Use Sphinx to replace wiki
|
@ -1,3 +0,0 @@
|
||||||
[submodule "wiki"]
|
|
||||||
path = wiki
|
|
||||||
url = https://github.com/McSinyx/brutalmaze.wiki.git
|
|
661
docs/LICENSE
|
@ -1,661 +0,0 @@
|
||||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
|
||||||
Version 3, 19 November 2007
|
|
||||||
|
|
||||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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|
||||||
Everyone is permitted to copy and distribute verbatim copies
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|
||||||
of this license document, but changing it is not allowed.
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|
||||||
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|
||||||
Preamble
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|
||||||
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|
||||||
The GNU Affero General Public License is a free, copyleft license for
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|
||||||
software and other kinds of works, specifically designed to ensure
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|
||||||
cooperation with the community in the case of network server software.
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|
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|
||||||
The licenses for most software and other practical works are designed
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|
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to take away your freedom to share and change the works. By contrast,
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|
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our General Public Licenses are intended to guarantee your freedom to
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|
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share and change all versions of a program--to make sure it remains free
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|
||||||
software for all its users.
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|
||||||
When we speak of free software, we are referring to freedom, not
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Developers that use our General Public Licenses protect your rights
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A secondary benefit of defending all users' freedom is that
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An older license, called the Affero General Public License and
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TERMS AND CONDITIONS
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0. Definitions.
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"This License" refers to version 3 of the GNU Affero General Public License.
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"Copyright" also means copyright-like laws that apply to other kinds of
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Conveying under any other circumstances is permitted solely under
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|
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||||||
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|
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
A separable portion of the object code, whose source code is excluded
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|
||||||
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|
||||||
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|
||||||
A "User Product" is either (1) a "consumer product", which means any
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
"Installation Information" for a User Product means any methods,
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
If you convey an object code work under this section in, or with, or
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
Corresponding Source conveyed under this section must be accompanied
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|
||||||
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|
||||||
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|
||||||
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|
||||||
been installed in ROM).
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|
||||||
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|
||||||
The requirement to provide Installation Information does not include a
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
Corresponding Source conveyed, and Installation Information provided,
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|
||||||
in accord with this section must be in a format that is publicly
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|
||||||
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|
||||||
source code form), and must require no special password or key for
|
|
||||||
unpacking, reading or copying.
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|
||||||
|
|
||||||
7. Additional Terms.
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|
||||||
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|
||||||
"Additional permissions" are terms that supplement the terms of this
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|
||||||
License by making exceptions from one or more of its conditions.
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|
||||||
Additional permissions that are applicable to the entire Program shall
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
When you convey a copy of a covered work, you may at your option
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|
||||||
remove any additional permissions from that copy, or from any part of
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
Notwithstanding any other provision of this License, for material you
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|
||||||
add to a covered work, you may (if authorized by the copyright holders of
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|
||||||
that material) supplement the terms of this License with terms:
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|
||||||
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|
||||||
a) Disclaiming warranty or limiting liability differently from the
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
|
||||||
Notices displayed by works containing it; or
|
|
||||||
|
|
||||||
c) Prohibiting misrepresentation of the origin of that material, or
|
|
||||||
requiring that modified versions of such material be marked in
|
|
||||||
reasonable ways as different from the original version; or
|
|
||||||
|
|
||||||
d) Limiting the use for publicity purposes of names of licensors or
|
|
||||||
authors of the material; or
|
|
||||||
|
|
||||||
e) Declining to grant rights under trademark law for use of some
|
|
||||||
trade names, trademarks, or service marks; or
|
|
||||||
|
|
||||||
f) Requiring indemnification of licensors and authors of that
|
|
||||||
material by anyone who conveys the material (or modified versions of
|
|
||||||
it) with contractual assumptions of liability to the recipient, for
|
|
||||||
any liability that these contractual assumptions directly impose on
|
|
||||||
those licensors and authors.
