Bot bot boom boom — four B's, so B4 for short.
A fork of Robot War Engine by Michael Heasell, which is a lovely bit of work. It reads Total Annihilation's own data as it ships — HPI archives, 3DO models, GAF sprites, TNT terrain, FBI and TDF definitions, and COB unit scripts running in a virtual machine written for them — runs a deterministic lockstep simulation in fixed-point maths so peers stay in sync across platforms, and builds its interface out of the game's own GUI files rather than by eye.
B4 works on the layer above: taking behaviours the engine already reproduces and pinning them to what the original executable actually does. That is a long tail of small fidelity work, and it is the easy end of the problem — the foundation was already there.
233 commits ahead of upstream master, and the suite stands at 416 cases /
58,723 assertions, green on Debug and Release.
Most of the work is behavioural, and most of it was read out of TotalA.exe
rather than guessed at. docs/TOTALA-EXE.md is ninety-five sections of
findings — the flight model, fog of war and line of sight, the damage pipeline,
target selection, the economy, the nanolathe, the interface, transports, the
music system, the renderer's own rasteriser — with the probe scripts that
produced them in tools/exe/. Three companion documents cover the shaded
rasteriser, wrecks, and how an attacking aircraft decides where to go.
That method earns its keep by being checkable. Several plausible readings of
that binary turn out to be wrong, and only replaying the arithmetic against
real unit data catches them: the radar rule had a cap that made the altitude
bonus dead code on every shipped unit, and the D-gun's trail turned out to be
noexplode letting a round detonate without being consumed rather than
anything to do with beamweapon.
Beyond that:
- Full save and load. The whole simulation round-trips — units with their COB virtual machines mid-thought, projectiles mid-flight, spreading fires, the economy, the RNG — proven by a hash harness rather than by inspection.
- A skirmish AI that runs inside the deterministic tick and emits ordinary player commands.
- The front end: the movies (the GOG release ships them as
.ZRB, which are Smacker files — RWE grew its own decoder), situational music on the original's own thresholds, the in-game menus, options, and window modes. - Performance. Eight hundred units went from 8 fps to 36 by measuring the simulation rather than the renderer, and then from 36 to the 60 Hz vsync cap by profiling the frame. Both passes are documented with the numbers, because in both of them the obvious suspect was the wrong one.
docs/index.html is the full status page and docs/ROADMAP.md the plan.
CLAUDE.md is the working guide to the codebase and its hazards.
Robot War Engine is by Michael Heasell and its contributors — the engine, the format parsers, the COB virtual machine and the deterministic simulation all come from there. Worth a look: https://github.com/MHeasell/rwe
Total Annihilation is Cavedog Entertainment's. This fork ships no game data — you supply your own.
Pre-release builds live on the releases page:
https://github.com/CubeB/RWE-B4/releases
Every tag there carries three things: a Windows installer, a Windows zip and a
Linux AppImage. They are pre-releases in the plain sense of the word — cut from
revival when a tag goes up rather than off a stable line — so take them as
somewhere between the roadmap and a finished game. Either way you supply your
own copy of Total Annihilation; see below.
Building from source is the other route, and the MSYS2/MinGW64 one is what this fork is developed and tested against daily; CI covers Linux (gcc/clang) and Windows (MSVC and MinGW64) in both Debug and Release.
Source code:
https://github.com/CubeB/RWE-B4
Upstream:
https://github.com/MHeasell/rwe
You need your own copy of Total Annihilation. Then:
rwe_setup
rwe
rwe_setup finds the installation, copies the archives, the films and the
soundtrack into the data directory the engine reads, and tells you what it did.
It looks in the GOG and Cavedog registry entries and the usual install
locations; if it cannot find yours, point it at the directory holding
totala1.hpi:
rwe_setup --from "C:/GOG Games/Total Annihilation"
Useful flags: --dry-run says what it would do and changes nothing; --link
hard-links instead of copying, which is instant and saves about a gigabyte when
the data and the installation are on one volume; --to <path> writes somewhere
other than the default. Running it twice is safe — it copies only what is
missing or half-written.
Start the game with rwe. If the data is missing it will say so and point you
back here rather than failing with a filesystem error.
What it does, if you would rather do it by hand
The engine reads one data directory — %AppData%/RWE/Data on Windows,
$HOME/.rwe/Data elsewhere — and mounts every .hpi, .ufo, .ccx, .gpf
and .gp3 it finds directly inside it. Two subdirectories are read by name:
movies for the films, which the GOG release ships as .ZRB (Smacker) files
under its own Data folder, and music for the soundtrack. So:
- every archive from the installation's root, flat in the data directory;
<install>/Data/*.zrbinto<data>/movies/;<install>/music/*.mp3into<data>/music/.
