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author | Nguyễn Gia Phong <mcsinyx@disroot.org> | 2020-07-20 21:40:25 +0700 |
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committer | Nguyễn Gia Phong <mcsinyx@disroot.org> | 2020-07-20 21:46:31 +0700 |
commit | 1b7bf9833d37246397f117f4ce6d95ae7211349b (patch) | |
tree | 3b7d3d805c2d2be05c6cc7a0cfce57f22cd24e75 /docs | |
parent | d3839f160e5020967b2b23bd21ebd7c941012162 (diff) | |
download | brutalmaze-1b7bf9833d37246397f117f4ce6d95ae7211349b.tar.gz |
Use Sphinx to replace wiki
Diffstat (limited to 'docs')
46 files changed, 802 insertions, 671 deletions
diff --git a/docs/LICENSE b/docs/LICENSE deleted file mode 100644 index dbbe355..0000000 --- a/docs/LICENSE +++ /dev/null @@ -1,661 +0,0 @@ - GNU AFFERO GENERAL PUBLIC LICENSE - Version 3, 19 November 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/> - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU Affero General Public License is a free, copyleft license for -software and other kinds of works, specifically designed to ensure -cooperation with the community in the case of network server software. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. 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If not, see <http://www.gnu.org/licenses/>. - -Also add information on how to contact you by electronic and paper mail. - - If your software can interact with users remotely through a computer -network, you should also make sure that it provides a way for users to -get its source. For example, if your program is a web application, its -interface could display a "Source" link that leads users to an archive -of the code. There are many ways you could offer source, and different -solutions will be better for different programs; see section 13 for the -specific requirements. - - You should also get your employer (if you work as a programmer) or school, -if any, to sign a "copyright disclaimer" for the program, if necessary. -For more information on this, and how to apply and follow the GNU AGPL, see -<http://www.gnu.org/licenses/>. diff --git a/docs/Makefile b/docs/Makefile new file mode 100644 index 0000000..d0c3cbf --- /dev/null +++ b/docs/Makefile @@ -0,0 +1,20 @@ +# Minimal makefile for Sphinx documentation +# + +# You can set these variables from the command line, and also +# from the environment for the first two. +SPHINXOPTS ?= +SPHINXBUILD ?= sphinx-build +SOURCEDIR = source +BUILDDIR = build + +# Put it first so that "make" without argument is like "make help". +help: + @$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O) + +.PHONY: help Makefile + +# Catch-all target: route all unknown targets to Sphinx using the new +# "make mode" option. $(O) is meant as a shortcut for $(SPHINXOPTS). +%: Makefile + @$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O) diff --git a/docs/README.md b/docs/README.md deleted file mode 100644 index dadc38f..0000000 --- a/docs/README.md +++ /dev/null @@ -1,7 +0,0 @@ -# Brutal Maze record player - -Either game played by human or client script can be recorded to JSON format. -This can be enabled by setting the output directory to a non-empty string via -command-line option `--record-dir` or `Directory` in configuration file's -`Record` section. Recordings can be played on -[the repo's Github Page](https://McSinyx.github.io/brutalmaze/). diff --git a/docs/make.bat b/docs/make.bat new file mode 100644 index 0000000..6247f7e --- /dev/null +++ b/docs/make.bat @@ -0,0 +1,35 @@ +@ECHO OFF + +pushd %~dp0 + +REM Command file for Sphinx documentation + +if "%SPHINXBUILD%" == "" ( + set SPHINXBUILD=sphinx-build +) +set SOURCEDIR=source +set BUILDDIR=build + +if "%1" == "" goto help + +%SPHINXBUILD% >NUL 2>NUL +if errorlevel 9009 ( + echo. + echo.The 'sphinx-build' command was not found. Make sure you have Sphinx + echo.installed, then set the SPHINXBUILD environment variable to point + echo.to the full path of the 'sphinx-build' executable. Alternatively you + echo.may