# NAME ttrts - Tiny Terminal RTS # 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 This means that any user, program or cat that can read and write to text files can play the game # RETURN VALUE ttrts will return -1 on error, or the winning player on completion # OPTIONS --server - Run in server mode, must provide a map file --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.