├── .gitignore
├── README.md
├── README.md~
├── XpLoader_LICENSE.txt
├── armcom.py
├── armcom.sh
├── armcom.sh~
├── armcom_defs.py
├── armcom_defs.pyc
├── armcom_vehicle_defs.py
├── armcom_vehicle_defs.pyc
├── bones
├── data.zip
├── data
├── canadas_best.xml
├── canadas_best_map.xp
├── m4_a.xp
├── m4_a1_76_g.xp
├── m4_a1_76_h.xp
├── m4_a1_a.xp
├── m4_a1_b.xp
├── m4_a1_c.xp
├── m4_a3_75_d.xp
├── m4_a3_75_e.xp
├── m4_a3_76_g.xp
├── m4_a3_76_h.xp
├── m4_a3_a.xp
├── m4_a3_b.xp
├── m4_a3_c.xp
├── m4_a3_e2_75_f.xp
├── m4_a3_e2_76_f.xp
├── m4_a3_e2_f.xp
├── m4_b.xp
├── m4_c.xp
├── m4_vc.xp
├── pattons_best.xml
└── pattons_best_map.xp
├── gpl.txt
├── icon.ico
├── libSDL.so
├── libtcod.so
├── libtcodpy.py
├── libtcodpy.pyc
├── setup.py
├── terminal8x12_armcom.png
├── terminal8x12_armcom_small.png
├── test.sh
├── test.sh~
├── xp_loader.py
└── xp_loader.pyc
/.gitignore:
--------------------------------------------------------------------------------
1 | # ignore save file stuff
2 | savegame
3 | bone
4 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Armoured Commander Linux Fork
2 |
3 | ## now built based on version 1.01
4 |
5 | ## Reddit user /u/ArmouredCommander gets full credit as this is their game
6 |
7 | **NOTE:** There are known issues with the game running on Arch and Debian. The Debian issue and possible fix is listed in issues of this repo. I haven't had time to address these yet.
8 |
9 | I saw this on reddit and saw that it was done in python and since I am currently workng on the python RL tut, curiousity got hte better of me.
10 |
11 | I simply jumped through the terminal output rabbit hole and evenually got this running on Ubuntu 14.04.
12 |
13 | I included the files for libtcod until I get yelled at as the engine is in no way my own.
14 |
15 | The only thing you might need to do to get this running is to install pygame
16 |
17 | Ubuntu: "sudo apt-get install python-pygame"
18 |
19 | Other distros: yum/pacman/whatever "python-pygame" probably :P
20 |
21 | Then make sure armcom.py is executable and run it from terminal or double clicking.
22 |
--------------------------------------------------------------------------------
/README.md~:
--------------------------------------------------------------------------------
1 | # Armoured Commander Linux Fork
2 |
3 | ## now built based on version 1.0.1
4 |
5 | ## Reddit user /u/ArmouredCommander gets full credit as this is their game
6 |
7 | **NOTE:** There are known issues with the game running on Arch and Debian. The Debian issue and possible fix is listed in issues of this repo. I haven't had time to address these yet.
8 |
9 | I saw this on reddit and saw that it was done in python and since I am currently workng on the python RL tut, curiousity got hte better of me.
10 |
11 | I simply jumped through the terminal output rabbit hole and evenually got this running on Ubuntu 14.04.
12 |
13 | I included the files for libtcod until I get yelled at as the engine is in no way my own.
14 |
15 | The only thing you might need to do to get this running is to install pygame
16 |
17 | Ubuntu: "sudo apt-get install python-pygame"
18 |
19 | Other distros: yum/pacman/whatever "python-pygame" probably :P
20 |
21 | Then make sure armcom.py is executable and run it from terminal or double clicking.
22 |
--------------------------------------------------------------------------------
/XpLoader_LICENSE.txt:
--------------------------------------------------------------------------------
1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2015 Sean Hagar
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
23 |
--------------------------------------------------------------------------------
/armcom.sh:
--------------------------------------------------------------------------------
1 | #!/bin/sh
2 | python2.7 armcom.py
3 |
--------------------------------------------------------------------------------
/armcom.sh~:
--------------------------------------------------------------------------------
1 | #!/bin/sh
2 | python3.1 armcom.py
3 |
--------------------------------------------------------------------------------
/armcom_defs.py:
--------------------------------------------------------------------------------
1 | # -*- coding: UTF-8 -*-
2 |
3 | ##########################################################################################
4 | # Definitions for Armoured Commander #
5 | ##########################################################################################
6 |
7 | ##########################################################################################
8 | #
9 | # Copyright 2015 Gregory Adam Scott (sudasana@gmail.com)
10 | #
11 | # This file is part of Armoured Commander.
