == dir_t::E && dir2 == dir_t::W ) + if( dir1 == dir_c::E && dir2 == dir_c::W ) return true; } } @@ -327,23 +340,23 @@ bool CTTRTSGame::CheckForPassThrough( const CUnit& one, const CUnit& two ) int CTTRTSGame::AddUnit( CUnit&& unit ) { // Verify the unit - if( !unit.valid() ) + if( !unit.Valid() ) return 1; // Verify if the unit can be placed on the current board - const uvector2 pos = unit.getPos(); + const uvector2 pos = unit.GetPos(); if( (pos.x >= dimensions.x) || (pos.y >= dimensions.y) ) return 2; // If any unit's position matches, reject this - for ( const OrderUnitPair& pair: m_OrderUnitPairs ) + for ( const SOrderUnitPair & pair: m_OrderUnitPairs ) { - if( pair.unit.getPos() == unit.getPos() ) + if(pair.unit.GetPos() == unit.GetPos() ) return 3; } // Add the unit with a blank order - m_OrderUnitPairs.push_back( OrderUnitPair(std::move(unit), COrder()) ); + m_OrderUnitPairs.push_back( SOrderUnitPair(std::move(unit), SOrder()) ); return 0; @@ -366,7 +379,7 @@ int CTTRTSGame::AddUnits( CUnitVector&& units ) } // Verify any order -int CTTRTSGame::VerifyOrder( Team team, const COrder& order ) const +int CTTRTSGame::VerifyOrder( player_t player, const SOrder & order ) const { int ret = 1; @@ -374,11 +387,11 @@ int CTTRTSGame::VerifyOrder( Team team, const COrder& order ) const const unit_id_t unitID = order.unit; // Attempt to find the unit - for ( const OrderUnitPair& pair : m_OrderUnitPairs ) + for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { // Accept if we have the unit - if ( pair.unit.getID() == unitID - && pair.unit.getTeam() == team ) + if (pair.unit.GetID() == unitID + && pair.unit.GetPlayer() == player) { ret = 0; break; @@ -392,10 +405,10 @@ int CTTRTSGame::VerifyOrder( Team team, const COrder& order ) const // Get unit by unit ID const CUnit& CTTRTSGame::GetUnitByIDConst( unit_id_t id ) const { - for ( const OrderUnitPair& pair : m_OrderUnitPairs ) + for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { // Attempt the unit add - if ( pair.unit.getID() == id ) + if (pair.unit.GetID() == id ) return pair.unit; } @@ -405,27 +418,27 @@ const CUnit& CTTRTSGame::GetUnitByIDConst( unit_id_t id ) const } // Get an order by unit ID -const COrder& CTTRTSGame::GetOrderByIDConst( unit_id_t id ) const +const SOrder & CTTRTSGame::GetOrderByIDConst( unit_id_t id ) const { - for ( const OrderUnitPair& pair : m_OrderUnitPairs ) + for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { // Attempt the unit add - if ( pair.unit.getID() == id ) + if (pair.unit.GetID() == id ) return pair.order; } // Return an invalid unit - static COrder invalid_order; + static SOrder invalid_order; return invalid_order; } // Get unit by unit ID CUnit& CTTRTSGame::GetUnitByID( unit_id_t id ) { - for ( OrderUnitPair& pair : m_OrderUnitPairs ) + for ( SOrderUnitPair & pair : m_OrderUnitPairs ) { // Attempt the unit add - if ( pair.unit.getID() == id ) + if (pair.unit.GetID() == id ) return pair.unit; } @@ -434,114 +447,86 @@ CUnit& CTTRTSGame::GetUnitByID( unit_id_t id ) return invalid_unit; } -// Get a vector of the teams in the current game -std::vector CTTRTSGame::GetTeams() const +// Get a vector of the players in the current game +std::vector CTTRTSGame::GetPlayers() const { - std::vector teams; - teams.reserve(GetNumUnits()); + std::vector players; + players.reserve(GetNumUnits()); - // Grab all teams - for ( const OrderUnitPair& pair : m_OrderUnitPairs ) + // Grab all players + for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { - teams.push_back(pair.unit.getTeam()); + players.push_back(pair.unit.GetPlayer()); } // Remove dupes - std::sort( teams.begin(), teams.end() ); - teams.erase( std::unique( teams.begin(), teams.end() ), teams.end() ); + std::sort( players.begin(), players.end() ); + players.erase( std::unique( players.begin(), players.end() ), players.end() ); - return