add the Sphinx directory to PATH. + echo. + echo.If you don't have Sphinx installed, grab it from + echo.http://sphinx-doc.org/ + exit /b 1 +) + +%SPHINXBUILD% -M %1 %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O% +goto end + +:help +%SPHINXBUILD% -M help %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O% + +:end +popd diff --git a/docs/brutalma.js b/docs/source/_static/brutalma.js index 4b694e1..4b694e1 100644 --- a/docs/brutalma.js +++ b/docs/source/_static/brutalma.js diff --git a/docs/style.css b/docs/source/_static/recplayer.css index f32bb6b..f32bb6b 100644 --- a/docs/style.css +++ b/docs/source/_static/recplayer.css diff --git a/docs/index.html b/docs/source/_templates/recplayer.html index b7f164b..59df55a 100644 --- a/docs/index.html +++ b/docs/source/_templates/recplayer.html @@ -2,12 +2,12 @@ <html> <meta charset='utf-8'> <title>Brutal Maze record player</title> -<link rel='stylesheet' type='text/css' href='style.css'> -<script src='brutalma.js'></script> +<link rel='stylesheet' type='text/css' href='_static/recplayer.css'> +<script src='_static/brutalma.js'></script> <body> <div id='input'> - <input id='record' type='text' name='record' value='example.json'> + <input id='record' type='text' name='record' value='record.json'> <input id='button' type='button' value='Play JSON record'> </div> <canvas id='canvas' width='640' height='480'></canvas> diff --git a/docs/source/conf.py b/docs/source/conf.py new file mode 100644 index 0000000..b3b20a4 --- /dev/null +++ b/docs/source/conf.py @@ -0,0 +1,61 @@ +# Configuration file for the Sphinx documentation builder. +# +# This file only contains a selection of the most common options. For a full +# list see the documentation: +# https://www.sphinx-doc.org/en/master/usage/configuration.html + +# -- Path setup -------------------------------------------------------------- + +# If extensions (or modules to document with autodoc) are in another directory, +# add these directories to sys.path here. If the directory is relative to the +# documentation root, use os.path.abspath to make it absolute, like shown here. +# +# import os +# import sys +# sys.path.insert(0, os.path.abspath('.')) + + +# -- Project information ----------------------------------------------------- + +project = 'Brutal Maze' +copyright = '2020, Nguyễn Gia Phong' +author = 'Nguyễn Gia Phong' + +# The full version, including alpha/beta/rc tags +release = '0.9.2' + + +# -- General configuration --------------------------------------------------- + +# Add any Sphinx extension module names here, as strings. They can be +# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom +# ones. +extensions = [] + +# Add any paths that contain templates here, relative to this directory. +templates_path = ['_templates'] + +# List of patterns, relative to source directory, that match files and +# directories to ignore when looking for source files. +# This pattern also affects html_static_path and html_extra_path. +exclude_patterns = [] + + +# -- Options for HTML output ------------------------------------------------- + +# The theme to use for HTML and HTML Help pages. See the documentation for +# a list of builtin themes. +# +html_theme = 'alabaster' +html_theme_options = {'fixed_sidebar': True, 'show_relbars': True} + +html_logo = 'icon.svg' +html_favicon = 'favicon.ico' +html_extra_path = ['record.json'] +html_additional_pages = {'recplayer': 'recplayer.html'} + + +# Add any paths that contain custom static files (such as style sheets) here, +# relative to this directory. They are copied after the builtin static files, +# so a file named "default.css" will overwrite the builtin "default.css". +html_static_path = ['_static'] diff --git a/docs/source/config.rst b/docs/source/config.rst new file mode 100644 index 0000000..d3aed3f --- /dev/null +++ b/docs/source/config.rst @@ -0,0 +1,129 @@ +Configuration +============= + +Configuration Files +------------------- + +At the time of writing, this is the