12 | #
13 | # Armoured Commander is free software: you can redistribute it and/or modify
14 | # it under the terms of the GNU General Public License as published by
15 | # the Free Software Foundation, either version 3 of the License, or
16 | # (at your option) any later version.
17 | #
18 | # Armoured Commander is distributed in the hope that it will be useful,
19 | # but WITHOUT ANY WARRANTY; without even the implied warranty of
20 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 | # GNU General Public License for more details.
22 |
23 | # You should have received a copy of the GNU General Public License
24 | # along with Armoured Commander, in the form of a file named "gpl.txt".
25 | # If not, see .
26 | #
27 | ##########################################################################################
28 |
29 | # national definitions: defines ranks and decorations
30 |
31 | # ranks for USA
32 | USA_RANKS = [
33 | ('Pvt.', 'Private', 0), # no insignia
34 | ('Pfc.', 'Private First Class', 0), # one stripe (pointing upwards)
35 | ('Cpl.', 'Corporal', 0), # two stripes
36 | ('Sgt.', 'Sergeant', 0), # three stripes (commander starts here)
37 | ('S/Sgt.', 'Staff Sergeant', 500), # three stripes, joined together in a half circle
38 | ('2nd Lt.', 'Second Lieutenant', 1000), # single gold bar, upright
39 | ('1st Lt.', 'First Lieutenant', 2000), # single silver bar, upright
40 | ('Capt.', 'Captain', 3000) # double golden bars, upright
41 | ]
42 |
43 | # decorations for USA
44 | USA_DECORATIONS = [
45 | ('Bronze Star', 'for heroic service', 80),
46 | ('Silver Star', 'for gallantry in action', 100),
47 | ('Distinguished Service Cross', 'for extraordinary heroism', 120),
48 | ('Congressional Medal of Honor', 'for conspicuous gallantry and intrepidity', 140)
49 | ]
50 |
51 | # ranks for UK and Commonwealth
52 | UKC_RANKS = [
53 | ('Tpr.', 'Trooper', 0),
54 | ('LCpl.', 'Lance Corporal', 0),
55 | ('Cpl.', 'Corporal', 0),
56 | ('Sgt.', 'Sergeant', 0),
57 | ('S/Sgt.', 'Staff Sergeant', 500),
58 | ('2nd Lt.', 'Second Lieutenant', 1000),
59 | ('Lt.', 'Lieutenant', 2000),
60 | ('Capt.', 'Captain', 3000)
61 | ]
62 |
63 | # decorations for UK and Commonwealth
64 | UKC_DECORATIONS = [
65 | ('Military Medal', 'for bravery in the field', 80),
66 | ('Military Cross', 'for acts of exemplary gallantry', 100),
67 | ('Distinguished Service Order', 'for meritorious service', 120),
68 | ('Victoria Cross', 'for valour in the face of the enemy', 140)
69 | ]
70 |
71 | # characters and colours for animations
72 | import libtcodpy as libtcod
73 | HE_HIT_ANIMATION = [
74 | (libtcod.CHAR_RADIO_UNSET, libtcod.dark_yellow, 220),
75 | (libtcod.CHAR_LIGHT, libtcod.dark_red, 240),
76 | (libtcod.CHAR_LIGHT, libtcod.red, 200),
77 | (libtcod.CHAR_BLOCK1, libtcod.darker_grey, 300),
78 | ]
79 |
80 | AP_HIT_ANIMATION = [
81 | (libtcod.CHAR_RADIO_UNSET, libtcod.dark_yellow, 220),
82 | (libtcod.CHAR_RADIO_UNSET, libtcod.dark_red, 240),
83 | (libtcod.CHAR_RADIO_UNSET, libtcod.red, 200),
84 | (libtcod.CHAR_RADIO_UNSET, libtcod.darker_grey, 300),
85 | ]
86 |
87 | # list of stats to track in the campaign object, as well as text to use in campaign stats
88 | # display window
89 |
90 | C_STATS = [
91 | 'Map Areas Captured',
92 | 'Tanks Lost',
93 | 'Crewmen Sent Home',
94 | 'Crewmen KIA',
95 | 'Infantry Destroyed by Player',
96 | 'Infantry Destroyed by Allies',
97 | 'AT Guns Destroyed by Player',