teams; + return players; } // Check if we have a win state -Team CTTRTSGame::CheckForWin() const +player_t CTTRTSGame::GetWinningPlayer() const { - // Array of units for each Team - unsigned int units[(int) Team::NUM_INVALID]; + // Array of units for each Player + unsigned int units[(int) player_t::NUM_INVALID]; memset(units,0,sizeof(units)); - // Count up all the units for each Team - for ( const OrderUnitPair& pair : m_OrderUnitPairs ) + // Count up all the units for each Player + for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { - const int team = (int)pair.unit.getTeam(); - units[team] += 1; + const int player = (int) pair.unit.GetPlayer(); + units[player] += 1; } - // Default winning Team to invalid (no win) - Team winningTeam = Team::NUM_INVALID; + // Default winning Player to invalid (no win) + player_t winningPlayer = player_t::NUM_INVALID; - // For each of the teams + // For each of the players for ( unsigned int i = 0; i < _countof(units); i++ ) { - // if there are still units in this Team, and the winning Team hasn't been set - if( units[i] > 0 && winningTeam == Team::NUM_INVALID ) + // if there are still units in this Player, and the winning Player hasn't been set + if( units[i] > 0 && winningPlayer == player_t::NUM_INVALID ) { - winningTeam = (Team)i; + winningPlayer = (player_t)i; } - // Otherwise, if there are units in this Team and the winning Team HAS been set + // Otherwise, if there are units in this Player and the winning Player HAS been set else if ( units[i] > 0 ) { // Set back to invalid and break out of the loop - winningTeam = Team::NUM_INVALID; + winningPlayer = player_t::NUM_INVALID; break; } } - return winningTeam; + return winningPlayer; } -// Get the game information as a string -std::string CTTRTSGame::GetStateAsString() const +// Check if any of the units can move +bool CTTRTSGame::UnitsCanMove() const { - // Print out the header - char header[64]; - snprintf(header, 512, GAME_HEADER_FORMATTER , name.c_str(), dimensions.x, dimensions.y, turn ); - - // Gather unit information - std::string units; - for ( const OrderUnitPair& pair : m_OrderUnitPairs ) + for( const SOrderUnitPair& pair: m_OrderUnitPairs ) { - units += CUnit::GetStringFromUnit(pair.unit); - units += '\n'; + uvector2 pos = pair.unit.GetPos(); + + // Assume if unit is adjacent to any valid tile, then it can move there + if( VerifyPosIsValidMovement(pos + vector2(1, 0) ) == 0 + || VerifyPosIsValidMovement(pos + vector2(0, 1)) == 0 + || VerifyPosIsValidMovement(pos + vector2(-1, 0)) == 0 + || VerifyPosIsValidMovement(pos + vector2(0, -1)) == 0 ) + { + return true; + } } - // Append the header and units - std::string state(header); - state += '\n'; - state += GAME_HEADER_DELIMITER; - state += units; - state += "END"; - - return state; + return false; } -// Get the game information as a string -CTTRTSGame CTTRTSGame::CreateFromString( const std::string& input ) +// Check if the game is over +bool CTTRTSGame::GameOver() const { - size_t headerEnd = input.find(GAME_HEADER_DELIMITER); - - std::string header = input.substr(0, headerEnd); - std::string units = input.substr(headerEnd + strlen(GAME_HEADER_DELIMITER)); - - // Grab information from the header - char buf[64]; - unsigned int turn; - unsigned int sizex; - unsigned int sizey; - sscanf(header.c_str(), GAME_HEADER_FORMATTER, buf, &sizex, &sizey, &turn ); - - CTTRTSGame game(sizex,sizey); - game.SetName(buf); - game.SetTurn(turn); - - // For each line, construct a unit - size_t pos; - while ( ( pos = units.find('\n') ) != std::string::npos ) - { - std::string unit_string = units.substr(0,pos); - units.erase(0,pos+1); - game.AddUnit(CUnit::GetUnitFromString(unit_string)); - } - - return game; + return ( (GetWinningPlayer() != player_t::NUM_INVALID ) // We have a winning player + || GetNumUnits() == 0 + || !UnitsCanMove() ); // OR we