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18xx map and tile generator

Will build 18xx assets in a deterministic way. Currently focussed on tile manifests, printable tile sheets and maps. The program takes a bunch of JSON files which dictate what it should do. It outputs to SVG files, scaled to fit A4 paper.

Hexagon space

Items within a hex are usually given in hexagon-space. This is a 3 dimensional space where the axis are at 60° to each other. An example of the axes is given below. Note that the orientation of the axis when the hexagons are oriented with horizontal edges differs from when the hexagons are oriented with vertical edges.

Instead of using coordinates in hexagon-space there are these position codes that can be used as a shortcut. North is the upper edge on a hexagon that has horizontal edges, it is the top left edge on hexagons that are oriented vertically.

  • N: north edge
  • NE: north east edge
  • NW: north west edge
  • S: south edge
  • SE: south east edge
  • SW: south west edge
  • C: center of hexagon

Coordinate system

When specifying coordinates a position code can be used by inserting one of the six codes above as a string ("N", "NE", etc.) in the appropriate location. As an alternative you can specify hexagon-space coordinates by using [<x>, <y>, <z>] where <x>, <y> and <z> are floating point numbers. These two methods of specifying coordinates are freely interchangeable.

Colors

Here is a list of the colors that can be used, any other color string will be black.

  • ground
  • yellow
  • green
  • russet
  • grey
  • brown
  • red
  • blue
  • barrier
  • white

Location

Tiles and token have a location on a map. This location can be specified in one of two ways. The first is to use a string that correlates to the coordinates on a map, "G19" is such a coordinate. It is also possible to specify it as [x, y], where x and y refer to coordinates that are shown when the c/--debug-coordinates flag is specified. The former should be more intuitive. These location specifications are only used for tiles and tokens on the map.

Modes

The program can operate in several different modes, they are described here.

Definitions

By default the program runs in 'definitions' mode, meaning that it will output all currently known tile definitions to a single file definitions.svg. The output contains a list of tiles without a colour that can be used to define other tiles in a game.

Asset mode

Generates a tile manifest (lists each tile in the game and how many there are in total) and sheets with tiles to print and play and play a specific game of 18xx. It will also generate a map on which the tiles can be placed.

New game mode

Creates a new game that can be used for PBEM. A game allows you to place tiles and tokens on a map without modifying the original map.

State mode

Generates files to display the current state of a game started by the New game mode. It will create a map and manifest that reflect the tiles and tokens that have been placed. The manifest lists how many tiles are still available to be placed.

Command line arguments

A list of command line options is given below:

  • -h and --help: display usage and help. When you specify a mode followed by -h then help is given for that mode.
  • -V and --version: display version information and exit
  • -v and --verbose: output debug information.
  • -c and --debug-coordinates: put coordinates at each row/column instead of every other column/row.

Tile definitions

To build a game you first need to know what tiles are available. To simplify the specification of tiles there are tile definitions which cover possible configurations of tiles. These definitions include the tracks and stations on a tile, but they also dictate where revenue circles and other text on the tile goes. The tile definitions live in tiledefs/, there is one tile definiton per file. The filename (the part before the .json) determines how the tile can be refered to from other files. The contents of the file can include:

  • An array called paths, defining the lines on the tile.
  • An array called cities, defining the tokenable places on the tile.
  • An array called stops, defining the non-tokenable revenue locations on the tile.
  • An array called text, defining additional text that can occur on the tile.
  • A is_lawson parameter that makes the centre of a tile prettier.

The is_lawson parameter is a boolean that is false by default. It will draw the centre of a tile neatly when multiple lines meet there. The tile number is always drawn at the bottom right corner and has text_id = 0.

Text IDs

Before discussing what can be defined on a tile it is necessary to know how to specify text. For simplicity sake a tile definition specifies where text on the tile is supposed to go. Each such a location can be given a name, the name number is reserved for the tile number that appears in one of the corners. A tile manifest or map can then specify what text goes on the tile by using a map {"<id>": "text"}. It is valid to not specify a text for some IDs, these will not be added.

text array

Free text on a tile can be specified by the text array. Each entry defines a single place to write text to. The usually look like

{
	"id": "code",
	"position": [0.5, 0.0, 0.0],
	"anchor": "Start",
	"size": "120%",
	"weight": 900,
}

The id, position, and anchor fields are required. The size and weight fields can be ommitted, they define the size of the letters and their boldness respectively. The default size is 80% while the default weight is determined by the SVG renderer. The id field is the text ID as described above. The position can be a hex-space coordinate or a coordinate code as specified in the 'Hexagon space' section above. The anchor field can be any of Start, Middle, and End. It determines how the text is aligned to the position that was specified. Because just having a list of text can be confusing it is possible to add a purpose field. This field is ignored but is useful for human readers.

paths array

To define the lines that run across a tile you can use the paths array. Each entry defines a single path. They usually look like

{
	"start": "N",
	"end": [0.1, 0.2, 0.3],
	"is_bridge": true
}

There are several things here. First are the start and end keys, these define the start and end positions of a path respectively. These can take the position codes and hexagon-space coordinates that were defined in the 'Hexagon space' section.