98 | 'AT Guns Destroyed by Allies',
99 | 'Tanks & SPGs Destroyed by Player',
100 | 'Tanks & SPGs Destroyed by Allies',
101 | 'Other Vehicles Destroyed by Player',
102 | 'Other Vehicles Destroyed by Allies',
103 | 'Quests Assigned', 'Quests Completed'
104 | ]
105 |
106 | # list of possible full screen resolutions to try
107 | FS_RES_LIST = [(1366, 768), (1680, 1050), (1920, 1080)]
108 |
109 | # Crew Skill defintion
110 | # holds information relating to a type of crew skill
111 | class CrewSkill:
112 | def __init__(self, name, desc, restrictions, levels):
113 | self.name = name
114 | self.desc = desc
115 | self.restrictions = restrictions
116 | self.levels = levels # if always active: [100]
117 |
118 | SKILLS = []
119 |
120 | # Commander
121 | SKILLS.append(CrewSkill('Fire Direction', 'Increases modifier for directing fire by +1.',
122 | ['Commander'], [3,5,7]))
123 | SKILLS.append(CrewSkill('Driver Direction', 'Increases modifier for movement-related ' +
124 | 'rolls by +1.', ['Commander'], [3,5,7]))
125 | SKILLS.append(CrewSkill('Battle Leadership', 'Increases chance of all other crew skill ' +
126 | 'activations for the encounter turn in which it activates.', ['Commander'], [2,4,6]))
127 | # current effect is +5% chance of activation
128 | SKILLS.append(CrewSkill('Keen Senses', 'Decreases chances of being ambushed at the start ' +
129 | 'of an Advance or Battle encounter, increases chances of ambushing enemy in a ' +
130 | 'Counterattack encounter.', ['Commander'], [10,20,30]))
131 |
132 | # Gunner
133 | SKILLS.append(CrewSkill('Quick Trigger', 'Bonus to Rate of Fire roll.', ['Gunner'], [5,10,15]))
134 | SKILLS.append(CrewSkill('Knows Weak Spots', 'An unmodified roll of 3 counts ' +
135 | 'as a critical hit if activated.', ['Gunner'], [5,10,15]))
136 | SKILLS.append(CrewSkill('Target Tracking', 'No negative to-hit modifier for firing at a moving target.',
137 | ['Gunner'], [5,10,15]))
138 | SKILLS.append(CrewSkill('Gyrostabilizer', 'Gunner must have at least one level ' +
139 | 'of this skill to fire main gun while moving. If skill activates, to-hit penalty ' +
140 | 'is +2, otherwise it doubles to +4. This skill only becomes available after first ' +
141 | 'refit period of campaign.', ['Gunner'], [15,30,60,100]))
142 |
143 | # Loader
144 | SKILLS.append(CrewSkill('Fast Hands', 'Bonus to Rate of Fire roll.', ['Loader'], [5,10,15]))
145 | SKILLS.append(CrewSkill('Shell Juggler', 'If activated, reloaded shell is taken from ' +
146 | 'general stores instead of ready rack.', ['Loader'], [3,5,7]))
147 | SKILLS.append(CrewSkill('Scrounger', 'More rare ammo types for main gun available if activated.',
148 | ['Loader'], [25,50,75]))
149 |
150 | # Driver
151 | SKILLS.append(CrewSkill('Drag Racer', 'If tank is moving from a stopped position, ' +
152 | 'bonus to movement roll.', ['Driver'], [10,20,30]))
153 | SKILLS.append(CrewSkill('Eye for Cover', 'If hatch is open, receives a bonus to achieve ' +
154 | 'Hull Down status.', ['Driver'], [3,5,7]))
155 | SKILLS.append(CrewSkill('Tough Mudder', 'If hatch is open, receives a bonus to unbogging ' +
156 | 'roll.', ['Driver'], [3,5,7]))
157 | SKILLS.append(CrewSkill('Cautious Driver', 'Greater chance for tank to start an encounter ' +
158 | 'Hull Down, otherwise tank starts the encounter Moving.', ['Driver'], [5,10,15]))
159 |
160 | # Asst Driver