default configuration file: + +.. code-block:: ini + + [Graphics] + Screen width: 640 + Screen height: 480 + # FPS should not be greater than refresh rate. + Maximum FPS: 60 + + [Sound] + Muted: no + # Volume must be between 0.0 and 1.0. + Music volume: 1.0 + # Use space music background, which sounds cold and creepy. + Space theme: no + + [Control] + # Touch-friendly control + Touch: no + # Input values should be either from Mouse1 to Mouse3 or a keyboard key + # and they are case-insensitively read. + # Aliases for special keys are listed here (without the K_ part): + # http://www.pygame.org/docs/ref/key.html + # Key combinations are not supported. + New game: F2 + Toggle pause: p + Toggle mute: m + Move left: a + Move right: d + Move up: w + Move down: s + Long-range attack: Mouse1 + Close-range attack: Mouse3 + + [Record] + # Directory to write record of game states, leave blank to disable. + Directory: + # Number of snapshots per second. This is preferably from 3 to 60. + Frequency: 30 + + [Server] + # Enabling remote control will disable control via keyboard and mouse. + Enable: no + Host: localhost + Port: 42069 + # Timeout on blocking socket operations, in seconds. + Timeout: 1.0 + # Disable graphics and sound (only if socket server is enabled). + Headless: no + +By default, Brutal Maze also then tries to read site (system-wide) +and user configuration. + +Site Config File Location +^^^^^^^^^^^^^^^^^^^^^^^^^ + +* Apple macOS: ``/Library/Application Support/brutalmaze/settings.ini`` +* Other Unix-like: ``$XDG_CONFIG_DIRS/brutalmaze/settings.ini`` or + ``/etc/xdg/brutalmaze/settings.ini`` +* Microsoft Windows: + + * XP: ``C:\Documents and Settings\All Users\Application Data\brutalmaze\settings.ini`` + * Vista: Fail! (``C:\ProgramData`` is a hidden *system* directory, + however if you use Windows Vista, please file an issue telling us + which error you receive) + * 7 and above: ``C:\ProgramData\brutalmaze\settings.ini`` + +User Config File Location +^^^^^^^^^^^^^^^^^^^^^^^^^ + +* Apple macOS: ``~/Library/Application Support/brutalmaze/settings.ini`` +* Other Unix-like: ``$XDG_CONFIG_HOME/brutalmaze/settings.ini`` or + ``~/.config/brutalmaze/settings.ini`` +* Microsoft Windows (roaming is not supported until someone requests): + + * XP: ``C:\Documents and Settings\<username>\Application Data\brutalmaze\settings.ini`` + * Vista and above: ``C:\Users\<username>\AppData\Local\brutalmaze\settings.ini`` + +Command-Line Arguments +---------------------- + +.. code-block:: console + + $ brutalmaze --help + usage: brutalmaze [options] + + optional arguments: + -h, --help show this help message and exit + -v, --version show program's version number and exit + --write-config [PATH] + write default config and exit, if PATH not specified use stdout + -c PATH, --config PATH + location of the configuration file + -s X Y, --size X Y the desired screen size + -f FPS, --max-fps FPS + the desired maximum FPS + --mute, -m mute all sounds + --unmute unmute sound + --music-volume VOL between 0.0 and 1.0 + --space-music use space music background + --default-music use default music background + --touch enable touch-friendly control + --no-touch disable touch-friendly control + --record-dir DIR directory to write game records + --record-rate SPF snapshots of game state per second + --server enable server + --no-server disable server + --host HOST host to bind server to + --port PORT port for server to listen on + -t TIMEOUT, --timeout TIMEOUT + socket operations timeout in seconds + --head run server with graphics and sound + --headless run server without graphics or sound + +First, Brutal Mazes read the default settings, then it try to read site and +user config whose locations are shown above. These files are listed as fallback +of the ``--config`` option and their contents are fallback for other options +(if they are absent default values are used instead). We don't support control +configuration via CLI because that is unarguably