121 lines
4 KiB
Markdown
121 lines
4 KiB
Markdown
# NAME
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ttrts - Tiny Terminal RTS
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# SYNOPSIS
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ttrts [--server] [--client] [--host=HOSTNAME] [--map=MAPFILE]
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# DESCRIPTION
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ttrts is a tiny terminal based RTS that uses text files as order lists to control the units
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This means that any user, program or cat that can read and write to text files can play the game
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# RETURN VALUE
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ttrts will return -1 on error, or the winning player on completion
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# OPTIONS
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--server - Run in server mode, must provide a map file
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--client - Run in client mode, must provide a hostname for a running server
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--map=MAPFILE - File to read in the initial game state. Local or in ${TTRTS_MAPS}
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--host=HOSTNAME - Name of host to connect to in client mode
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# USAGE
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When invoked, ttrts will set up the game in a directory within ${TTRTS_GAMES} by the name of the map
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The files in this directory can be read and interpreted by human, robot or cat
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ttrts will then await order files from each participant
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Once all order files have been received ttrts will calculate the turn and output a new gamestate file
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In server and client mode, the client will output and read in these files while the server simulates the game
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This process repeats until the game is over
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# ENVIRONMENT
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${TTRTS_MAPS} - Map file lookup location, defaults to `/usr/share/ttrts/maps/`
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${TTRTS_GAMES} - Game directory for I/O, defaults to `/tmp/`
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-----------------------------------------------------------
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# FILES
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`/usr/share/ttrts/maps/` holds a sample set of maps
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## Gamestate File
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Turn_{TURNNUMBER}.txt
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### Contents
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===== ttrts v{MAJOR}.{MINOR}.{PATCH} =====
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NAME:{GAMENAME}
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SIZE:[{X},{Y}]
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TURN:{TURNNUMBER}
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WALL:[{X},{Y}][{X},{Y}][{X},{Y}]...{repeat for all walls}
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~~~~
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UNIT:{ID} pl:{PLAYER} vs:{VIS} dr:{DIR(NESW)} ps:[{X},{Y}]
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... {continue for all units}
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END
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## Order File
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Player_{PLAYER_ID}_Turn_{TURN_NUMBER}.txt
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### Contents
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ORDER:{ORDER_CHAR} id:{UNIT_ID}
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... {continue for all orders}
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END
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-----------------------------------------------------------
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# SERVER/CLIENT
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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.
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## Protocol
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The server is accesible on port 11715
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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.
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Once handshake is performed, the server will write to the socket in the form of the Gamestate file as above.
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The server will then wait for a new-line delimited and END terminated list of orders
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This will be repeated until the game is over
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-----------------------------------------------------------
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# GAMEPLAY
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The game takes place in a series of simultaneous turns on an arbitrarily sized 2D board
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Each turn, the client outputs a gamestate file and waits for an order file from each player
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All commands are evaluated simultaneously with friendly fire enabled by default
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The game is over when any of three conditions are met -
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* All remaining units are controlled by a single player
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* No units are left (draw)
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* All units left are unable to move (draw)
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# UNITS
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Each unit occupies a single tile on the board, facing in a compass direction (NESW)
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Units will only accept orders from their owner
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Units can receive only a single order each turn
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Units cannot occupy the same tile as other units/walls
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# ORDERS
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### F - Move unit [F]orward one space, leaving a wall
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This wall will remain until the end of the game, blocking movement to that tile
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Movement orders have no effect if impossible, eg.
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* Attempting to move outside of map
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* Attempting to move on to tile occupied by unit/wall
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### L/R - Rotate unit [L]eft or [R]ight
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Unit will rotate clockwise or counter-clockwise, this order cannot fail
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### A - [A]ttack in straight line in front of unit
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Attack will continue forward until unit can't progress, all units within the path of the attack are destroyed.
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