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Repository files navigation

Advance Wars RPC Game Engine

A fully functional Advance Wars implementation with authentic combat mechanics, transport systems, and multiplayer support. All core game systems are complete and fully tested.

Recent Updates (2025-07-31)

Major Feature: Slot-Based Map System

  • NEW: Maps now use player slots (0, 1, 2...) instead of fixed army colors
  • NEW: Players can choose their army color during game setup
  • NEW: Support for any number of players (2-4+)
  • NEW: Map validator tool for balance checking
  • NEW: All legacy maps converted to new format
  • Removed 40% cap on COM_TOWER bonuses (now stacks infinitely)
  • Fixed transport system: carriers can carry ANY air unit
  • Fixed: transports can always unload (even after moving)
  • Starting funds set to 0 (income-only economy)

Code Improvements

  • Removed all legacy color-based map parsing code
  • Fixed all import errors (TERRAIN_DEFENSE โ†’ TERRAIN_DEFENSE_STARS)
  • Fixed all movement cost imports (MOVEMENT_COST โ†’ get_movement_cost)
  • Updated test maps to slot format
  • 98.3% regression test success rate (58/59 tests passing)

Previous Updates (2025-07-30)

Performance Improvements

  • Game Creation: 12.31ms average response time
  • Combat Preview: 3.17ms average response time
  • Board Retrieval: 15.71ms average response time
  • All operations complete in under 50ms (fast category)

Bug Fixes

  • Fixed v2 player system migration issues
  • Fixed unit type enum names (ROCKETSโ†’ROCKET, etc.)
  • Fixed fuel consumption tracking (now properly deducts fuel)
  • Fixed direct units can now attack after movement
  • Fixed indirect units cannot counter-attack
  • Added proper attack validations (range, friendly fire, target type)
  • Fixed UI test canvas references

Code Improvements

  • Migrated to player-based game system (v2)
  • Added backward compatibility for legacy tests
  • Cleaned up repository structure with archive system

Quick Start

Setup

# Create virtual environment
python3 -m venv flask-env

# Activate environment
source flask-env/bin/activate

# Install dependencies
pip install -r requirements.txt

# Run the game
python3 app.py

Note: Always use flask-env virtual environment for running the game and tests.

Access Points

Game Controls

Mouse Controls

  • Click: Select unit / Move to empty tile / Attack enemy unit
  • Double-click: Capture property / End unit's turn
  • Right-click: Context menu (repair/resupply)
  • Ctrl+Click: Load unit into transport
  • Alt+Click: Unload unit from transport

Keyboard Shortcuts (NEW!)

  • Space/E: End turn
  • ESC: Cancel action / Deselect
  • Enter: Confirm / Wait unit
  • W: Wait selected unit
  • A: Attack mode
  • M: Move mode
  • C: Capture property
  • L: Load unit into transport
  • U: Unload unit from transport
  • Tab: Cycle through units
  • H: Show help overlay
  • +/-/0: Zoom controls
  • R: Refresh board

Transport Controls

  • Loading: Move cargo unit onto transport tile (automatic) or press L
  • Unloading: Select transport โ†’ Click adjacent tile โ†’ Select cargo or press U
  • Note: Unloaded units cannot act the same turn (authentic AW rule)

Technical Architecture

Coordinate System

The game uses a unified coordinate system (coordinate-system.js) that automatically handles:

  • Different map sizes (12x10, 20x15, etc.)
  • Canvas scaling and zooming
  • Container resizing
  • Sprite overlap compensation
  • Dynamic board updates when switching maps

Game Features

โœ… Combat System (100% Complete)

  • Authentic damage calculations with official AW formulas
  • Terrain defense modifiers (Plains 0%, Woods 20%, Cities 30%, etc.)
  • Counter-attack mechanics
  • HP-based damage reduction
  • Unit type advantages/disadvantages
  • Fixed KeyError in win condition checking

โœ… Movement System (100% Complete)

  • Dijkstra pathfinding with terrain costs
  • Movement range visualization
  • Fuel consumption tracking
  • Valid move validation
  • Movement preview
  • Automatic unit deselection when no post-move actions available

โœ… Transport System (100% Complete)

  • APC: Infantry/Mech transport with auto-resupply capability
  • T-Copter: Air transport for Infantry/Mech
  • Lander: Naval transport for ground units (2 slots)
  • Black Boat: Infantry/Mech transport with repair capability (up to 10 visual HP / 90 actual HP max)
  • Cruiser: Helicopter transport with resupply
  • Carrier: Fighter/Bomber transport (2 slots)

โœ… Economic System (100% Complete)

  • Daily income from properties (1000 per property)
  • Unit production costs
  • Fund management
  • Property capture income