ugly. + +If ``--config`` option is set, Brutal Maze parse it before other command-line +options. Later-read preferences will override previous ones. diff --git a/docs/source/credits.rst b/docs/source/credits.rst new file mode 100644 index 0000000..f4ec6a7 --- /dev/null +++ b/docs/source/credits.rst @@ -0,0 +1,112 @@ +Credits +======= + +This listing is our best-faith, hard-work effort at accurate attribution, +sources, and licenses for everything in Brutal Maze. If you discover +an asset/contribution that is incorrectly attributed or licensed, +please contact us immediately. We are happy to do everything we can +to fix or remove the issue. + +License +------- + +Brutal Maze's source code and its icon are released under GNU Affero General +Public License version 3 or later. This means if you run a modified program on +a server and let other users communicate with it there, your server must also +allow them to download the source code corresponding to the modified version +running there. + +.. image:: https://www.gnu.org/graphics/agplv3-155x51.png + :target: https://www.gnu.org/licenses/agpl.html + +Other creative works retain their original licenses as listed below. + +Tango Color Palette +------------------- + +Brutal Maze uses the Tango color palette by `the Tango desktop project`_ +to draw all of its graphics. The palette is released to the Public Domain. + +Sound Effects +------------- + +Sound Effects Artist |---| Tobiasz 'unfa_' Karoń + +* License: `CC BY 3.0`_ +* brutalmaze/soundfx/heart.ogg (original__) + +__ https://freesound.org/s/217456 + +Sound Effects Artist |---| HappyParakeet_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/lose.ogg (original__) + +__ https://freesound.org/s/398068 + +Sound Effects Artist |---| jameswrowles_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/missed.ogg (original__) + +__ https://freesound.org/s/380641 + +Sound Effects Artist |---| MrPork_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/noise.ogg (original__) + +__ https://freesound.org/s/257449 + +Sound Effects Artist |---| suspensiondigital_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/shot-enemy.ogg (original__) + +__ https://freesound.org/s/389704 + +Sound Effects Artist |---| gusgus26_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/shot-hero.ogg (original__) + +__ https://freesound.org/s/121188 + +Sound Effects Artist |---| braqoon_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/slash-enemy.ogg (original__) + +__ https://freesound.org/s/161098 + +Sound Effects Artist |---| Qat_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/slash-hero.ogg (original__) + +__ https://freesound.org/s/108333 + +Sound Effects Artist |---| pepingrillin_ + +* License: `CC0 1.0`_ +* brutalmaze/soundfx/spawn.ogg (original__) + +__ https://freesound.org/s/252083 + +.. _CC BY 3.0: https://creativecommons.org/licenses/by/3.0/legalcode +.. _CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/legalcode +.. _CC BY-SA 3.0: https://creativecommons.org/licenses/by-sa/3.0/legalcode + +.. _the Tango desktop project: http://tango-project.org/ +.. _unfa: https://freesound.org/people/unfa/ +.. _HappyParakeet: https://freesound.org/people/HappyParakeet/ +.. _jameswrowles: https://freesound.org/people/jameswrowles/ +.. _MrPork: https://freesound.org/people/MrPork/ +.. _suspensiondigital: https://freesound.org/people/suspensiondigital/ +.. _gusgus26: https://freesound.org/people/gusgus26/ +.. _braqoon: https://freesound.org/people/braqoon/ +.. _Qat: https://freesound.org/people/Qat/ +.. _pepingrillin: https://freesound.org/people/pepingrillin/ + +.. |---| unicode:: U+2014 + :trim: diff --git a/docs/favicon.ico b/docs/source/favicon.ico index 3c76548..3c76548 100644 --- a/docs/favicon.ico +++ b/docs/source/favicon.ico Binary files differdiff --git a/docs/source/gameplay.rst b/docs/source/gameplay.rst new file mode 100644 index 0000000..eed3a05 --- /dev/null +++ b/docs/source/gameplay.rst @@ -0,0 +1,114 @@ +Gameplay +======== + +Brutal Maze is a fast-paced hack and slash game which aims to bring players +a frustrating, horror-like experience. It tries to mimic real-life logic in +a way that truly represents our loneliness, mortality and helplessness +in the universe. + +The game features a solitary hero in a trigon shape who got lost in world of +squares. Unlucky for per, the squares have no intention to let their visitor +leave in peace. Together, they form a greater being called The Maze. +Naturally, The Maze is dynamically and infinitely generated. As our poor hero +tries to find a way out, it releases its minions (we will call them *enemies* +from here) to stop per. Since The Maze *sees it all* and *knows it all*, +it keeps creating more and more enemies for the hero to fight. It also +keeps track of which type of squares can do most damages to our trigon, +in order to send out the most effective belligerents. + +Your mission is to help the hero go the furthest distance possible, +while fighting those aggressive enemies. Extra information below will +give you a better understanding of what you fight and how you fight them. + +Hero +---- + +The hero is a regular trigon_ in Aluminium color (from `the Tango palette`_). +Perse has the ability to attack and move (both horizontally and vertically) +simultaneously. However, close- and long-range attacks can't be stricken +at the same time. When swinging per blade, our hero may also avoid getting +damages caused by per enemies' bullets. + +Like heroes in other hack and slash games, the trigon can heal too, but irony, +per HP recovery rate decreases as perse gets wounded. Been warned you have, +bravery will only give you regrets. + +Enemies +------- + +Enemies are put into hibernation and blend into The Maze at the time of their +creation. When the hero comes across, they become awake and show their +(physical) colors. Enemy of each color has an unique power as described below: + +Butter + May strike critical hits. + +Orange (also known as *Agent Orange*) + May prevent the hero from healing or blocking bullets. + Poisoned hero will be drawn as a square. + +Chocolate (a.k.a. *MDMA in Disguise*): + May make the hero high and shoot uncontrollably. + Still, Chocolate is good for your health (and so is MDMA). + +Chameleon + Invisible, only shows itself when attacking or being attacked. + +Sky Blue (a.k.a. *Lightning Sky*) + May immobilize the hero. If this happen our hero can only see the enemies, + including Chameleons, on a blank background. What a blessing in disguise! + +Plum (a.k.a. *Plum Wine*) + May replicate. Very quickly. + +Scarlet Red (a.k.a. *Vampire's Eye*) + Moves faster and drains hero's HP. + +The possibility that an enemy attack with its special power increases when it's +able to prove its effectiveness to The Maze. In other words, the more a kind +of enemy hit the hero, the more chance they *may* use their unique abilities. +Lucky for you, squares are unitasking so they have to stop moving to perform +attacks. This slows them down a bit, however the ones which fall off the +display will respawn elsewhere in The Maze. + +Attacks +------- + +In this game, attack's damage is contingent on the distance between the +attacker and its target. The closer they are, the more damage is caused. +There is at least an one-third-second delay between two attacks stricken +by any character. + +Long-range Attacks +^^^^^^^^^^^^^^^^^^ + +While projectiles are often called *bullets* in the code and the documentation, +they are more similar to stones propelled by slingshots, as they don't fly very +far (about 6 times the width of an enemy). Those fired by enemies can fly +though walls but the ones shot by the hero turn the grid into a new enemy. +A bullet is counted as hitting the target when the distance between the center +of the two object is less than the circumradius of a cell. + +Close-range Attacks +^^^^^^^^^^^^^^^^^^^ + +It is needless to explain any further on how this kind of attack works, so