161 | SKILLS.append(CrewSkill('Apprentice Gunner', 'Bonus to to-kill roll when firing bow MG.',
162 | ['Asst. Driver'], [10,20,30]))
163 | SKILLS.append(CrewSkill('Shell Tosser', 'Doubles bonus to Rate of Fire roll when passing ' +
164 | 'ammo.', ['Asst. Driver'], [10,20,30]))
165 |
166 | # Most
167 | SKILLS.append(CrewSkill('Eagle Eyed', 'This crewman has an uncanny ability to spot and identify enemy units' +
168 | ' when spotting though an open hatch.', ['Commander', 'Loader', 'Driver',
169 | 'Asst. Driver'], [5,10,15]))
170 |
171 | # All
172 | SKILLS.append(CrewSkill('Pocket Bible', 'Chance to ignore a Dead result when wounded.',
173 | [], [25,50,75]))
174 | SKILLS.append(CrewSkill('Gymnast', 'Bonus to Bail Out roll.', [], [40,60,80]))
175 | SKILLS.append(CrewSkill('Lightning Reflexes', 'Chance to ignore wound from collateral ' +
176 | 'damage when crewman is exposed (open hatch, etc.)', [], [40,60,80]))
177 | SKILLS.append(CrewSkill('True Grit', 'Better odds of recovering from negative status ' +
178 | 'effects, resisting Stun, plus more likely that a wound will be less severe.',
179 | [], [20,40,60,80,100]))
180 | SKILLS.append(CrewSkill('Mechanic', 'Bonus to repair a tank malfunction.',
181 | [], [25,60,90]))
182 |
183 | # highest level that a crew member can reach
184 | LEVEL_CAP = 40
185 |
186 | # possible ammo types for player tanks
187 | AMMO_TYPES = ['HE', 'AP', 'WP', 'HCBI', 'HVAP', 'APDS']
188 |
189 | # hex location system
190 | # hx, hy, range, list of sectors
191 | HEXES = [
192 |
193 | # long range hexes
194 | (0, -3, 2, 4), (1, -3, 2, 4), (2, -3, 2, 5), (3, -3, 2, 5), (3, -2, 2, 5),
195 | (3, -1, 2, 0), (3, 0, 2, 0), (2, 1, 2, 0), (1, 2, 2, 1), (0, 3, 2, 1),
196 | (-1, 3, 2, 1), (-2, 3, 2, 2), (-3, 3, 2, 2), (-3, 2, 2, 2),
197 | (-3, 1, 2, 3), (-3, 0, 2, 3), (-2, -1, 2, 3), (-1, -2, 2, 4),
198 |
199 | # medium range hexes
200 | (0, -2, 1, 4), (1, -2, 1, 4), (2, -2, 1, 5), (2, -1, 1, 5), (2, 0, 1, 0),
201 | (1, 1, 1, 0), (0, 2, 1, 1), (-1, 2, 1, 2), (-2, 2, 1, 2),
202 | (-2, 1, 1, 3), (-2, 0, 1, 3), (-1, -1, 1, 4),
203 |
204 | # close range hexes
205 | (0, -1, 0, 4), (1, -1, 0, 5), (1, 0, 0, 0), (0, 1, 0, 1),
206 | (-1, 1, 0, 2), (-1, 0, 0, 3),
207 |
208 | # player hex: special because only player tank can exist there, and range is -1
209 | (0, 0, -1, -1)
210 |
211 | ]
212 |
213 |
214 | # CrewOrder class
215 | # defines the description and restrictions of crew orders
216 | class CrewOrder:
217 | def __init__(self, name, desc, spot, position_list):
218 | self.name = name
219 | self.desc = desc
220 | self.spot = spot
221 | self.position_list = position_list
222 |
223 | # crew order definitions
224 | # Order Name, Order description, Can Spot (bool)
225 | # List of crew positions that can use this order (if list is empty, any crew
226 | # member can use this order)
227 |
228 | CREW_ORDERS = []
229 |
230 | # None order available to several crew
231 | CREW_ORDERS.append(CrewOrder('None', 'The crew member does nothing this turn.',
232 | True, ['Commander', 'Gunner', 'Loader', 'Asst. Driver']))
233 |
234 | # Commander
235 | CREW_ORDERS.append(CrewOrder('Direct Movement', 'Help direct the movement of your ' +
236 | 'tank. Reduces the chance of a thrown track or bogging down. Full effect ' +
237 | 'if commander directing from open hatch, half effect if buttoned up and ' +
238 | 'tank has a vision cupola. Otherwise no effect. No effect on firing.',