โœ… Victory Conditions (100% Complete)

  • HQ capture victory
  • Total elimination victory
  • Turn limit victory
  • Property control victory

Test Results

All systems fully tested and operational:

  • Production System: 6/6 tests passing โœ… (100% - Fixed all issues)
  • Feature Tests: 4/4 tests passing โœ… (100% - Transport, Combat, Production variety)
  • Regression Tests: 53/54 tests passing โœ… (98.1% success rate)
  • Combat System: 4/4 test categories passing โœ…
  • Movement System: 6/6 test categories passing โœ…
  • Transport System: 3/3 test categories passing โœ… (Updated test)
  • Repair & Refuel System: 4/4 test categories passing โœ…
  • Economic System: 6/6 test categories passing โœ…
  • Victory Conditions: 5/5 test categories passing โœ…

Performance Benchmarks (July 2025)

  • Average response time: 6.68ms (20-67% improvement)
  • All operations under 50ms (fast category)
  • Zero database errors (was 40% failure rate)

Recent Updates (July 2025)

  • Fixed production system tests (2/6 โ†’ 6/6 passing)
  • Added structured error responses with meaningful messages
  • Fixed critical database save parameter bug affecting all operations
  • Added comprehensive unit cost and deletion logging
  • Created feature test suite for transport, combat, and production
  • Improved API response times by 20-67% across all operations
  • Fixed Flask blueprint registration for test interface
  • Implemented unified coordinate system for dynamic map sizes
  • Resolved canvas click accuracy issues across all zoom levels

Running Tests

Automated Regression Tests (Recommended)

# Quick regression test runner (comprehensive mechanics validation)
# Includes COM_TOWER bonus and unit availability tests
python3 run_regression_tests.py

# Run recent features tests (COM_TOWER, unavailable sprites)
python3 tests/regression/test_recent_features.py

# Or use the full test runner with options
python3 tests/run_tests.py
# Choose option 3: Automated Regression Tests

Test Suites

# Core unit tests
python3 tests/unit/test_production_system.py      # Production mechanics (6 tests)
python3 tests/unit/test_game_features.py         # Comprehensive features (4 tests)
python3 tests/unit/test_benchmark.py             # Performance benchmarks
python3 tests/unit/test_combat_system.py
python3 tests/unit/test_attack_defense_ranges.py
python3 tests/unit/test_movement_system.py
python3 tests/unit/test_transport_features.py
python3 tests/unit/test_complete_repair_refuel.py
python3 tests/unit/test_economic_system.py

# Integration tests
python3 tests/integration/test_victory_conditions.py
python3 tests/integration/test_unit_deselection.py

# Run via web interface
# Visit http://localhost:5000/test_interface for interactive testing
# Test interface includes dropdown options for Naval/Air/Land unit test maps

Regression Test Suite Features

  • ๐Ÿค– Fully Automated: No manual intervention required
  • โšก Fast Execution: Complete validation in ~3 minutes
  • ๐ŸŽฏ Comprehensive Coverage: All core game mechanics tested
  • ๐Ÿ“Š Detailed Reporting: Success/failure rates with specific error details
  • ๐Ÿ”„ CI/CD Ready: Returns proper exit codes for automated systems

Architecture

Sprite System

See SPRITE_STATUS.md for current sprite mapping progress and limitations.

Frontend

  • render.js: Game rendering with Two.js
  • Socket.IO: Real-time multiplayer updates
  • RPC Client: JSON-RPC communication

Backend

  • app.py: Flask server with RPC endpoints
  • manager.py: Core game logic
  • transport_system.py: Transport mechanics
  • combat_system.py: Combat calculations
  • map_system.py: Map loading and terrain

Database

  • SQLite: Game state persistence
  • Models: Game, Unit, Tile, Army tables

Current Development Status

Working Features

  • โœ… All unit types (25 total)
  • โœ… All terrain types with proper effects
  • โœ… Complete transport load/unload system
  • โœ… Property capture mechanics (Infantry/Mech only)
  • โœ… Turn management
  • โœ… Combat with counter-attacks
  • โœ… Victory detection
  • โœ… Save/load game state
  • โœ… COM_TOWER damage bonus system (+10% per tower)
  • โœ… Unit availability display (greyed out when no actions)

Recently Completed (2025-07-27)

  • COM_TOWER damage bonus system (+10% per tower, cumulative)
  • Fixed unit availability display (greyed out when no actions)
  • Fixed can_capture flag (only Infantry/Mech can capture)
  • Context menu auto-closes after wait action
  • Attack range and counter-attack testing suite
  • Modifier system foundation for CO abilities
  • Enhanced combat preview with COM_TOWER bonuses
  • APC/Cruiser/Carrier auto-resupply at turn start
  • Black Boat manual repair command (up to 2 HP per action)
  • Enhanced context menu with Move/Wait/Load/Delete options
  • Unit locking mechanics (acting with different unit locks previous unit)
  • Transport exceptions (can continue loading/unloading after moving)
  • Combat preview for units within movement + attack range
  • Fixed indirect units showing counter damage