we +only provide the size of the characters for you to calculate when the strike +can wound the target. To do so, the attacker must *touch* its opponents, or +simplistically, the distance between the central points of the two characters +must not be any greater than the sum of their circumradiuses. Do the +calculations yourself, a square's side is a fifth of the walls', and covers the +same area as a trigon. + +Specially, hero's closed-range attacks also block opponents' bullets. +If this happens, the hero won't be able to attack in the next turn. + +Manual slashing +^^^^^^^^^^^^^^^ + +As the hero always follow the mouse, perse perform close-range attack +while doing so. Unlike the automatic ones, there isn't any delay between +two manual slashings. + +.. _trigon: https://www.pygame.org/docs/ref/gfxdraw.html#pygame.gfxdraw.aatrigon +.. _the Tango palette: https://en.wikipedia.org/wiki/Tango_Desktop_Project#Palette diff --git a/docs/source/icon.svg b/docs/source/icon.svg new file mode 100644 index 0000000..f70e1c5 --- /dev/null +++ b/docs/source/icon.svg @@ -0,0 +1,24 @@ +<?xml version="1.0" standalone="no"?> +<!-- + This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 + International License. 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--git a/docs/source/images/screenshot.png b/docs/source/images/screenshot.png new file mode 120000 index 0000000..ad2460b --- /dev/null +++ b/docs/source/images/screenshot.png @@ -0,0 +1 @@ +../../../screenshot.png \ No newline at end of file diff --git a/docs/source/images/unit-circle.png b/docs/source/images/unit-circle.png new file mode 100644 index 0000000..ba299b0 --- /dev/null +++ b/docs/source/images/unit-circle.png Binary files differdiff --git a/docs/source/index.rst b/docs/source/index.rst new file mode 100644 index 0000000..d79f8d3 --- /dev/null +++ b/docs/source/index.rst @@ -0,0 +1,21 @@ +Overview +======== + +Table of Contents +----------------- + +.. toctree:: + :maxdepth: 2 + + install + config + gameplay + remote + credits + +Indices and tables +------------------ + +* :ref:`genindex` +* :ref:`modindex` +* :ref:`search` diff --git a/docs/source/install.rst b/docs/source/install.rst new file mode 100644 index 0000000..939bdaf --- /dev/null +++ b/docs/source/install.rst @@ -0,0 +1,38 @@ +Installation +============ + +Brutal Maze should run on Python version 3.6 and above. +If you're using an Unix-like operating system, you're likely +to have Python installed on your computer. Otherwise, you can +download it from python.org_. + +The game also uses multiple third-party libraries, which is recommended to +be installed using ``pip``. There is a detailed documentation about getting +this package manager on pypa.io_. + +Install from PyPI +----------------- + +For convenience reasons, every release of Brutal Maze is uploaded to the Python +Package Index. To either install or upgrade, open your terminal (on Windows: +Command Prompt or PowerShell) and run:: + + pip install --user --upgrade brutalmaze + +This requires the `the user scheme`_ scripts directory to be +in your environmental variable ``$PATH``. + +Install from Source +------------------- + +If you want to tweak the game or contribute, clone the git repository:: + + git clone https://git.disroot.org/McSinyx/brutalmaze.git + +Then install it using ``pip``, like so:: + + pip install --user brutalmaze/ + +.. _python.org: https://www.python.org/downloads/ +.. _pypa.io: https://pip.pypa.io/en/latest/installing/ +.. _the user scheme: https://docs.python.org/3/install/index.html#alternate-installation-the-user-scheme diff --git a/docs/example.json b/docs/source/record.json index 5b6a11a..5b6a11a 100644 --- a/docs/example.json +++ b/docs/source/record.json diff --git a/docs/source/remote.rst b/docs/source/remote.rst new file mode 100644 index 0000000..7a92d55 --- /dev/null +++ b/docs/source/remote.rst @@ -0,0 +1,244 @@ +Remote Control +============== + +Brutal Maze provides a INET (i.e. IPv4), STREAM (i.e. TCP) socket