Logo Bolo: a re-envisioning of the classic tank game by Stuart Cheshire in NetLogo
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  1. ;; lobo: Logo Bolo
  2. ;; (c) Ben Kurtovic, 2011-2012
  3. ;;
  4. ;; Logo Bolo is a re-envisioning of the classic tank game by Stuart Cheshire in NetLogo.
  5. ;;
  6. __includes [
  7. "ai.nls"
  8. "base.nls"
  9. "bullet.nls"
  10. "explosion.nls"
  11. "pillbox.nls"
  12. "player.nls"
  13. "tank.nls"
  14. ]
  15. extensions [
  16. sound
  17. table
  18. ]
  19. globals [
  20. last-sound-time
  21. last-tick-time
  22. max-fps
  23. mouse-was-down?
  24. sound-stopped?
  25. stop-game
  26. sounds
  27. ]
  28. patches-own [
  29. ground-type
  30. ground-friction
  31. ]
  32. ;; ===========================
  33. ;; Button-initiated procedures
  34. ;; ===========================
  35. to setup
  36. clear-all
  37. no-display
  38. setup-defaults
  39. make-sounds-table
  40. make-explosions-table
  41. load-map
  42. ask patch -3 0 [
  43. spawn-player 270
  44. ]
  45. ask patch 2 0 [
  46. spawn-tank 1 90
  47. ]
  48. show-hud
  49. render
  50. end
  51. to go
  52. set stop-game false
  53. do-player-logic
  54. ask tanks [
  55. do-tank-logic
  56. ]
  57. ask pillboxes [
  58. do-pill-logic
  59. ]
  60. ask bases [
  61. do-base-logic
  62. ]
  63. ask bullets [
  64. do-bullet-logic
  65. ]
  66. ask explosions [
  67. keep-exploding
  68. ]
  69. if stop-game != false [
  70. clear-drawing
  71. clear-turtles
  72. clear-patches
  73. ask patch 0 2 [
  74. set plabel first stop-game
  75. ]
  76. ask patch 0 0 [
  77. set plabel last stop-game
  78. ]
  79. render
  80. stop
  81. ]
  82. show-crosshairs
  83. show-hud
  84. stop-old-sounds
  85. render
  86. keep-time
  87. end
  88. ;; ================
  89. ;; Other procedures
  90. ;; ================
  91. to startup
  92. setup
  93. end
  94. to debug [agent action msg]
  95. ; Comment this to turn off debugging info:
  96. print (word (round timer) ": " agent ": " action " (" msg ")")
  97. end
  98. to setup-defaults
  99. set-patch-size 20
  100. resize-world -17 17 -12 12
  101. set last-sound-time timer
  102. set last-tick-time timer
  103. set map-file "lobo-default-map.png"
  104. set max-fps 30
  105. set mouse-was-down? false
  106. set sound-stopped? true
  107. set stop-game false
  108. set player-deaths 0
  109. set player-has-target? false
  110. set player-kills 0
  111. set player-target-xcor 0
  112. set player-target-ycor 0
  113. end
  114. to make-sounds-table
  115. set sounds table:make
  116. table:put sounds "fire" "Hand Clap"
  117. table:put sounds "kill" "Electric Snare"
  118. table:put sounds "noammo" "Cowbell"
  119. table:put sounds "pickup" "Hi Bongo"
  120. table:put sounds "shot" "Acoustic Snare"
  121. table:put sounds "place" "Vibraslap"
  122. table:put sounds "nopill" "Cowbell"
  123. table:put sounds "spawn" "Open Hi Conga"
  124. end
  125. to load-map
  126. import-pcolors-rgb map-file
  127. ask patches [
  128. ifelse pcolor = [0 0 0] [
  129. set pcolor black
  130. set ground-type "road"
  131. set ground-friction 1.15
  132. ] [
  133. ifelse pcolor = [0 128 0] [
  134. set pcolor lime - 4
  135. set ground-type "forest"
  136. set ground-friction 0.5
  137. ] [
  138. ifelse pcolor = [0 255 0] [
  139. set pcolor lime - 2
  140. set ground-type "grass"
  141. set ground-friction 0.75
  142. ] [
  143. ifelse pcolor = [255 255 0] [
  144. set pcolor black
  145. set ground-type "road"
  146. set ground-friction 1.15
  147. spawn-base
  148. ] [
  149. ifelse pcolor = [255 0 0] [
  150. set pcolor lime - 4
  151. set ground-type "forest"
  152. set ground-friction 0.5
  153. spawn-pillbox
  154. ] [
  155. debug (word "(" pxcor ", " pycor ")") "PATCH-LOAD-FAILURE" (word "unknown color: " pcolor)
  156. set pcolor red
  157. ]
  158. ]
  159. ]
  160. ]
  161. ]
  162. ]
  163. end
  164. to show-crosshairs
  165. clear-drawing
  166. if mouse-inside? [
  167. ask patch mouse-xcor mouse-ycor [