The lookups are case-insensitive, so the mixed casing the GOG release ships
(1.ZRB beside 2.zrb) needs no renaming.
General:
- Scroll through the map using the arrow keys (UP, DOWN, LEFT, RIGHT).
Units:
- Left click to select units.
- Right click to move units to the clicked area on the map.
- To deselect units, left click on the map itself, off the unit.
- To attack, with the unit selected, press A and select where to attack.
- To stop units attacking, select them and press S.
Debugging:
- To show the global debug menu, press F11. This contains debugging options that are relevant globally, regardless of whether the engine is in-game or in a menu.
- To show the in-game debug menu, press F10. This can only be done while loaded into a game. This contains debugging options specific to the in-game world such as spawning units.
This fork's status page is docs/index.html — what has been added since the
last upstream update, the roadmap, and what is still to do. The findings that
drive the behavioural work are in docs/TOTALA-EXE.md.
Upstream posts its own progress updates to a thread on the TAUniverse forums:
http://www.tauniverse.com/forum/showthread.php?t=45555
First fetch the source code:
git clone https://github.com/CubeB/RWE-B4.git
cd RWE-B4
git submodule update --init --recursive
Get the RWE MSVC libraries bundle. A python 3 script is provided that will do this for you:
cd /path/to/rwe
python ./fetch-msvc-libs.py
Alternatively you can double-click the script in Explorer and it should run that way.
If the script completes successfully you should have a libs/_msvc folder containing various library files.
Now open Visual Studio 2017, go to File > Open > CMake...
and select the CMakeLists.txt in the rwe folder.
Choose x64-Debug in the build configuration dropdown.
Finally, go to CMake > Debug from Build Folder > rwe.exe
to build and launch RWE.
Download and install MSYS2 (http://www.msys2.org/)
Choose to run at the end of install, and in the terminal that opens install the required packages:
pacman -S git make unzip mingw-w64-x86_64-cmake mingw-w64-x86_64-toolchain
pacman -S \
mingw-w64-x86_64-SDL2 \
mingw-w64-x86_64-SDL2_image \
mingw-w64-x86_64-SDL2_mixer \
mingw-w64-x86_64-glew \
mingw-w64-x86_64-smpeg2 \
mingw-w64-x86_64-zlib \
mingw-w64-x86_64-libpng
Close the terminal, and open the MSYS2 MinGW64 terminal
(a shortcut should be in the start menu under MSYS2 - the default install points to C:\msys64\mingw64.exe starting in C:\msys64 directory)
Compile protobuf:
cd /path/to/rwe
cd libs
./build-protobuf.sh
Generate and build the project:
cd /path/to/rwe
mkdir build
cd build
cmake .. -G 'Unix Makefiles'
make
Once built, launch RWE from the top-level directory:
cd /path/to/rwe
build/rwe.exe
Install Visual Studio Code, and open it. Under extensions, search for C/C++, and install the C/C++ Extension Pack from Microsoft, which includes CMake Tools and C/C++ development extensions. Now VS Code should be able to recognize C/C++ and compilers, and understand the CMake build configuration used by RWE.
File > Open Folder, choose the root directory of the RWE repository (where CMakeLists.txt is). At the bottom of the VS Code window you should see CMake: [Debug]: Ready and probably No Kit Selected. Click No Kit Selected to choose which compiler to use. VS Code should auto-detect compilers on your machine, so if none are listed here, install Visual Studio or MSYS2 first and try again. Once a toolset is selected, CMake will configure itself for the project, with its output in the OUTPUT window. When that's done, you should be able to build by clicking the Build button there on the bottom or hit F7.
You can build without TA game assets, but to run the game rwe will need to know where they are. rwe looks in $HOME/.rwe/Data by default.
After building, you can also override it at runtime, e.g.
./rwe --data-path "$HOME/src/TA/Total Annihilation"
To fill in the default data directory, build rwe_setup alongside the engine
and run it — it handles the films and the soundtrack as well as the archives,
which a plain cp of the archives does not:
./rwe_setup --from "/path/to/totala"Or do it by hand, remembering that movies/ and music/ are read by name:
mkdir -p $HOME/.rwe/Data
cp /path/to/totala/*.hpi /path/to/totala/*.ufo /path/to/totala/*.ccx \
/path/to/totala/*.gpf /path/to/totala/*.gp3 $HOME/.rwe/Data
mkdir -p $HOME/.rwe/Data/movies $HOME/.rwe/Data/music
cp /path/to/totala/Data/*.[zZ][rR][bB] $HOME/.rwe/Data/movies
cp /path/to/totala/music/*.mp3 $HOME/.rwe/Data/musicThe easiest way to get a working build environment is with Devbox, which uses Nix to provide dependencies automatically.