server which +can be enabled in the config file or by adding the ``--server`` CLI flag. +After binding to the given host and port, it will wait for a client to connect. +Then, in each cycle of the loop, the server will send current details of +each object (hero, walls, enemies and bullets), wait for the client to process +the data and return instruction for the hero to follow. Since there is no EOT +(End of Transfer) on a socket, messages sent and received between server +and client must must be strictly formatted as explained below. + +Server Output +------------- + +First, the game will export its data to a byte sequence (which in this case, +is simply a ASCII string without null-termination) of the length *l*. +Before sending the data to the client, the server would send the number *l* +padded to 7 digits. + +Below is the meta structure of the data:: + + <Map height (nh)> <Number of enemies (ne)> <Number of bullets (nb)> <Score> + <nh lines describing visible part of the maze> + <One line describing the hero> + <ne lines describing ne enemies> + <nb lines describing nb bullets> + +The Maze +^^^^^^^^ + +Visible parts of the maze with the width *nw* and the height *nh* are exported +as a byte map of *nh* lines and *nw* columns. Any character other than 0 +represents a blocking *cell*, i.e. a wall. + +To avoid floating point number in later description of other objects, each +cell has the width (and height) of 100, which means the top left corner of +the top left cell has the coordinates of (0, 0) and the bottom right vertex of +the bottom right cell has the coordinates of (100 *nw*, 100 *nh*). + +The Hero +^^^^^^^^ + +6 properties of the hero are exported in one line, +separated by 1 space, in the following order: + +:Hero's color: + The current HP of the hero, as shown in in the later section. +:X-coordinate: + An integer in the range of [0, 100 *nw*]. +:Y-coordinate: + An integer in the range of [0, 100 *nh*]. + Note that the y-axis points up-side-down instead of pointing upward. +:Angle: + The direction the hero is pointing to in degrees, + cast to an integer from 0 to 360. Same note as above + (the unit circle figure might help you understand this easier). +:Flag showing if the hero can strike an attack: + 0 for *no* and 1 for *yes*. +:Flag showing if the hero can heal: + 0 for *no* and 1 for *yes*. + +.. image:: images/unit-circle.png + +The Enemies +^^^^^^^^^^^ + +Each enemy exports these properties: + +:Color: + The type and the current HP of the enemy, as shown in the table below. +:X-coordinate: + An integer in the range of [0, 100 *nw*]. +:Y-coordinate: + An integer in the range of [0, 100 *nh*]. +:Angle: + The direction the enemy is pointing to in degrees, + cast to a nonnegative integer. + +To shorten the data, each color (in the Tango palette) is encoded to a +lowercase letter or number 0. Different shades of a same color indicating +different HP of the characters. + +=========== ======== ======== ======== ======== ======== ======== +HP 5 4 3 2 1 0 +=========== ======== ======== ======== ======== ======== ======== +Butter |fce94f| |edd400| |c4a000| |2e3436| +Orange |fcaf3e| |f57900| |ce5c00| |2e3436| +Chocolate |e9b96e| |c17d11| |8f5902| |2e3436| +Chameleon |8ae234| |73d216| |4e9a06| |2e3436| +Sky Blue |729fcf| |3465a4| |204a87| |2e3436| +Plum |ad7f8a| |75507b| |5c3566| |2e3436| +Scarlet Red |ef2929| |cc0000| |a40000| |2e3436| +Aluminium |eeeeec| |d3d7cf| |babdb6| |888a85| |555753| |2e3436| +=========== ======== ======== ======== ======== ======== ======== + +Flying bullets +^^^^^^^^^^^^^^ + +Bullets also export 4 properties like enemies: + +:Color: + The type and potential damage of the bullet (from 0.0 to 1.0), + encoded similarly to characters', except that aluminium bullets + only have 4 colors ``v``, ``w``, ``x`` and ``0``. +:X-coordinate: + An integer in the range of [0, 100 *nw*]. +:Y-coordinate: + An integer in the range of [0, 100 *nh*]. +:Angle: + The bullet's flying direction in