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 axis 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 hexagonWhen specifying coordinates a position code can be used by inserting
{"Named": "<code>"}
in the appropriate location. <code>
is one of the
above position codes. When specifying a coordinate in hexagon-space it done
done by setting the coordinate to {"HexSpace": [<x>, <y>, <z>]}
where <x>
,
<y>
and <z>
are floating point numbers. It is important to always include
at least one decimal even when not required (so 10.0 instead of 10). Otherwise
map18xx will not be able to understand it.
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.
A list of command line options is given below:
-h
and --help
: display usage and help-V
and --version
: display version information and exitTo 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:
paths
, defining the lines on the tile.cities
, defining the tokenable places on the tile.stops
, defining the non-tokenable revenue locations on the
tile.is_lawson
parameter that makes the centre of a tile prettier.B
or
NY
on the tile.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_id
keysBefore discussing what can be defined on a tile it is necessary to know how to
specify text. To reduce the number of definitions required a consumer like a
tile manifest can determine what text goes on the tile. The tile definition can
specify where the text should go on the tile. To link these the consumer has
to supply an array of strings, the definition can then pick the string to use
from that array using the text_id
(or similar) key. These IDs represent a
0-based index in the array of strings. The 0th element of the string array is
reserved for the tile number. It is recommended to keep the id of the text_id
field as small as possible, otherwise the consumer will have to specify a lot
of empty strings. Multiple elements on a tile can use the same text_id
, these
will all use the same string.
paths
arrayTo define the lines that run across a tile you can use the paths
array. Each
entry defines a single path. They usually look like
JSON
{
"start": { "Named": "N" },
"end": { "HexSpace": [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
arrayCities 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
JSON
{
"circles": 2,
"position": { "Named": "C" },
"text_id": 1,
"revenue_position": { "HexSpace": [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 { "Named": "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
arraySmall 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
JSON
{
"position": { "HexSpace": [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.
code
Some tiles have a letter or code on them to restrict the upgrade path. Think
of B
and OO
tiles in 1830 for example. The string that is used for this
can be defined with code_text_id
and its position is defined with the
code_position
key. The code_position
can be a position code or a coordinate
in hexagon-space.
By using game
for the mode option mode you can put the program into game mode
that will generate all files to PnP a game. The game 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. Thisoutputs 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. Each of these sheet files can be directly printed on A4 paper. 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.
A 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
JSON
{
"color": "green",
"base_tile": "52",
"text": [
"59",
"40",
"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_id
s 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
array, it
looks like
JSON
"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
in the first element of a tile's text
array. After the colon is the amount of
tiles that are available for placement during the game.