239 | True, ['Commander']))
240 | CREW_ORDERS.append(CrewOrder('Direct Main Gun Fire', 'Help direct the fire of the main gun, ' +
241 | 'increasing the chances of a hit.',
242 | True, ['Commander']))
243 | CREW_ORDERS.append(CrewOrder('Direct Co-ax MG Fire', 'Help direct the fire of the co-ax ' +
244 | 'machine gun, increasing the chances of destroying the target. No effect if this ' +
245 | 'MG is not fired this turn.', True, ['Commander']))
246 | CREW_ORDERS.append(CrewOrder('Direct Bow MG Fire', 'Help direct the fire of the bow ' +
247 | 'machine gun, increasing the chances of destroying the target. No effect if this ' +
248 | 'MG is not fired this turn.', True, ['Commander']))
249 |
250 | # Gunner
251 | CREW_ORDERS.append(CrewOrder('Fire Main Gun', 'Fire the main gun at an enemy target. Gun ' +
252 | 'must already have a shell loaded in order to fire. Turret can be rotated before ' +
253 | 'firing, but if so then the first shot will be at a penalty.', False, ['Gunner']))
254 | CREW_ORDERS.append(CrewOrder('Fire Co-Axial MG', 'Fire the Co-axial MG at an enemy target. ' +
255 | 'Turret can be rotated before firing, but if so then the shot will be at a ' +
256 | 'penalty.', True, ['Gunner']))
257 | CREW_ORDERS.append(CrewOrder('Rotate Turret', "Rotate turret to face any sector. Gunner " +
258 | "may only spot in the sector in front of the turret's new facing", True,
259 | ['Gunner']))
260 | CREW_ORDERS.append(CrewOrder('Help Repair', 'Assist any crewman attempting to repair a ' +
261 | 'malfunction. Only effective if another crewman is on a repair order.', False,
262 | ['Gunner']))
263 |
264 | # Loader
265 | CREW_ORDERS.append(CrewOrder('Reload', "Reload the main gun if it's fired. No effect if " +
266 | "main gun is malfunctioning. May only spot if main gun is not fired.", True,
267 | ['Loader']))
268 | CREW_ORDERS.append(CrewOrder('Repair Main Gun', 'Attempt to repair a malfunctioning ' +
269 | 'main gun.', False, ['Loader']))
270 | CREW_ORDERS.append(CrewOrder('Repair Co-ax MG', 'Attempt to repair a malfunctioning ' +
271 | 'co-axial machine gun.', False, ['Loader']))
272 | CREW_ORDERS.append(CrewOrder('Repair Turret Traverse', 'Attempt to repair a broken turret ' +
273 | 'traverse gear.', False, ['Loader']))
274 | CREW_ORDERS.append(CrewOrder('Repair Radio', 'Attempt to repair a broken turret radio.',
275 | False, ['Loader']))
276 | CREW_ORDERS.append(CrewOrder('Repair Intercom', 'Attempt to repair a broken tank intercom.',
277 | False, ['Loader']))
278 | CREW_ORDERS.append(CrewOrder('Fire Smoke Mortar', 'Fire the 2" smoke mortar, creating a smoke ' +
279 | 'marker at Close range to the turret front. Also reloads the mortar if any rounds ' +
280 | 'are still available.', False, ['Loader']))
281 | CREW_ORDERS.append(CrewOrder('Change Gun Load', 'Change the type of round loaded in ' +
282 | 'the main gun to any round available. Will also reload the main gun if fired, but ' +
283 | 'cannot maintain RoF if Loader is on this order.',
284 | False, ['Loader']))
285 | CREW_ORDERS.append(CrewOrder('Restock Ready Rack', 'Refill the ready rack with any ' +
286 | 'rounds still available. Main gun will not be reloaded if it is fired this turn.',
287 | False, ['Loader']))
288 |
289 | # Driver
290 | CREW_ORDERS.append(CrewOrder('Stop', 'Stop the tank.', True, ['Driver']))
291 | CREW_ORDERS.append(CrewOrder('Forward', 'Move the tank forward.', True, ['Driver']))