|
|
||||||
|
|
||||||
All other non-permissive additional terms are considered "further
|
|
||||||
restrictions" within the meaning of section 10. If the Program as you
|
|
||||||
received it, or any part of it, contains a notice stating that it is
|
|
||||||
governed by this License along with a term that is a further
|
|
||||||
restriction, you may remove that term. If a license document contains
|
|
||||||
a further restriction but permits relicensing or conveying under this
|
|
||||||
License, you may add to a covered work material governed by the terms
|
|
||||||
of that license document, provided that the further restriction does
|
|
||||||
not survive such relicensing or conveying.
|
|
||||||
|
|
||||||
If you add terms to a covered work in accord with this section, you
|
|
||||||
must place, in the relevant source files, a statement of the
|
|
||||||
additional terms that apply to those files, or a notice indicating
|
|
||||||
where to find the applicable terms.
|
|
||||||
|
|
||||||
Additional terms, permissive or non-permissive, may be stated in the
|
|
||||||
form of a separately written license, or stated as exceptions;
|
|
||||||
the above requirements apply either way.
|
|
||||||
|
|
||||||
8. Termination.
|
|
||||||
|
|
||||||
You may not propagate or modify a covered work except as expressly
|
|
||||||
provided under this License. Any attempt otherwise to propagate or
|
|
||||||
modify it is void, and will automatically terminate your rights under
|
|
||||||
this License (including any patent licenses granted under the third
|
|
||||||
paragraph of section 11).
|
|
||||||
|
|
||||||
However, if you cease all violation of this License, then your
|
|
||||||
license from a particular copyright holder is reinstated (a)
|
|
||||||
provisionally, unless and until the copyright holder explicitly and
|
|
||||||
finally terminates your license, and (b) permanently, if the copyright
|
|
||||||
holder fails to notify you of the violation by some reasonable means
|
|
||||||
prior to 60 days after the cessation.
|
|
||||||
|
|
||||||
Moreover, your license from a particular copyright holder is
|
|
||||||
reinstated permanently if the copyright holder notifies you of the
|
|
||||||
violation by some reasonable means, this is the first time you have
|
|
||||||
received notice of violation of this License (for any work) from that
|
|
||||||
copyright holder, and you cure the violation prior to 30 days after
|
|
||||||
your receipt of the notice.
|
|
||||||
|
|
||||||
Termination of your rights under this section does not terminate the
|
|
||||||
licenses of parties who have received copies or rights from you under
|
|
||||||
this License. If your rights have been terminated and not permanently
|
|
||||||
reinstated, you do not qualify to receive new licenses for the same
|
|
||||||
material under section 10.
|
|
||||||
|
|
||||||
9. Acceptance Not Required for Having Copies.
|
|
||||||
|
|
||||||
You are not required to accept this License in order to receive or
|
|
||||||
run a copy of the Program. Ancillary propagation of a covered work
|
|
||||||
occurring solely as a consequence of using peer-to-peer transmission
|
|
||||||
to receive a copy likewise does not require acceptance. However,
|
|
||||||
nothing other than this License grants you permission to propagate or
|
|
||||||
modify any covered work. These actions infringe copyright if you do
|
|
||||||
not accept this License. Therefore, by modifying or propagating a
|
|
||||||
covered work, you indicate your acceptance of this License to do so.
|
|
||||||
|
|
||||||
10. Automatic Licensing of Downstream Recipients.
|
|
||||||
|
|
||||||
Each time you convey a covered work, the recipient automatically
|
|
||||||
receives a license from the original licensors, to run, modify and
|
|
||||||
propagate that work, subject to this License. You are not responsible
|
|
||||||
for enforcing compliance by third parties with this License.