  168. draw-border white 1
  169. ]
  170. ]
  171. if player-has-target? [
  172. ask patch player-target-xcor player-target-ycor [
  173. draw-border white 2
  174. ]
  175. ]
  176. end
  177. to draw-border [b-color b-thickness]
  178. sprout 1 [
  179. set color b-color
  180. set pen-size b-thickness
  181. set heading 0
  182. fd 0.5
  183. pd
  184. rt 90
  185. fd 0.5
  186. repeat 3 [
  187. rt 90
  188. fd 1
  189. ]
  190. rt 90
  191. fd 0.5
  192. die
  193. ]
  194. end
  195. to show-hud
  196. let player-armor 0
  197. let player-ammo 0
  198. let num-pills 0
  199. if player != nobody [
  200. set player-armor [armor] of player
  201. set player-ammo [ammunition] of player
  202. set num-pills [number-of-pills] of player
  203. ]
  204. ask patch (min-pxcor + 4) max-pycor [
  205. set plabel (word "Armor: " player-armor)
  206. ]
  207. ask patch (min-pxcor + 12) max-pycor [
  208. set plabel (word "Ammo: " player-ammo)
  209. ]
  210. ask patch (max-pxcor - 1) max-pycor [
  211. set plabel (word "Pillboxes: " num-pills)
  212. ]
  213. ask patch (max-pxcor - 1) (min-pycor + 2) [
  214. set plabel (word "Deaths: " player-deaths)
  215. ]
  216. ask patch (max-pxcor - 1) (min-pycor + 1) [
  217. set plabel (word "Kills: " player-kills)
  218. ]
  219. end
  220. to render
  221. display
  222. no-display
  223. end
  224. to keep-time
  225. let time-since-last-tick timer - last-tick-time
  226. let wait-time (1 / max-fps) - time-since-last-tick
  227. wait wait-time
  228. tick
  229. set last-tick-time timer
  230. end
  231. to stop-old-sounds
  232. ; NetLogo sometimes plays sounds for longer than we want
  233. ; i.e., it doesn't know how to properly stop long sounds:
  234. let time-since-last-sound timer - last-sound-time
  235. if time-since-last-sound > 2 and not sound-stopped? [
  236. debug -1 "SOUND-STOP" (word round time-since-last-sound " seconds since last")
  237. sound:stop-music
  238. set sound-stopped? true
  239. ]
  240. end
  241. to play-sound [name]
  242. if enable-sound? [
  243. let dist 0
  244. if player != nobody [
  245. set dist distancexy ([xcor] of player) ([ycor] of player)
  246. ]
  247. let volume 100 - (dist * 4)
  248. if volume > 0 [
  249. sound:play-drum (table:get sounds name) volume
  250. set last-sound-time timer
  251. set sound-stopped? false
  252. ]
  253. ]
  254. end
  255. @#$#@#$#@
  256. GRAPHICS-WINDOW
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  286. New Game
  287. setup
  288. NIL
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  291. OBSERVER
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  316. Fire!
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  356. LoBo: Logo Bolo
  357. 28
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  365. a game by Ben Kurtovic
  366. 14
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  374. ---------------------------------
  375. 11
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  383. ---------------------------------
  384. 11
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  392. Place Pill
  393. player-place-pill
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  417. ---------------------------------
  418. 11
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  421. MONITOR
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  423. 466
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  425. 511
  426. Current AI Routine
  427. [ai-objective] of one-of tanks with [not is-player?]
  428. 17
  429. 1
  430. 11
  431. @#$#@#$#@
  432. LOBO
  433. ----
  434. Lobo is Logo Bolo: a re-envisioning of the classic tank game by Stuart Cheshire in NetLogo. Below you will find a short tutorial on how to play, some known bugs and limitations, and credits.
  435. TUTORIAL
  436. --------
  437. In Lobo, you control a tank and attempt to gain strategic control of the map by posessing all of the refueling bases, while simultaneously using your bullets and automated "pillboxes" as defensive or offensive weapons.