292 | CREW_ORDERS.append(CrewOrder('Forward to Hull Down', 'Move the tank forward and ' +
293 | 'attempt to move into a hull down position.', True, ['Driver']))
294 | CREW_ORDERS.append(CrewOrder('Reverse', 'Move the tank backward.', True, ['Driver']))
295 | CREW_ORDERS.append(CrewOrder('Reverse to Hull Down', 'Move the tank backward and ' +
296 | 'attempt to move into a hull down position.', True, ['Driver']))
297 | CREW_ORDERS.append(CrewOrder('Pivot Tank', 'Pivot tank to face any sector. Counts as ' +
298 | 'moving, so may not fire main gun, and any hull down position is lost.',
299 | True, ['Driver']))
300 | CREW_ORDERS.append(CrewOrder('Attempt Unbog', 'Attempt to free the tank from ' +
301 | 'being bogged down. Bonus if commander is directing movement from an ' +
302 | 'open hatch, penalty if driver is buttoned up.', False, ['Driver']))
303 |
304 | # Assistant Driver
305 | CREW_ORDERS.append(CrewOrder('Fire Bow MG', "Fire the bow MG in the sector to the " +
306 | "tank's front. May not fire if tank is hull down. Subtract crew member's " +
307 | "skill from the To Kill roll.", True, ['Asst. Driver']))
308 | CREW_ORDERS.append(CrewOrder('Repair Bow MG', 'Attempt to repair a malfunctioning ' +
309 | 'bow MG.', False, ['Asst. Driver']))
310 | CREW_ORDERS.append(CrewOrder('Pass Ammo', 'Pass ammo to the Loader to improve reload ' +
311 | 'time. Increases chance of maintaining Rate of Fire. Has no effect when loading ' +
312 | 'from the ready rack.', False, ['Asst. Driver']))
313 |
314 | # Orders available to several crew members
315 | CREW_ORDERS.append(CrewOrder('Throw Smoke Grenade', 'The crew member throws a smoke grenade ' +
316 | 'out of an open hatch, creating one smoke factor in the player hex. No effect if ' +
317 | 'no hatch or hatch is shut.',
318 | True, ['Commander', 'Loader']))
319 | CREW_ORDERS.append(CrewOrder('Fire AA MG', 'Fire the .50 cal MG mounted on the top of the ' +
320 | 'tank turret. Crew member must have an open hatch, and if Loader it must be a split ' +
321 | 'hatch rather than an oval one. The crew member is much more vulnerable to being ' +
322 | 'wounded while on this order, since they must venture outside of the tank.',
323 | True, ['Commander', 'Loader']))
324 | CREW_ORDERS.append(CrewOrder('Repair AA MG', 'Attempt to repair a malfunctioning ' +
325 | 'AA machine gun. Crew member must have an open hatch. and if Loader it must be a ' +
326 | 'split hatch rather than an oval one. The crew member is much ' +
327 | 'more vulnerable to being wounded while on this order, since they must venture ' +
328 | 'outside of the tank.', False, ['Commander', 'Loader']))
329 | # Bail out order available to all, only activated if one or more crew is incapacitated or worse
330 | CREW_ORDERS.append(CrewOrder('Abandon Tank', 'Order all crewmen to bail out of the tank, ' +
331 | 'risking injury but heading back to friendly lines. Only one crewman needs to ' +
332 | 'have this order to bail out all crewmen.', False, ['Commander', 'Gunner',
333 | 'Loader', 'Driver', 'Asst. Driver']))
334 |
335 |
336 | # list of possible random tank names for player's tank
337 | TANK_NAMES = [
338 | 'Fury', 'Vengeance', 'Cobra King', 'Hannibal', 'Thunderbolt', 'Blood & Guts',
339 | 'Colorado', 'Condor', 'Apache', 'Ironside', 'Lucky Legs', 'Cairo',
340 | 'Colbert', 'Hurricane', 'Hellbound', 'Lucky Lady', 'ALF', 'Barnbuster',