|
|
||||||
|
|
||||||
An "entity transaction" is a transaction transferring control of an
|
|
||||||
organization, or substantially all assets of one, or subdividing an
|
|
||||||
organization, or merging organizations. If propagation of a covered
|
|
||||||
work results from an entity transaction, each party to that
|
|
||||||
transaction who receives a copy of the work also receives whatever
|
|
||||||
licenses to the work the party's predecessor in interest had or could
|
|
||||||
give under the previous paragraph, plus a right to possession of the
|
|
||||||
Corresponding Source of the work from the predecessor in interest, if
|
|
||||||
the predecessor has it or can get it with reasonable efforts.
|
|
||||||
|
|
||||||
You may not impose any further restrictions on the exercise of the
|
|
||||||
rights granted or affirmed under this License. For example, you may
|
|
||||||
not impose a license fee, royalty, or other charge for exercise of
|
|
||||||
rights granted under this License, and you may not initiate litigation
|
|
||||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
|
||||||
any patent claim is infringed by making, using, selling, offering for
|
|
||||||
sale, or importing the Program or any portion of it.
|
|
||||||
|
|
||||||
11. Patents.
|
|
||||||
|
|
||||||
A "contributor" is a copyright holder who authorizes use under this
|
|
||||||
License of the Program or a work on which the Program is based. The
|
|
||||||
work thus licensed is called the contributor's "contributor version".
|
|
||||||
|
|
||||||
A contributor's "essential patent claims" are all patent claims
|
|
||||||
owned or controlled by the contributor, whether already acquired or
|
|
||||||
hereafter acquired, that would be infringed by some manner, permitted
|
|
||||||
by this License, of making, using, or selling its contributor version,
|
|
||||||
but do not include claims that would be infringed only as a
|
|
||||||
consequence of further modification of the contributor version. For
|
|
||||||
purposes of this definition, "control" includes the right to grant
|
|
||||||
patent sublicenses in a manner consistent with the requirements of
|
|
||||||
this License.
|
|
||||||
|
|
||||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
|
||||||
patent license under the contributor's essential patent claims, to
|
|
||||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
|
||||||
propagate the contents of its contributor version.
|
|
||||||
|
|
||||||
In the following three paragraphs, a "patent license" is any express
|
|
||||||
agreement or commitment, however denominated, not to enforce a patent
|
|
||||||
(such as an express permission to practice a patent or covenant not to
|
|
||||||
sue for patent infringement). To "grant" such a patent license to a
|
|
||||||
party means to make such an agreement or commitment not to enforce a
|
|
||||||
patent against the party.
|
|
||||||
|
|
||||||
If you convey a covered work, knowingly relying on a patent license,
|
|
||||||
and the Corresponding Source of the work is not available for anyone
|
|
||||||
to copy, free of charge and under the terms of this License, through a
|
|
||||||
publicly available network server or other readily accessible means,
|
|
||||||
then you must either (1) cause the Corresponding Source to be so
|
|
||||||
available, or (2) arrange to deprive yourself of the benefit of the
|
|
||||||
patent license for this particular work, or (3) arrange, in a manner
|
|
||||||
consistent with the requirements of this License, to extend the patent
|
|
||||||
license to downstream recipients. "Knowingly relying" means you have
|
|
||||||
actual knowledge that, but for the patent license, your conveying the
|
|
||||||
covered work in a country, or your recipient's use of the covered work
|
|
||||||
in a country, would infringe one or more identifiable patents in that
|
|
||||||
country that you have reason to believe are valid.
|
|
||||||
|
|
||||||
If, pursuant to or in connection with a single transaction or
|
|
||||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
|
||||||
covered work, and grant a patent license to some of the parties
|
|
||||||
receiving the covered work authorizing them to use, propagate, modify
|
|
||||||
or convey a specific copy of the covered work, then the patent license
|
|
||||||
you grant is automatically extended to all recipients of the covered
|
|
||||||
work and works based on it.