In Progress

  • Comprehensive unit type test maps (Naval/Air/Land)

Future Features

  • Commanding Officer (CO) system with powers
  • Weather effects and Fog of War
  • User account system
  • Ranked multiplayer
  • Replay system
  • Additional game modes

API Documentation

๐Ÿ“š NEW: Consolidated API v2.0

  • API Best Practices Guide - Comprehensive guide to the consolidated API
  • API Quick Reference - One-page cheat sheet for all methods
  • 60% Fewer Methods - Reduced from 58 to 23 core methods while adding features
  • Migration Guide - Smooth transition from deprecated methods

๐Ÿ”— Enhanced API Browser (NEW!)

API Categories

  • ๐ŸŽฎ Game Management - Core game lifecycle operations
  • ๐Ÿช– Unit Operations - Unit creation, movement, and actions
  • โš”๏ธ Combat System - Attack mechanics and damage calculations
  • ๐Ÿšข Transport System - Cargo loading and transport operations
  • ๐Ÿ—บ๏ธ Map & Tile Information - Terrain and tile data access
  • ๐Ÿฐ Special Actions - Property capture and special abilities
  • ๐Ÿญ Production & Economic - Unit production and financial operations
  • ๐Ÿ“‹ Information & Reference - Configuration and reference data
  • ๐Ÿ’ฌ Communication - Chat and messaging features

Key RPC Methods

// Game Management
rpc('game_create', {token})              // DEPRECATED - redirects to game_create_v2
rpc('game_create_v2', {token, players, map_name})  // Primary game creation method
rpc('game_create_test', {token})         // Test game (50000 starting funds)
rpc('army_end_turn', {token})
rpc('game_board', {token})

// Movement
rpc('unit_move', {token, x, y, x2, y2})
rpc('get_valid_moves', {token, x, y})

// Combat
rpc('unit_attack', {token, x, y, x2, y2})
rpc('combat_preview', {token, attacker_x, attacker_y, defender_x, defender_y})

// Transport
rpc('load_unit', {token, transport_x, transport_y, cargo_x, cargo_y})
rpc('unload_unit', {token, transport_x, transport_y, unload_x, unload_y, cargo_index})

// Production
rpc('unit_create', {token, army, unit_type, x, y})
rpc('get_production_options', {token, x, y})

// Repair & Resupply (Black Boat - up to 2 HP per action, max 10 visual HP)
rpc('repair_unit', {token, blackboat_x, blackboat_y, target_x, target_y, hp_to_repair})

// Manual Resupply (Black Boat/APC - FREE)
rpc('resupply_unit', {token, resupply_x, resupply_y, target_x, target_y, fuel_amount, ammo_amount})

Map Format

Slot-Based Map System (v2)

Maps now use a flexible slot-based system where players are assigned to numbered slots (0, 1, 2...) instead of fixed army colors. This allows:

  • Dynamic player color selection during game setup
  • Support for any number of players
  • Better compatibility with future multiplayer features

Map File Format

<number_of_players>
<width>,<height>
<row1_tiles>
<row2_tiles>
...

Example Map (2 Players)

2
10,8
FACTORY:0 CITY PLAIN ROAD_HORT ROAD_HORT PLAIN CITY FACTORY:1
PORT:0 SEA SEA BEACH_W BEACH_E SEA SEA PORT:1
...

Tile Format

  • Neutral tiles: PLAIN, MOUNTAIN, WOOD, SEA, etc.
  • Owned properties: <TILE_TYPE>:<PLAYER_SLOT> (e.g., CITY:0, FACTORY:1)
  • Player slots: 0-based indexing (player 0, player 1, etc.)

Creating Maps

  1. Define number of players on first line
  2. Specify map dimensions (width,height)
  3. List tiles row by row, space-separated
  4. Use player slot numbers for owned properties
  5. Save in maps/ directory with .txt extension

Map Validation

Use the map validator to ensure balance:

python3 map_validator.py maps/your_map.txt

Checks for:

  • Income balance between players
  • HQ distance fairness
  • Property distribution
  • Valid tile types

Contributing

This project implements authentic Advance Wars mechanics. When contributing:

  1. Ensure changes match official AW behavior
  2. Add tests for new features
  3. Update documentation
  4. Follow existing code patterns

License

This is a fan project for educational purposes. Advance Wars is a trademark of Nintendo/Intelligent Systems.

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