GUI application

For the development purpose game is fully controllable from GUI application. You can start the application from the root directory

python OrodaelTurrim

This command should open game main window and the game should be initialized.

_images/main_ui.PNG

Main windows is divided to two parts, Map widget with the game map and Tab widget with all control and information panels. You can change the sizes of each parts with central slider. Or you can also hide one of the widgets by slide the widget to one side.

Map widget

Map widget displaying current state of the game. You can select each tile on the map and on the Map info tab you can get information about that tile.

On the bottom of the map, there are 4 map control buttons

  • zoom_in - Zoom in the map
  • zoom_out - Zoom out the map
  • zoom_reset - Fit the map to the map widget size
  • eye_cross - Clear all borders and selections on the map

On the map there are three types of the borders

  • select_red - Currently selected position
  • select_blue - Attack, sight or move attack of selected unit
  • select_orange - Possible tiles of enemy spawn (always on the edge)

Note

After spawn first unit you can also see that some tiles are grey and some not. Grey tiles represent positions that none of your units can see.

Map info tab

On the Map info widget you can get information about selected tile and unit on that tile. This tab is empty until some position is selected on the map.

Position info

First part showing position in three types of representation. You can read about positions types at Positions types

  • position_offset - Offset position [ q r ]
  • position_cubic - Cubic position [ x y z ]
  • position_axial - Axial position [ q r ]

Terrain info

Next part showing information about terrain on the selected position. You can see there some basic attributes of the tile. You can read more about terrain types at Map terrains

info_tile

Game object info

Last part of the widget displaying information about unit. This part is visible only if some game object is on currently selected position. You can see there information about unit attributes. If you select your own unit you can see also attack filters of this unit. You can read about attack filters at Filters

Game object info also have 3 buttons

  • show_visibility - show visibility of the unit on the map with blue border
  • show_attack_range - show attack range of the unit on the map with blue border
  • show_move_range - show move range of the unit on the map with blue border

info_character

Round control tab

On the Rounds control tab you can control game rounds and history browsing. Tab is divided to 4 parts

Game info
First part displaying information about current game round (starting from 0) and current player.
Player control

On the second parts there are two control buttons

  • Run inference - Execute one round of user inference (Create knowledge base, parse rules and run inference)
  • End of round - End your turn and execute attackers AI. After finished you will ba on the start of the next round.
Auto combat

The next section is for simulating game rounds. You can specify simulation options

  • Number of rounds - How many rounds you want to simulate (you can’t stop simulation until finished)
  • Display process - If you check this option, result of each round will be displayed on the map ( little bit slower )
  • Delay - Here you can specify time delay between rounds. This is useful when you are displaying process on the map.
Browsing history

Last section is for browsing game history. With buttons Previous turn and Next turn you can browse game history. Current round will be displayed in the first part. When you are in the browsing mode, you cannot do any actions.

Buttons always move to the start of the round of each player. So you can see what user can do in that round. In the log you can read what that user done. In browsing mode you can also see enemy point of view. This is allowed because of debugging. This game is not designed for competitive playing with UI, so find every information you want.

Game control tab

With the Game control tab you can place units manually. So you can play the game with your mouse, but it is really slow and noob method. So you should use Game control tab only for testing and debug purpose.

On the top you can see amount of resources you have. Under it there are your unit cards.

Unit card

On the unit card you can see name of the unit with price in the brackets. Also there are basic unit attributes. If you want to know more about unit, you must look to the documentation.

With the Filters button you can setup attack filters for the unit. Place unit button is disabled until you have selected available position on the map.

Filter window

When you click on the Filters button, new window will open. Here you can specify which filters you want to use and the order of the filters. You can read about filter system here Filters. There are 4 control buttons for filters

  • filter_add - Add filter to active filters
  • filter_remove - Remove filter from active filters
  • filter_up - Move current selected filter up (or you can use drag & drop)
  • filter_down - Move current selected filter down (or you can use drag & drop)

Settings of active attack filters are persistent in one game session. So when you set up filters for one unit, this unit will always born with those active filters until you change configuration. Filters are unique for each unit.

Spawn info tab

In the Spawn info tab you can obtain information about enemy planning spawn. You can read about your scouting at Attacker spawn information. For each known round there is part with list of unit and they anticipated positions. Your scouts are not so good so there is information about position range and probability of positions. With the show_visibility you can display positions on the map (orange borders).

Action log tab

TODO