TypeScript Joueur Client
This is the client for the Cadre AI framework. It can play multiple different games, though you will probably only be interested in one at a time.
In general, try to stay out of the
joueur/ folder, it does most of the heavy lifting to play on our game servers.
Each AI, and the game objects it manipulates are all in
games/game-name/, with your very own AI living in
games/game-name/ai.ts for you to make smarter.
How to Run
This client has been tested and confirmed to work on the MST campus rc##xcs213 Linux machines, but it can work on your own Windows/Linux/Mac machines if you desire.
The only requirement is Node.js version 9, which should include
npm. Versions less than or greater than 9 might work as well.
If you are using your own Linux/Mac make sure you have g++ installed and node-gyp can find it, then:
For all operating systems, you should only need to do the following:
npm install npm run build
For any subsequent builds of the TypeScript compiler you just need to run
npm run build again.
By default, the JS built is output to the
dist/ directory. You can then run them via:
Install Vagrant and Virtualbox in order to use the Vagrant configuration we provide which satisfies all build dependencies inside of a virtual machine. This will allow for development with your favorite IDE or editor on your host machine while being able to run the client inside the virtual machine. Vagrant will automatically sync the changes you make into the virtual machine that it creates. In order to use vagrant after installing the aforementioned requirements simply run from the root of this client:
and after the build has completed you can ssh into the virtual environment by running:
From there you will be in a Linux environment that has all the dependencies you'll need to build and run this client.
When the competition is over, or the virtual environment becomes corrupted in some way, simply execute
vagrant destroy to delete the virtual machine and its contents.
For a more in depth guide on using vagrant, take a look at their guide
Using Vagrant with Windows can be a bit of a pain. Here are some tips:
- Use an OpenSSH compatible ssh client. We recommend Git Bash to serve double duty as your git client and ssh client
- Launch the terminal of your choice (like Git Bash) as an Administrator to ensure the symbolic links can be created when spinning up your Vagrant virtual machine
You must know how to use async/await syntax.
Whenever you invoke a function on a game object, it must ask our server for the result. This is an asynchronous operation that returns a
Promise with the return value.
For example, in chess you should do the following to move a piece:
const move = await piece.move("a", 1);
By default we also include TSLint with your project. It just uses the recommended rules, though you are free to change them to your preferences. We suggest ignoring our files as our style may not meet yours. The default
tslint.json file does this for you.
By default we include some dependencies in your
package.json, such as TypeScript and tslint obviously. You are free to add your own. However please don't delete TypeScript (but then why did you choose this language?).
If you wish to use a different version of node, edit your
.nvmrc, which will tell Node Version Manager your desired node version.
We strongly recommend using Visual Studio Code to develop and debug your code using this client.
It is possible that on your Missouri S&T S-Drive this client will not run properly. This is not a fault with the client, but rather the school's S-Drive implementation changing some file permissions during run time. We cannot control this. Instead, we recommend cloning your repo outside the S-Drive and use an SCP program like [WinSCP][winscp] to edit the files in Windows using whatever IDE you want if you want to code in Windows, but compile in Linux.
The only file you should ever modify to create your AI is the
ai.ts file. All the other files are needed for the game to work. In addition, you should never be creating your own instances of the Game's classes, nor should you ever try to modify their variables. Instead, treat the Game and its members as a read only structure that represents the game state on the game server. You interact with it by calling the game object functions.