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.
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 edgeNE
: north east edgeNW
: north west edgeS
: south edgeSE
: south east edgeSW
: south west edgeC
: center of hexagon
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.
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
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.
The program can operate in several different modes, they are described here.
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.
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.
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.
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.
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.
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
.
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.
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.
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 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
.
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.
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.
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.
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
- 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. Therevenue
object specifies an optional revenue track, more details on this later. Thearrows
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.
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.
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>
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.