Usually paths are drawn with level crossings. If paths cross but it is not allowed to switch there the is_bridge key can be used. Its default value is false. When set to true it will cause white lines to be drawn along the path it is specified on whenever it intersects with another path. It is only necessary to specify it on one of the crossing paths.

cities array

Cities which have a space for tokens can be defined using the cities array. Each city defines a new set of up to 4 token circles with its own revenue circle. It is currently not possible to rotate a city. A city can be defined as

{
	"circles": 2,
	"position": "C",
	"text_id": 1,
	"revenue_position": [0.0, 0.6, 0.0]
}

The first key is the circles key, this determines how many token spots are available. This can be any number between 1 and 4 inclusive, if another amount is specified then a red circle will be drawn to indicate that it is an invalid amount. The position key specifies where to put the city. Usually it doesn't make sense to use a position code other than C because the city would be drawn half off the tile.

To define where the revenue should be located the revenue_position key can be used. It is recommended to use a hexagon-space coordinate. Along with revenue_position there is a text_id which specifies which string ends up as the revenue number. It is suggested to set this to 1 for consistency. If different cities earn different revenue they should have a different text_id.

stops array

Small cities are always rendered as small black circles. In the future it may become possible to render them as dashes as well. A stop is defined as

{
	"position": [0.0, 0.0, 0.0],
	"text_id": 1,
	"revenue_angle": 30
}

A stop must have these three fields, other fields are ignored. The position key defines where a stop is positioned. The text_id field specifies which string is used as the revenue. The revenue circle is always at the same distance from a stop. You can specify where it goes with the revenue_angle key. This is the angle in degrees at which the revenue circle should be drawn relative to the stop.

Game asset mode

By using assets for the mode option mode you can put the program into game mode that will generate all files to PnP a game. The asset mode requires an additional NAME parameter; this is the name of the game to generate files for. The available games are the sub directories in the games directory. This outputs a tile manifest in manifest.svg and a list of files called NAME-sheet-x.svg where NAME is the name of the game and x is a sequence number. The manifest file contains an example of each tile in the game together with a number that indicates how many of those tiles are available during play. The numbered sheets can be printed directly on A4 paper to create all the tiles required to play the game. There is also a file which specifies companies, their color, and their home station.

Tile manifest

The tile manifest of a game is specified in games/GAME/manifest.json. The tile manifest consists of a list of tiles and a list of how often this tile can be used in the game. The definition of a usable tiles is given by the tiles array. A single entry looks like

{
	"color": "green",
	"base_tile": "52",
	"text": {
		"number": "59",
		"revenue": "40",
		"code": "OO"
	}
}

There are several elements here. The first is the color key, this defines which color the tile is. Usual picks are yellow, green, russet and grey. The next key is base_tile which specifies which tile definition is used. This can be any JSON file in the tiledefs/ directory. Finally is the text array, it specifies the string that the text IDs in the tile definition refer to. The first entry is always the displayed tile number, this does not have to be the same as the base_tile key. The meaning of other entries depends on what the tile definition used as text_id.

To specify the amounts available of each tile there is an amounts map, it looks like

"amounts": {
	"1": 1,
	"2": 1,
	"3": 2,
	"4": 2,
	"7": 4
}

It has a number of string keys, these are the tile number that were defined the "number" pair in the tile's text map. After the colon is the amount of tiles that are available for placement during the game.

Game map

The map of the game is defined in games/GAME/map.json. It specifies several fields

{
	"orientation": "Horizontal",
	"scale": 3.81,
	"width": 12,
	"height": 11,
	"barriers": [ ... ],
	"tiles": [ ... ]
}

The only field that is not required to be specified is the barriers array. The orientation field can either be set to Horizontal or to Vertical, this determines whether the hexagons have a flat edge or a corner on top. The scale field determines the size of the hexagons in centimeters. This is measured from one flat side to its opposing side. Most 18xx use a value of 3.81. The width and height fields determine how many hexagons there are to each row and column respectively. The barriers array specifies impassible hex-sides. Each entry in the array looks like

{
	"location": "C17",
	"side": "N"
}

The location specifies the tile on which the barrier should appear, it consists of a x and a y coordinate. [0, 0] is the top left tile. The side field determines on which edge the barrier should appear. Only names can be used here, it is not allowed to use hex-space coordinates. Because each edge is shared between two tiles the barrier can be specified to be on either of them.