have no units } \ No newline at end of file diff --git a/source/ttrts/game.h b/source/ttrts/game.h new file mode 100644 index 0000000..1401b33 --- /dev/null +++ b/source/ttrts/game.h @@ -0,0 +1,107 @@ +#ifndef _GAME_H_ +#define _GAME_H_ + +#include "unit.h" +#include "gametypes.h" +#include "order.h" +#include "orderunitpair.h" + +// Full TTRTS Game class +// Stores information about the game +// Can convert from a string or to a string +class CTTRTSGame +{ +public: + + // Constructors + CTTRTSGame( ucoord_t c, ucoord_t r ); + CTTRTSGame(CTTRTSGame&& game); + + // move asignment operator + CTTRTSGame& operator=(CTTRTSGame&& game); + + // Simulate and progress to the next turn + // Returns non-zero if simulation failed + int SimulateToNextTurn(); + + // Check for winning player, returns invalid for no win state reached + // Note: this function will return invalid if a draw was reached + // do not rely on this to test for end state + player_t GetWinningPlayer() const; + + // Check if the game is over + bool GameOver() const; + + // Check if any of the units can move + bool UnitsCanMove() const; + + // Issue orders to the game, returns non-zero if orders are incorrect + int IssueOrders( player_t player, const std::string& orders ); + int IssueOrders( player_t player, const COrderVector& orders ); + int IssueOrder( player_t player, const SOrder & order ); + + // Add a units to the game, nonzero return value indicates error + int AddUnit( CUnit&& unit ); + int AddUnits( CUnitVector&& units ); + + // Get the number of units + inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); } + + // Get unit and orderby index as above (not unit ID) + inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; } + inline const SOrder & GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; } + + // Get a unit by it's ID + const CUnit& GetUnitByIDConst( unit_id_t id ) const; + const SOrder & GetOrderByIDConst( unit_id_t id ) const; + + inline const OrderUnitPairVector& GetOrderUnitPairs() const { return m_OrderUnitPairs; } + + // Get dimensions + inline const uvector2& GetDimensions() const { return dimensions; } + + // Set the game name + // NOTE: Names with spaces not allowed + inline std::string SetName( const std::string& in ) { return (name = in); } + inline std::string GetName() const { return name; } + + // Set the turn of the game + inline int SetTurn( int in ) { return (turn = in); } + inline int GetTurn() const { return turn; } + + // Get a vector of the players in the current game + std::vector GetPlayers() const; + + // Get the vector of wall positions + inline std::vector GetWalls() const { return m_walls; } + + // Add an invalid position + inline void AddWall(uvector2 vec) { m_walls.push_back(vec); } + +private: + + // Check for a pass through + static bool CheckForPassThrough( const CUnit& one, const CUnit& two ); + + // Verify any order or position - non-zero is error + int VerifyOrder( player_t player, const SOrder & order ) const; + int VerifyPosIsValidMovement(uvector2 vec) const; + + // Get a units new position after an order + uvector2 GetNewPosition( const SOrderUnitPair & pair ) const; + + // Kill all units in list + void KillAll( std::vector< unit_id_t >& vec ); + + // Get unit by unit ID + CUnit& GetUnitByID( unit_id_t id ); + + std::string name; // Game Name + unsigned int turn; // Int to store the current turn + uvector2 dimensions; // Dimensions of the game + OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders + std::vector m_walls; // Vector of wall positions +}; + + +#endif //_GAME_H_ diff --git a/source/ttrts/gametypes.h b/source/ttrts/gametypes.h new file mode 100644 index 0000000..b01318d --- /dev/null +++ b/source/ttrts/gametypes.h @@ -0,0 +1,45 @@ +#ifndef _GAME_TYPES_H_ +#define _GAME_TYPES_H_ + +#include // std::numeric_limits +#include "stdlib.h" // for