degrees, + cast to a nonnegative integer. + +Example +^^^^^^^ + +.. image:: images/screenshot.png + +Above snapshot of the game is exported as: + +.. code-block:: text + + 19 5 3 180 + 00000000000000000vvvv0000 + v0000000000000000vvvv0000 + v0000000000000000vvvv0000 + v0000000000000000vvvv0000 + vvvvvvvvvvvvvvvvvvvvv0000 + vvvvvvvvvvvvvvvvvvvvv000v + vvvvvvvvvvvvvvvvvvvvv000v + vvvvvvvvvvvvvvvvvvvv00000 + 0000000000000000000000000 + 0000000000000000000000000 + 0000000000000000000000000 + v000000000000000000000000 + v000000000000000000000000 + v000000000000000000000000 + v000vvvvvvv000vvv0vvv0000 + v000vvvvvvv000vvvvvvv0000 + v000vvvvvvv000vvvvvvv0000 + v000vvvvvvv000vvvvvvv0000 + v000000vvvv000000vvvv0000 + v 1267 975 47 0 1 + p 1817 1050 45 + g 1550 1217 45 + a 2250 1194 45 + p 2050 1017 45 + e 1850 950 358 + x 2126 1189 361 + e 1541 1020 167 + v 1356 1075 49 + +Client Output Format +-------------------- + +Every loop, the server receives no more than 7 bytes in the format of +``<Movement> <Angle> <Attack>``. Again, these values need to be +specially encoded. + +Movement +^^^^^^^^ + +This is the most awkward one. As we can all imagine, there are nine different +directions for the hero to move. Were they represented as two-dimensional +vectors, at least three characters would be needed to describe such +a simple thing, e.g. ``1 0`` for m = (1, 0), and in the worst-case scenario +m = (-1, -1), we would need five: ``-1 -1``. 40 bits used to carry a four-bit +piece of data, freaking insane, right? So instead, we decided to *slightly* +encode it like this: + +========= ==== === ===== +Direction Left Nil Right +========= ==== === ===== +**Up** 0 1 2 +**Nil** 3 4 5 +**Down** 6 7 8 +========= ==== === ===== + +Angle +^^^^^ + +Direction to point to hero to, might be useful to aim or to perform +a close-range attack manually. This value should also be converted +to degrees and casted to a nonnegative integer. + +Attack +^^^^^^ + +Attack can be either of the three values: + +0. Do nothing +1. Long-range attack +2. Close-range attack + +Simple, huh? Though be aware that this won't have any effect if the hero +can yet strike an attack (as described in above section about `The Hero`_). + +Pseudo-Client +------------- + +#. Create INET, STREAMing socket *s* +#. Connect *s* to the address ``host:port`` which the server is bound to +#. Receive length *l* of data +#. If *l* > 0, close *s* and quit +#. Receive the data +#. Process the data +#. Send instruction for the hero to the server and go back to step 3 + +Your AI should try to not only reach the highest score possible, but also in +the smallest amount of time. For convenience purpose, the server will +log these values to stdout. + +There are samples of client implementations in different languages in +the client-examples_ directory (more are coming). + +.. _client-examples: + https://git.disroot.org/McSinyx/brutalmaze/src/branch/master/client-examples +.. |204a87| image:: images/204a87.png +.. |2e3436| image:: images/2e3436.png +.. |3465a4| image:: images/3465a4.png +.. |4e9a06| image:: images/4e9a06.png +.. |555753| image:: images/555753.png +.. |5c3566| image:: images/5c3566.png +.. |729fcf| image:: images/729fcf.png +.. |73d216| image:: images/73d216.png +.. |75507b| image:: images/75507b.png +.. |888a85| image:: images/888a85.png +.. |8ae234| image:: images/8ae234.png +.. |8f5902| image:: images/8f5902.png +.. |a40000| image:: images/a40000.png +.. |ad7f8a| image:: images/ad7f8a.png +.. |babdb6| image:: images/babdb6.png +.. |c17d11| image:: images/c17d11.png +.. |c4a000| image:: images/c4a000.png +.. |cc0000| image:: images/cc0000.png +.. |ce5c00| image:: images/ce5c00.png +.. |d3d7cf| image:: images/d3d7cf.png +.. |e9b96e| image:: images/e9b96e.png +.. |edd400| image:: images/edd400.png +.. |eeeeec| image:: images/eeeeec.png +.. |ef2929| image:: images/ef2929.png +.. |f57900| image:: images/f57900.png +.. |fcaf3e| image:: images/fcaf3e.png +.. |fce94f| image:: images/fce94f.png |