|
|
||||||
|
|
||||||
A patent license is "discriminatory" if it does not include within
|
|
||||||
the scope of its coverage, prohibits the exercise of, or is
|
|
||||||
conditioned on the non-exercise of one or more of the rights that are
|
|
||||||
specifically granted under this License. You may not convey a covered
|
|
||||||
work if you are a party to an arrangement with a third party that is
|
|
||||||
in the business of distributing software, under which you make payment
|
|
||||||
to the third party based on the extent of your activity of conveying
|
|
||||||
the work, and under which the third party grants, to any of the
|
|
||||||
parties who would receive the covered work from you, a discriminatory
|
|
||||||
patent license (a) in connection with copies of the covered work
|
|
||||||
conveyed by you (or copies made from those copies), or (b) primarily
|
|
||||||
for and in connection with specific products or compilations that
|
|
||||||
contain the covered work, unless you entered into that arrangement,
|
|
||||||
or that patent license was granted, prior to 28 March 2007.
|
|
||||||
|
|
||||||
Nothing in this License shall be construed as excluding or limiting
|
|
||||||
any implied license or other defenses to infringement that may
|
|
||||||
otherwise be available to you under applicable patent law.
|
|
||||||
|
|
||||||
12. No Surrender of Others' Freedom.
|
|
||||||
|
|
||||||
If conditions are imposed on you (whether by court order, agreement or
|
|
||||||
otherwise) that contradict the conditions of this License, they do not
|
|
||||||
excuse you from the conditions of this License. If you cannot convey a
|
|
||||||
covered work so as to satisfy simultaneously your obligations under this
|
|
||||||
License and any other pertinent obligations, then as a consequence you may
|
|
||||||
not convey it at all. For example, if you agree to terms that obligate you
|
|
||||||
to collect a royalty for further conveying from those to whom you convey
|
|
||||||
the Program, the only way you could satisfy both those terms and this
|
|
||||||
License would be to refrain entirely from conveying the Program.
|
|
||||||
|
|
||||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, if you modify the
|
|
||||||
Program, your modified version must prominently offer all users
|
|
||||||
interacting with it remotely through a computer network (if your version
|
|
||||||
supports such interaction) an opportunity to receive the Corresponding
|
|
||||||
Source of your version by providing access to the Corresponding Source
|
|
||||||
from a network server at no charge, through some standard or customary
|
|
||||||
means of facilitating copying of software. This Corresponding Source
|
|
||||||
shall include the Corresponding Source for any work covered by version 3
|
|
||||||
of the GNU General Public License that is incorporated pursuant to the
|
|
||||||
following paragraph.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, you have
|
|
||||||
permission to link or combine any covered work with a work licensed
|
|
||||||
under version 3 of the GNU General Public License into a single
|
|
||||||
combined work, and to convey the resulting work. The terms of this
|
|
||||||
License will continue to apply to the part which is the covered work,
|
|
||||||
but the work with which it is combined will remain governed by version
|
|
||||||
3 of the GNU General Public License.
|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of
|
|
||||||
the GNU Affero General Public License from time to time. Such new versions
|
|
||||||
will be similar in spirit to the present version, but may differ in detail to
|
|
||||||
address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the
|
|
||||||
Program specifies that a certain numbered version of the GNU Affero General
|
|
||||||
Public License "or any later version" applies to it, you have the
|
|
||||||
option of following the terms and conditions either of that numbered
|
|
||||||
version or of any later version published by the Free Software
|
|
||||||
Foundation. If the Program does not specify a version number of the
|
|
||||||
GNU Affero General Public License, you may choose any version ever published
|
|
||||||
by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future
|
|
||||||
versions of the GNU Affero General Public License can be used, that proxy's
|
|
||||||
public statement of acceptance of a version permanently authorizes you
|
|
||||||
to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different
|
|
||||||
permissions. However, no additional obligations are imposed on any
|
|
||||||
author or copyright holder as a result of your choosing to follow a
|
|
||||||
later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
|
||||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
|
||||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
|
||||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
|
||||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
|
||||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
||||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
|
||||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
|
||||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
|
||||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
|
||||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
|
||||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
|
||||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
|
||||||
SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
|
|
||||||
If the disclaimer of warranty and limitation of liability provided
|
|
||||||
above cannot be given local legal effect according to their terms,
|
|
||||||
reviewing courts shall apply local law that most closely approximates
|
|
||||||
an absolute waiver of all civil liability in connection with the
|
|
||||||
Program, unless a warranty or assumption of liability accompanies a
|
|
||||||
copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest
|
|
||||||
possible use to the public, the best way to achieve this is to make it
|
|
||||||
free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest
|
|
||||||
to attach them to the start of each source file to most effectively
|
|
||||||
state the exclusion of warranty; and each file should have at least
|
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
<one line to give the program's name and a brief idea of what it does.>
|
|
||||||
Copyright (C) <year> <name of author>
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU Affero General Public License as published
|
|
||||||
by the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU Affero General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU Affero General Public License
|
|
||||||
along with this program. 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/>.