curl -fsSL https://get.jetify.com/devbox | bash # installs devbox (one-time)
# From the rwe repo base dir:
devbox shell # Enters the dev environment - uses devbox.json to pull in dependencies. May take a while the first time.
mkdir build && cd build
cmake .. -G 'Unix Makefiles' -DCMAKE_BUILD_TYPE=Debug
make -j$(nproc 2>/dev/null || sysctl -n hw.ncpu) # -j isn't necessary, but builds with multiple threads and will reduce build time
./rwe_test # run tests, of course
# run the game- this should work for MacOS, tho in Linux the devbox/nix build may have a quirk that gives you OpenGL related errors on launch
./rwe
# If you see "Could not get EGL display" or other OpenGL related errors on launch, try this instead of `./rwe`
# This script just runs rwe with LD_LIBRARY_PATH set to a good guess of which dirs your video drivers exist in.
./run.shNote: these steps may be a bit out of date, but the Devbox build above should work fine on Ubuntu. If you want a native build environment, take a look at devbox.json to get an idea of the dependencies required. Install the necessary packages:
sudo add-apt-repository ppa:ubuntu-toolchain-r/test
sudo apt-get update
sudo apt-get install \
gcc-7 \
g++-7 \
libsdl2-dev \
libsdl2-image-dev \
libsdl2-mixer-dev \
libglew-dev \
zlib1g-dev \
libpng-dev
Ensure you have a recent version of CMake (3.8+). The one provided by your package manager may not be new enough. Here's how you might install CMake:
wget 'https://cmake.org/files/v3.8/cmake-3.8.2-Linux-x86_64.tar.gz'
tar -xf cmake-3.8.2-Linux-x86_64.tar.gz
export CMAKE_MODULE_PATH=$(pwd)/cmake-3.8.2-Linux-x86_64/share/cmake-3.8/Modules
export PATH=$(pwd)/cmake-3.8.2-Linux-x86_64/bin:$PATH
Compile protobuf: cd /path/to/rwe cd libs ./build-protobuf.sh
Now build the code:
cd /path/to/rwe
mkdir build
cd build
export CC=gcc-7 CXX=g++-7
cmake .. -G 'Unix Makefiles'
make
Note if LLVM/clang is installed, export CC=clang CXX=clang++ should also work.
Finally, launch RWE from the top-level project directory:
cd /path/to/rwe
build/rwe
The launcher application provides the multiplayer lobby for RWE.
Multiplayer is implemented via a separate application rather than by recreating the original in-game multiplayer lobby for the following reasons.
In the future, the goal is to improve the multiplayer lobby experience beyond what is supported by the orignal TA multiplayer lobby. The RWE launcher will eventually support managing installed mods, and will ensure that all players in a multiplayer game have the same mods enabled before RWE is launched. It is impractical to achieve this with an implementation of the original multiplayer lobby inside RWE because RWE is primarily driven by the supplied game data, and this data dictates the design and layout of screens, as well as what screens are even available. An interface that manages mods must exist and work independently of any individual mod's game data. In this context, original TA data is also a mod that may or may not be available.
The engine codebase is already quite large and unwieldy. It is written in C++ for performance, but this does not provide a great development experience. The multiplayer lobby is not performance-critical, and given what we want to accomplish in future, it seems more practical to use a different platform that provides a better developer experience and is more suited to building traditional GUI applications.
The launcher is an Electron application written in TypeScript with React and Redux.
First go to the launcher directory and install the required npm modules.
cd path/to/rwe/launcher
npm install
Then start the webpack dev server
npm run server
The server will start up and stay running until interrupted. It serves the compiled application code during development and provides hot-reloading.
Open another terminal session for the next step, launching the application itself.
For development, you will need to set the RWE_HOME environment variable
to a directory containing the rwe and rwe_bridge programs.
export RWE_HOME=/my/installed/rwe/dir
Now you can start the application.
npm start
The application window should now appear.
The launcher expects to talk to a master server that manages the list of publicly available games. In development, the launcher will try to connect to a master server instance running on the local machine. To start a master server instance locally, open another terminal session and run the following:
npm run master-server
The master server will start up and stay running until interrupted. Any running launcher instances should automatically connect to the master server.
For releases, the launcher must be bundled up as a complete Electron application. To do this, run the following:
npm run package
The built application will be written out to a subdirectory
whose name depends on the target platform.
For example, for 64-bit Windows the directory name is
rwe-launcher-win32-x64.