Finally there is the tiles array, its entries look like

{
	"location": "D1",
	"color": "red",
	"tile": "8,
	"orientation": "S",
	"text": [ ... ],
	"revenue": { ... },
	"arrows": [ ... ],
	"terrain": { ... }
}

Of all these fields only the location is required, it defines the x and y coordinate of tile being specified. The coordinate [0, 0] is the top left tile. It is also possible to use the coordinates as presented on the map. These are specified as "A1", map18xx doesn't understand the format "1A". The color field specifies the color of the tile, it can be any of the colors that are available (see 'Colors'). The default color is ground. The tile field changes which tile definition is used. This should be a number as in the tiledefs/ directory, not as specified in the game's manifest. The default tile is the plain tile. The text array defines the text to use for each text entry in the tile definition. The field which specifies the tile number is ignored so the first element in this array is the string to be used for text ID

  1. The orientation field rotates the tile as necessary. It can be any of the tile edge codes, but not a hex-space coordinate. The rotation indicates which edge of the tile should be placed at the north edge. The revenue object specifies an optional revenue track, more details on this later. The arrows array specifies where track continuation arrows, as those found on off-boards, should be placed. Each of its elements can be a coordinate but it makes little sense to place them anywhere other than the edge.

A revenue object looks like

{
	"position": "C",
	"yellow": "20",
	"green": "30",
	"russet": "40",
	"grey": "50"
}

Of these fields only the position and yellow are required. The position field specifies the coordinate that is the centre of the revenue track. The other fields all define the value that should be in the field of that color.

You can specify building costs using the terrain object, it looks like

"terrain": {
	"type": "mountain",
	"cost": "$120",
	"position": "C"
}

Where type can be any of rough, hill, mountain, river, or marsh. This specifies the symbol that is used to indicate the cost. cost is a string that specifies what the cost of placing a tile is. position determines where the symbol and cost are drawn on the tile.

companies

The companies are specified in games/GAME/companies.json. This file consists of a map of companies. A typical entry looks like

"B&O" : {
	"name": "Baltimore & Ohio Railroad",
	"color": "blue",
	"home": [7, 8]
},

The key (B&O here) is used to refer to this company from any other files. It is also the text that will be printed on the token. The name field is currently not used but it is required. The color field indicates what the color of the token and home reservation should be. The home field specifies the home hex and optionally the home city on that hex. When a tile has multiple cities on it then you can use this to move the home station between them. When you do you can add the city number to the array so that it becomes "home": [7, 8, 1]. When you don't specify this city number it defaults to 0.

New game mode

To use new game mode you have to use the command map18xx newgame <game> <name>. This will generate a file called <name>.json in the current directory which can be used to play <game>

State mode

To show the current state of a game that you're playing you can use the state mode. To use it run the command map18xx state <name> where <name> is the name of the game you used in new game mode. It will look for a file <name>.json in the current directory. It also accepts the --debug-coordinates command line parameter

To be able to play the game you have to alter the log array that is in your <name>.json file. In this array you can place two types of action: tile lays and token placements. To do one of these actions simply append them to the end of the array. Later actions take precedence over earlier actions, map18xx does not enforce upgrade paths. Placing a tile looks like

{
	"type": "tilelay",
	"location": "G19",
	"tile": "62",
	"orientation": "NE"
}

The type field must be tilelay to place a tile. The location field specifies the tile on which the tile will be laid. At the moment this must be a coordinate that is given when you use --debug-coordinates. The tile field is the number of a tile as given in the manifest. orientation can be used to rotate the tile, the orientation of the tile shown in the manifest is N.

To place a token the log entry looks like

{
	"type": "token",
	"location": "G19",
	"company": "B&O",
	"city": 1
}

The type field must be token to place a token. The location field is the same as for placing a tile. The company field is the abbrevation of the company. The city field is optional, the default is 0. You can use it to specify in which city the token must be placed when a tile has multiple cities (OO or NY in 1830 for example). For tiles with a single city it is not necessary. When you don't specify it while a city has multiple stations the token will be placed in city 0.

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18xx map and tile generator

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