|
|
|
@ -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)
|
|
@ -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/).
|
|
|
@ -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
|
|
@ -2,12 +2,12 @@
|
||||||
<html>
|
<html>
|
||||||
<meta charset='utf-8'>
|
<meta charset='utf-8'>
|
||||||
<title>Brutal Maze record player</title>
|
<title>Brutal Maze record player</title>
|
||||||
<link rel='stylesheet' type='text/css' href='style.css'>
|
<link rel='stylesheet' type='text/css' href='_static/recplayer.css'>
|
||||||
<script src='brutalma.js'></script>
|
<script src='_static/brutalma.js'></script>
|
||||||
|
|
||||||
<body>
|
<body>
|
||||||
<div id='input'>
|
<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'>
|
<input id='button' type='button' value='Play JSON record'>
|
||||||
</div>
|
</div>
|
||||||
<canvas id='canvas' width='640' height='480'></canvas>
|
<canvas id='canvas' width='640' height='480'></canvas>
|
|
@ -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']
|
|
@ -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.
|
|
@ -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:
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
@ -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
|
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
After Width: | Height: | Size: 179 B |
After Width: | Height: | Size: 199 B |
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After Width: | Height: | Size: 191 B |
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After Width: | Height: | Size: 127 B |
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After Width: | Height: | Size: 198 B |
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After Width: | Height: | Size: 170 B |
After Width: | Height: | Size: 204 B |
After Width: | Height: | Size: 159 B |
After Width: | Height: | Size: 166 B |
After Width: | Height: | Size: 227 B |
After Width: | Height: | Size: 220 B |
After Width: | Height: | Size: 195 B |
After Width: | Height: | Size: 203 B |
After Width: | Height: | Size: 199 B |
After Width: | Height: | Size: 205 B |
After Width: | Height: | Size: 195 B |
After Width: | Height: | Size: 200 B |
|
@ -0,0 +1 @@
|
||||||
|
../../../screenshot.png
|
After Width: | Height: | Size: 9.0 KiB |
|
@ -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`
|
|
@ -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
|
|
@ -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
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.. |d3d7cf| image:: images/d3d7cf.png
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.. |e9b96e| image:: images/e9b96e.png
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.. |edd400| image:: images/edd400.png
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.. |eeeeec| image:: images/eeeeec.png
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.. |ef2929| image:: images/ef2929.png
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.. |f57900| image:: images/f57900.png
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.. |fcaf3e| image:: images/fcaf3e.png
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.. |fce94f| image:: images/fce94f.png
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@ -27,6 +27,3 @@ license = 'AGPLv3+'
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[tool.flit.entrypoints.console_scripts]
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[tool.flit.entrypoints.console_scripts]
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brutalmaze = "brutalmaze.game:main"
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brutalmaze = "brutalmaze.game:main"
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[tool.flit.sdist]
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exclude = ['docs']
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1
wiki
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@ -1 +0,0 @@
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Subproject commit 1a6a95ddd66167356c94a984b2d31d8e1aff15ab
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