341 | 'Caribou', 'Flare Path', 'Steadfast', 'Maiden Castle', 'Little John',
342 | 'Goldcrest', 'Folkestone', 'Predator',
343 | 'Anapola', 'Arsenic', 'Astoria', 'Athena', 'Avenger', 'Bastard Bill',
344 | 'Battling Annie', 'Bed Bug', 'Beelzebub', 'Beowulf', 'Betty',
345 | 'The Black Orchid', 'Block Buster', 'Bomb', 'Boomerang', 'Bright Eyes',
346 | 'Buffalo', 'Buck Private', 'China Gal', 'Clodhopper', 'Comet', 'Corsair',
347 | 'Cougar', 'Davy Jones', 'Draftee', 'Eternity', 'The Flying Scot', 'Hot Box',
348 | 'Hot Lips', 'Hot Pants', 'Hyena', "Jeanne D'Arc", 'King Kong', 'Lady Liberty',
349 | 'Murder Inc.', 'Nightmare', 'Old Faithful', "Pistol Packin' Mama",
350 | 'Rachel', 'Shaman', 'Snafu', 'The Stag', 'Stampede', 'Squirrel', 'War Bride'
351 | ]
352 |
353 | # list of first names for crewmen
354 | FIRST_NAMES = [
355 | 'Gregory', 'Shane', 'Lee', 'Andre', 'Mario', 'Louis', 'Stephen', 'Kenneth',
356 | 'Angelo', 'Oliver', 'Edward', 'Joshua', 'Ronald', 'Victor', 'Eli', 'Mario',
357 | 'Dallas', 'Arthur', 'Anderson', 'Dylan', 'John', 'Quentin', 'Alexander',
358 | 'Timothy', 'Wesley', 'Spencer', 'Leonardo', 'Edgar', 'Bob', 'Chewy',
359 | 'Frank', 'Dmitry', 'Jens', 'Conrad',
360 | 'Robert', 'James', 'William', 'Charles', 'George', 'Joseph', 'Richard',
361 | 'Donald', 'Thomas', 'Frank', 'Harold', 'Paul', 'Raymond', 'Walter', 'Jack',
362 | 'Henry', 'Kenneth', 'Albert', 'David', 'Harry', 'Eugene', 'Ralph', 'Howard',
363 | 'Carl', 'Willie', 'Louis', 'Clarence', 'Earl', 'Roy', 'Fred', 'Joe', 'Francis',
364 | 'Lawrence', 'Herbert', 'Leonard', 'Ernest', 'Alfred', 'Anthony', 'Stanley',
365 | 'Norman', 'Gerald', 'Daniel', 'Samuel', 'Bernard', 'Billy', 'Melvin', 'Martin',
366 | 'Warren', 'Michael', 'Leroy', 'Russell', 'Leo', 'Andrew', 'Edwin', 'Elmer',
367 | 'Peter', 'Floyd', 'Lloyd', 'Ray', 'Fredrick', 'Theodore', 'Clifford', 'Vernon',
368 | 'Herman', 'Clyde', 'Chester', 'Philip', 'Alvin', 'Lester', 'Wayne', 'Vincent',
369 | 'Gordon', 'Leon', 'Lewis', 'Charlie', 'Glenn', 'Calvin', 'Martin', 'Milton',
370 | 'Jesse', 'Dale', 'Cecil', 'Bill', 'Harvey', 'Roger', 'Victor', 'Benjamin',
371 | 'Wallace', 'Sam', 'Allen', 'Arnold', 'Willard', 'Gilbert', 'Edgar', 'Oscar'
372 | ]
373 |
374 | # list of last names for crewmen
375 | LAST_NAMES = [
376 | 'Abraham', 'Adler', 'Allen', 'Ankins', 'Applegate', 'Avery',
377 | 'Bacon', 'Baker', 'Barnham', 'Belanger', 'Bentz', 'Bessler', 'Best', 'Blakely',
378 | 'Bleeker', 'Bouche', 'Brant', 'Brawley', 'Bretz', 'Brock', 'Brockman',
379 | 'Bruce', 'Buchman', 'Burnett', 'Burns', 'Butterfield',
380 | 'Caffey', 'Christopher', 'Cleary', 'Codere', 'Collins', 'Coutu', 'Cowell',
381 | 'Cowman', 'Cox', 'Craig', 'Crankovitch', 'Cuthburt', 'Cuttling',
382 | 'Darwin', 'Davis', 'Delarosa', 'Douglass', 'Dorman',
383 | 'Eakley', 'Eddie', 'Edwards', 'Elliott', 'Ellis', 'Elsner', 'English',
384 | 'Fanbrick', 'Farwell', 'Feigel', 'Felten', 'Fenske', 'Feigel',
385 | 'Fields', 'Fillman', 'Finley', 'Firske', 'Fournier', 'France', 'Franklin',
386 | 'Freeman', 'Furlong',
387 | 'Gallaway', 'Garvin', 'Germain', 'Gilchrist', 'Gillespie', 'Gohl', 'Goodwin',
388 | 'Gray', 'Greenwald', 'Greenwalt', 'Griffen', 'Griffith',
389 | 'Hahn', 'Halsted', 'Hammermeister', 'Hancock', 'Harmal', 'Hass', 'Hastings',
390 | 'Hayes', 'Heminger', 'Henchal', 'Hessen', 'Hilt', 'Hollister', 'Hollman',
391 | 'Howell', 'Hyde',
392 | 'Jordon',
393 | 'Kaiser', 'Kasper', 'Kegley', 'Kinney', 'Kleeman',