size_t + +// Type for a Player IDs +enum class player_t : char +{ + Red = 0, + Green, + Yellow, + Blue, + NUM_INVALID +}; + +// Type for unit IDs +typedef unsigned short unit_id_t; +static const unit_id_t unit_id_invalid = std::numeric_limits::max(); + +// Typedef for unit visual representations +typedef char unitvis_c; +static const unitvis_c unitvis_invalid = std::numeric_limits::max(); + +// Coordinate types +typedef short coord_t; +static const coord_t coord_invalid = std::numeric_limits::max(); + +typedef unsigned short ucoord_t; +static const ucoord_t ucoord_invalid = std::numeric_limits::max(); + +// Direction representation +enum class dir_c : char +{ + N = 'N', + S = 'S', + E = 'E', + W = 'W' +}; + +// Helper function for count of an array +template +constexpr size_t _countof(T (&)[N]) { return N; } + +#endif //_GAME_TYPES_H_ \ No newline at end of file diff --git a/source/ttrts/main.cpp b/source/ttrts/main.cpp deleted file mode 100644 index 16815f1..0000000 --- a/source/ttrts/main.cpp +++ /dev/null @@ -1,234 +0,0 @@ -#include -#include -#include -#include -#include -#include -#include - -#include "game.h" -#include "version.h" - -static const char* sk_usage = -#include "usage.h" -; - -// time for waiting between file stats -static const std::chrono::milliseconds sk_waitTime = std::chrono::milliseconds(100); - -// Check if a file exists -inline bool FileExists( const std::string& name ) -{ - struct stat buffer; - return (stat (name.c_str(), &buffer) == 0); -} - -// Wait for a file to exist -inline void WaitForFile( const std::string& name, const std::chrono::milliseconds& time ) -{ - while( !FileExists(name) ) std::this_thread::sleep_for(time); -} - -bool OutputGameStateFile(CTTRTSGame &game, std::string &gameDir) -{ - char turnFileName[128]; - snprintf(turnFileName,128,"%s/Turn_%i.txt",gameDir.c_str(),game.GetTurn()); - std::ofstream turnFile(turnFileName, std::ios_base::trunc); // truncate to overwrite if a file exists - - if ( turnFile.bad() ) - { - return false; - } - - // Output the turn description - std::string turnDescriptor = game.GetStateAsString(); - - // Append the version number - turnDescriptor = std::string("==== ttrts v") - + sk_ttrts_version_string - + std::string(" ====\n") - + turnDescriptor; - - turnFile<(file)),std::istreambuf_iterator()); - - if( gameDescriptor.size() == 0 ) - { - std::cerr<<"Error: failed to read in any information from "<>input; - if( !input.size() || std::tolower(input[0]) != 'y' ) - { - std::cerr<<"Aborting..."< 0 ) // We have no units left - { - std::cout<<"Starting turn "<(turnFile)),std::istreambuf_iterator()); - - // Issue the orders to the game - if( game.IssueOrders(team, orders) ) - std::cerr<<"Warning: Orders for team "<<(int)team<<" failed to correctly parse"< COrderVector; - -// string <--> order conversion functions -std::string GetStringFromOrder(const COrder& order ); -COrder GetOrderFromString( const std::string& order ); +typedef std::vector COrderVector; #endif //_ORDERS_H_ diff --git a/source/ttrts/orderunitpair.h b/source/ttrts/orderunitpair.h new file mode 100644 index 0000000..278608c --- /dev/null +++ b/source/ttrts/orderunitpair.h @@ -0,0 +1,39 @@ +#ifndef _TTRTS_ORDERUNITPAIR_H_ +#define _TTRTS_ORDERUNITPAIR_H_ + +#include "order.h" +#include "unit.h" + +#include + +// Type for order and unit pairs +struct SOrderUnitPair +{ + // Straight up move constructor + SOrderUnitPair( SOrderUnitPair && other ) + : unit ( std::move(other.unit) ) + , order ( other.order ) + {} + + // Multi parameter constructor + SOrderUnitPair( CUnit&& u, SOrder o ) + : unit ( std::move(u) ) + , order ( o ) + {} + + // Move assignment operator + inline SOrderUnitPair & operator=( SOrderUnitPair && rhs ) + { + this->unit = std::move(rhs.unit); + this->order = std::move(rhs.order); + return *this; + } + + CUnit unit; // The unit + SOrder order; // Order for this unit from this turn +}; + +// Typedef for a vector of these unit pairs +typedef std::vector OrderUnitPairVector; + +#endif // _TTRTS_ORDERUNITPAIR_H_ \ No newline at end of file diff --git a/source/ttrts/unit.cpp b/source/ttrts/unit.cpp new file mode 100644 index 0000000..b6708c5 --- /dev/null +++ b/source/ttrts/unit.cpp @@ -0,0 +1,217 @@ +#include +#include "unit.h" + +#include // for std::map + +namespace +{ + // Helper function for generating unique unit ids during static init + unit_id_t get_unique_unit_id(unit_id_t* set = nullptr) + { + static unit_id_t p = 0; + + // If we have a set value, then set our int + if( set ) + p = *set; + + return p++; + } + + // Map of visual representation of unit V + typedef std::map dir_to_vis_map; + + // Helper function to get the vis map during static init + const dir_to_vis_map& get_vis_map_V() + { + static const dir_to_vis_map sk_visMap = + { + {dir_c::N,'^'}, + {dir_c::E,'>'}, + {dir_c::S,'v'}, + {dir_c::W,'<'}, + }; + + return sk_visMap; + } +} + +// force a reset of the unit ID value +void __forceResetCUnitID() +{ + unit_id_t i = 0; + get_unique_unit_id(&i); +} + +// Get a unit from a visual +CUnit CUnit::GetUnitFromVis( unitvis_c vis ) +{ + CUnit unit; + unit.SetFromVisual(vis); + return unit; +} + +// Plain constructor +CUnit::CUnit() +: unit_id ( get_unique_unit_id() ) +, player_id ( player_t::NUM_INVALID ) +, unit_vis (unitvis_invalid) +, dir ( dir_c::S ) +, pos ( { ucoord_invalid, ucoord_invalid } ) +{ + UpdateMyVisual(); +} + +// Move constructor +CUnit::CUnit(CUnit&& unit) +: unit_id ( std::move(unit.unit_id) ) +, player_id ( std::move(unit.player_id) ) +, unit_vis ( std::move(unit.unit_vis) ) +, dir ( std::move(unit.dir) ) +, pos ( std::move(unit.pos) ) +{ + UpdateMyVisual(); +} + + +// Move asignment operator +CUnit& CUnit::operator=(CUnit&& unit) +{ + unit_id = std::move(unit.unit_id) ; + player_id = std::move(unit.player_id) ; + unit_vis = std::move(unit.unit_vis) ; + dir = std::move(unit.dir) ; + pos = std::move(unit.pos) ; + return *this; +} + +// Equals operator +bool CUnit::operator==(const CUnit& rhs) +{ + return (unit_id == rhs.unit_id) + && (player_id == rhs.player_id) + && (unit_vis == rhs.unit_vis) + && (dir == rhs.dir) + && (pos == rhs.pos); +} + +// Update the visual representation of the unit +unitvis_c CUnit::UpdateMyVisual() +{ + // Start at invalid + SetVisual(unitvis_invalid); + + dir_to_vis_map::const_iterator it = get_vis_map_V().find(dir); + + // If found set to new vis + if( it != get_vis_map_V().end() ) + SetVisual(it->second); + + return GetVisual(); +} + +// Set the unit from visual +bool CUnit::SetFromVisual(const unitvis_c &vis) +{ + dir_to_vis_map::const_iterator it; + + for( it = get_vis_map_V().begin(); it != get_vis_map_V().end(); it++ ) + { + if( it->second == vis ) + { + dir = it->first; + UpdateMyVisual(); + return true; + } + } + + // No matching direction to visual + return false; +} + +// Turn unit left +dir_c CUnit::TurnLeft() +{ + switch( dir ) + { + case dir_c::N: + dir = dir_c::W; + break; + + case dir_c::E: + dir = dir_c::N; + break; + + case dir_c::S: + dir = dir_c::E; + break; + + case dir_c::W: + dir = dir_c::S; + break; + } + + UpdateMyVisual(); + + return GetDir(); +} + +// Turn unit right +dir_c CUnit::TurnRight() +{ + switch( dir ) + { + case dir_c::N: + dir = dir_c::E; + break; + + case dir_c::E: + dir = dir_c::S; + break; + + case dir_c::S: + dir = dir_c::W; + break; + + case dir_c::W: + dir = dir_c::N; + break; + } + + UpdateMyVisual(); + + return GetDir(); +} + +// Turn unit around +dir_c CUnit::TurnAround() +{ + switch( dir ) + { + case dir_c::N: + dir = dir_c::S; + break; + + case dir_c::E: + dir = dir_c::W; + break; + + case dir_c::S: + dir = dir_c::N; + break; + + case dir_c::W: + dir = dir_c::E; + break; + } + + UpdateMyVisual(); + + return