  438. You move your tank, which is black, by clicking anywhere on the playing field Ð you'll drive to that square and stop once you've reached it. If you change your mind and want to stop immediately, double-click anywhere on the map or press "C" (cancel order). The color of the tile represents the type of ground, which determines how fast you drive over it. You drive the fastest on road, which is black; light green grass gives you a medium speed; dark green forest makes you move slowest.
  439. When you start, you'll have a bit of ammunition and full armor. Fire your gun straight by pressing "F", lowering your ammo count by one. Getting shot by another tank or a pillbox will lower your armor count by one, and if that reaches zero, you'll die and respawn randomly. (Both of these counts are displayed on the top-left of the screen.)
  440. The map contains a few bases, which look like yellow squares. At the start of the game, they are gray (neutral) and any tank can claim one by driving over it. If you own a particular base, stopping over it will refuel your tank with ammo and armor. An base you don't own won't refuel you, but you can repeatedly shoot at it to weaken it, then drive over it to "capture" it.
  441. The map also contains a few pillboxes, or "pills", which look like gray circles with colored rectanges sticking out of them. Pills will automatically shoot at their nearest target within range, and they have infinite ammo, but not infinite armor. Destroy an enemy pill (red) and pick it up by driving over it, then place it below you, anywhere on the map, with "P". It'll be green, and will shoot at your enemies instead of you!
  442. You win the game by controlling all refueling bases on the map and then destroying your rival tanks Ð tanks that don't control any bases don't respawn!
  443. ADVANCED TIPS
  444. -------------
  445. * Refueling bases have limited reserves of armor and ammo, which regenerate slowly over time. In particular, shooting at a base lowers its armor reserves, and it is "destroyed" when its armor count reaches zero. Therefore, trying to refuel yourself on a recently captured base might not help that much!
  446. * At the start of the game, try your hardest to ignore the enemy tanks and pills and go straight for bases Ð controlling bases is the most important strategic element, after all.
  447. * To protect your bases from enemy attack, try placing pillboxes directly adjacent to them.
  448. * Pillboxes have "anger" Ð they'll shoot faster if you shoot at them, but they'll calm down over time. In other words, it might not be the best idea to take down an entire pillbox in one go, but hurt it and then come back later.
  449. * Consider shooting your own pillboxes if an enemy is nearby Ð you'll "anger" it, and it will shoot at your opponent faster! Also, don't hesitate to destroy your own pills completely and re-place them in a better location, or even in the same location with full health if they were damaged beforehand.
  450. BUGS / LIMITATIONS
  451. ------------------
  452. In the original Bolo, the map takes up many screen widths and is scrollable with the tank at the center. "follow" by itself wouldn't work, because NetLogo does not allow objects off-screen. I spent a while trying to figure this out, at one point essentially rewriting the rendering engine and using a table of "actual" patch coordinates that was translated into "virtual" patch coordinates each frame Ð not only was this very slow, but it was very overcomplicated and I wasn't able to do everything I had wanted. Instead, the map was made one screen size.
  453. In the original Bolo, patches are not merely colors - they have patterns on them (grass has little green lines, forests are spotted, roads have white stripes). This was not possible in NetLogo because patches can only have a single color.
  454. Time was also a limiting factor: I had planned a lot of additional features found in the original Bolo, like a nicer GUI for showing armor and ammunition, water as a ground-type (which drowns your tank), allies and multiple enemies (grr!), a nicer game-over screen, and a much, much smarter AI. These were skipped so more work could be spent on general polishing and testing.
  455. CREDITS / MISC
  456. --------------
  457. * Stuart Cheshire for the original Bolo game. Some graphics used in this project (tanks, pillboxes, and bases) were heavily based on old sprites taken from Bolo.
  458. * My dad for introducing me to Bolo many years ago, and for helping me simplify the original Bolo game into something possible with NetLogo.
  459. * Josh Hofing for advice on implementing certain features and positive encouragement.
  460. * Chain Algorithm - I wrote the entire AI routine in less than an hour immediately before the project was due (ha!), and I don't think it would be possible if I hadn't been listening to your music on loop the entire time. Really gets your blood pumping, y'know? Yeah.
  461. This project is available on GitHub at https://github.com/earwig/lobo. I used it for syncing code between my netbook and my desktop when working on the project away from home.
  462. Ñ Ben Kurtovic
  463. @#$#@#$#@
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