Browse Source

Use Sphinx to replace wiki

Nguyễn Gia Phong 6 months ago
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[submodule "wiki"]
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# Minimal makefile for Sphinx documentation
# You can set these variables from the command line, and also
# from the environment for the first two.
SPHINXBUILD ?= sphinx-build
SOURCEDIR = source
BUILDDIR = build
# Put it first so that "make" without argument is like "make help".
.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

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# 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](

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pushd %~dp0
REM Command file for Sphinx documentation
if "%SPHINXBUILD%" == "" (
set SPHINXBUILD=sphinx-build
set SOURCEDIR=source
set BUILDDIR=build
if "%1" == "" goto help
if errorlevel 9009 (
echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
echo.installed, then set the SPHINXBUILD environment variable to point the full path of the 'sphinx-build' executable. Alternatively you
echo.may add the Sphinx directory to PATH.
echo.If you don't have Sphinx installed, grab it from
exit /b 1
goto end

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@ -2,12 +2,12 @@
<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>
<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'>
<canvas id='canvas' width='640' height='480'></canvas>

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@ -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:
# -- 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']

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Configuration Files
At the time of writing, this is the default configuration file:
.. code-block:: ini
Screen width: 640
Screen height: 480
# FPS should not be greater than refresh rate.
Maximum FPS: 60
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
# 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):
# 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
# Directory to write record of game states, leave blank to disable.
# Number of snapshots per second. This is preferably from 3 to 60.
Frequency: 30
# 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: ``$XDG_CONFIG_DIRS/brutalmaze/settings.ini`` or
* Microsoft Windows:
* XP: ``C:\Documents and Settings\All Users\Application Data\brutalmaze\settings.ini``
* Vista: Fail! (``C:\ProgramData`` is a hidden *system* directory,
however if you use Windows Vista, please file an issue telling us
which error you receive)
* 7 and above: ``C:\ProgramData\brutalmaze\settings.ini``
User Config File Location
* Apple macOS: ``~/Library/Application Support/brutalmaze/settings.ini``
* Other Unix-like: ``$XDG_CONFIG_HOME/brutalmaze/settings.ini`` or
* 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.

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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.
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::
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__)
Sound Effects Artist |---| HappyParakeet_
* License: `CC0 1.0`_
* brutalmaze/soundfx/lose.ogg (original__)
Sound Effects Artist |---| jameswrowles_
* License: `CC0 1.0`_
* brutalmaze/soundfx/missed.ogg (original__)
Sound Effects Artist |---| MrPork_
* License: `CC0 1.0`_
* brutalmaze/soundfx/noise.ogg (original__)
Sound Effects Artist |---| suspensiondigital_
* License: `CC0 1.0`_
* brutalmaze/soundfx/shot-enemy.ogg (original__)
Sound Effects Artist |---| gusgus26_
* License: `CC0 1.0`_
* brutalmaze/soundfx/shot-hero.ogg (original__)
Sound Effects Artist |---| braqoon_
* License: `CC0 1.0`_
* brutalmaze/soundfx/slash-enemy.ogg (original__)
Sound Effects Artist |---| Qat_
* License: `CC0 1.0`_
* brutalmaze/soundfx/slash-hero.ogg (original__)
Sound Effects Artist |---| pepingrillin_
* License: `CC0 1.0`_
* brutalmaze/soundfx/spawn.ogg (original__)
.. _CC BY 3.0:
.. _CC0 1.0:
.. _CC BY-SA 3.0:
.. _the Tango desktop project:
.. _unfa:
.. _HappyParakeet:
.. _jameswrowles:
.. _MrPork:
.. _suspensiondigital:
.. _gusgus26:
.. _braqoon:
.. _Qat:
.. _pepingrillin:
.. |---| unicode:: U+2014

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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.
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 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:
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).
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.
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:
.. _the Tango palette:

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Table of Contents
.. toctree::
:maxdepth: 2
Indices and tables
* :ref:`genindex`
* :ref:`modindex`
* :ref:`search`

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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
Then install it using ``pip``, like so::
pip install --user brutalmaze/
.. _the user scheme:

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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.
An integer in the range of [0, 100 *nw*].
An integer in the range of [0, 100 *nh*].
Note that the y-axis points up-side-down instead of pointing upward.
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:
The type and the current HP of the enemy, as shown in the table below.
An integer in the range of [0, 100 *nw*].
An integer in the range of [0, 100 *nh*].
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:
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``.
An integer in the range of [0, 100 *nw*].
An integer in the range of [0, 100 *nh*].
The bullet's flying direction in degrees,
cast to a nonnegative integer.
.. image:: images/screenshot.png
Above snapshot of the game is exported as:
.. code-block:: text
19 5 3 180
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.
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
========= ==== === =====
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 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`_).
#. 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:
.. |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

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brutalmaze = ""
exclude = ['docs']

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Subproject commit 1a6a95ddd66167356c94a984b2d31d8e1aff15ab