GetDir(); +} + +// Get the co-ordinate infront of the unit +uvector2 CUnit::GetInFront() const +{ + vector2 delta = vecFromDir(dir); + return pos + delta; +} diff --git a/source/ttrts/unit.h b/source/ttrts/unit.h new file mode 100644 index 0000000..7f6e77e --- /dev/null +++ b/source/ttrts/unit.h @@ -0,0 +1,94 @@ +#ifndef _UNIT_H_ +#define _UNIT_H_ + +#include +#include + +#include "gametypes.h" +#include "vector2.h" + +// force a reset of the unit ID value +void __forceResetCUnitID(); + +// Base unit type +class CUnit +{ +public: + + // Factory function for creating units from a visual + static CUnit GetUnitFromVis( unitvis_c vis ); + + // Constructor + CUnit(); + + // Move constructor and move assignment. CUnit cannot be copied + CUnit(CUnit&& unit); + CUnit& operator=(CUnit&& unit); + + bool operator==(const CUnit& rhs); + bool operator!=(const CUnit& rhs) { return !(*this == rhs); } + + // Getters for all the members + inline const unit_id_t& GetID() const { return unit_id; } + inline const player_t & GetPlayer() const { return player_id; } + inline const unitvis_c & GetVisual() const { return unit_vis; } + inline const dir_c & GetDir() const { return dir; } + inline const uvector2& GetPos() const { return pos; } + + // Set + inline player_t SetPlayer(const player_t &v) { return (player_id = v); } + inline unitvis_c SetVisual(const unitvis_c &v) { return (unit_vis = v); } + inline dir_c SetDir(const dir_c &v) { return (dir = v); } + inline void SetPos(const uvector2 &v) { pos = v; } + + // Get the co-ordinate in front of the unit + uvector2 GetInFront() const; + + // Check unit is valid + inline bool Valid() const; + + // Set a unit based solely on it's visual + bool SetFromVisual(const unitvis_c &vis); + + // Orientation methods + dir_c TurnLeft(); + dir_c TurnRight(); + dir_c TurnAround(); + + // Force set an ID + inline void ForceSetID( unit_id_t id ) { unit_id = id; } + +private: + + // Update my visual must be called when setting direction + unitvis_c UpdateMyVisual(); + + // Unit ID + unit_id_t unit_id; + + // Visual + unitvis_c unit_vis; + + // Player ID + player_t player_id; + + // Direction + dir_c dir; + + // Position + uvector2 pos; +}; + +// Typedef for a vector of units +typedef std::vector< CUnit > CUnitVector; +typedef std::vector< unit_id_t > CUnitIDVector; + +// Simple validation +inline bool CUnit::Valid() const +{ + return (unit_id != unit_id_invalid ) + && (player_id != player_t::NUM_INVALID ) + && (unit_vis != unitvis_invalid); +} + +#endif //_UNIT_H_ diff --git a/source/maths/vector2.h b/source/ttrts/vector2.h similarity index 93% rename from source/maths/vector2.h rename to source/ttrts/vector2.h index ee36d5d..1cd2e34 100644 --- a/source/maths/vector2.h +++ b/source/ttrts/vector2.h @@ -1,7 +1,7 @@ #ifndef _VECTOR2_H_ #define _VECTOR2_H_ -#include "mathtypes.h" +#include "gametypes.h" struct uvector2; @@ -60,20 +60,20 @@ struct uvector2 inline vector2::operator uvector2() const { return { (ucoord_t)x, (ucoord_t)y }; } -inline vector2 vecFromDir( dir_t dir ) +inline vector2 vecFromDir( dir_c dir ) { switch( dir ) { - case dir_t::N: + case dir_c::N: return { 0,1 }; - case dir_t::E: + case dir_c::E: return { 1,0 }; - case dir_t::S: + case dir_c::S: return { 0,-1 }; - case dir_t::W: + case dir_c::W: return { -1,0 }; default: diff --git a/source/ttrts/version.h b/source/ttrts/version.h deleted file mode 100644 index b64c49c..0000000 --- a/source/ttrts/version.h +++ /dev/null @@ -1,9 +0,0 @@ -#ifndef _TTRTS_VERSION_H_ -#define _TTRTS_VERSION_H_ - -static const int sk_ttrts_version_major = TTRTS_VERSION_MAJOR; -static const int sk_ttrts_version_minor = TTRTS_VERSION_MINOR; -static const int sk_ttrts_version_patch = TTRTS_VERSION_PATCH; -static const char* sk_ttrts_version_string = TTRTS_VERSION_STRING; - -#endif //_TTRTS_VERSION_H_ \ No newline at end of file