394 | 'Laird', 'Leach', 'Lehman', 'Lesatz', 'Levard', 'Lindh', 'Lynch',
395 | 'Madison', 'Manse', 'Matchinski', 'Mathews', 'Mauldin', 'McAlpine', 'McBurney',
396 | 'McCain', 'McCarney', 'McCown', 'McCutchen', 'McCutcheon', 'McDonald', 'McGraw',
397 | 'Medeiros', 'Merrick', 'Metic', 'Mondt', 'Morris', 'Moses',
398 | 'Navarro', 'Nickels', 'Norval',
399 | "O'Connell", 'Olson', "O'Neal", 'Ozanich',
400 | 'Patterson', 'Patzer', 'Peppin', 'Petrovich', 'Petty', 'Perkins', 'Porter',
401 | 'Posch', 'Price',
402 | 'Rapin', 'Rapp', 'Raslo', 'Razner', 'Rifenberg', 'Riley', 'Ripley', 'Robertson',
403 | 'Rooney', 'Rosental', 'Rossini', 'Russell', 'Rychech',
404 | 'Sawyer', 'Schafer', 'Schmidt', 'Schroeder', 'Schwartz', 'Scott', 'Shattuck',
405 | 'Shaw', 'Simmons', 'Slack', 'Smith', 'Speltzer', 'Stern', 'Stewart', 'Stone',
406 | 'Strenburg', 'Strong', 'Swanson', 'Syveran',
407 | 'Tenker', 'Thomas', 'Traver', 'Vallier', 'Vann', 'Wagner', 'Walsted', 'Warner',
408 | 'Webber', 'Weir', 'Welch', 'Westin', 'White', 'Winters', 'Woods', 'Wolff'
409 | ]
410 |
411 | import libtcodpy as libtcod # The Doryen Library
412 | HIGHLIGHT = (libtcod.COLCTRL_1, libtcod.COLCTRL_STOP)
413 |
414 | # menu bar
415 | MENU_BAR1 = '%cESC%c:Menu | '%HIGHLIGHT
416 | MENU_BAR2 = ('%cF1%c:Help | '%HIGHLIGHT +
417 | '%cF2%c:Tank Info | '%HIGHLIGHT +
418 | '%cF3%c:Crew Info'%HIGHLIGHT +
419 | ' '*39 +
420 | '%cF10%c:Settings | '%HIGHLIGHT +
421 | '%cF11%c:Campaign Stats | '%HIGHLIGHT +
422 | '%cF12%c:Screenshot'%HIGHLIGHT
423 | )
424 |
425 | # select spot sector
426 | SPOT_SECTOR_INFO = [
427 | '[%cW/S/Up/Down%c] Select crew'%HIGHLIGHT,
428 | '[%cA/D/Left/Right%c] Rotate selected spot sector'%HIGHLIGHT,
429 | '[%cEnd/Space%c] Proceed to Spotting Phase'%HIGHLIGHT
430 | ]
431 |
432 | # instructions for orders phase
433 | ORDERS_PHASE_INFO = [
434 | '[%cW/S/Up/Down%c] select crewman'%HIGHLIGHT,
435 | '[%cA/D/Left/Right%c] change order for selected crew'%HIGHLIGHT,
436 | 'Select [%cO%c]rder for selected crew from a menu'%HIGHLIGHT,
437 | '[%cR%c] cycle through ammo types to use when Reloading the main gun'%HIGHLIGHT,
438 | '[%cT%c] toggle use of the Ready Rack for reloading the main gun'%HIGHLIGHT,
439 | '[%cH%c] toggle Hatch status for selected crew member'%HIGHLIGHT,
440 | '[%cEnd/Space%c] finish Orders and proceed to Crew Actions'%HIGHLIGHT
441 | ]
442 |
443 | # instructions for selecting an order to issue
444 | ORDER_INFO = [
445 | '[%cW/S/Up/Down%c] Move order selection'%HIGHLIGHT,
446 | '[%cO%c] Set the selected order'%HIGHLIGHT,
447 | '[%cBackspace%c] Cancel and keep current order'%HIGHLIGHT
448 | ]
449 |
450 | # instructions for pivoting tank
451 | PIVOT_INFO = [
452 | '[%cA/D/Left/Right%c] Pivot to new facing'%HIGHLIGHT,
453 | '[%cEnter/End%c] Complete pivot'%HIGHLIGHT
454 | ]
455 |
456 | # instructions for rotating turret
457 | ROTATE_INFO = [
458 | '[%cA/D/Left/Right%c] Rotate turret'%HIGHLIGHT,
459 | '[%cEnter/End%c] Set turret facing and continue'%HIGHLIGHT
460 | ]
461 |
462 | # instructions for firing main gun
463 | FIRE_GUN_INFO = [
464 | '[%cA/D/Left/Right%c] Rotate turret'%HIGHLIGHT,
465 | '[%cTab%c] Next target'%HIGHLIGHT,
466 | '[%cF%c] Toggle Area and Direct Fire'%HIGHLIGHT,
467 | '[%cR%c] Change ammo type to use when reloading'%HIGHLIGHT,
468 | '[%cT%c] Toggle use of Ready Rack for reloading'%HIGHLIGHT,
469 | '[%cEnter%c] Fire main gun'%HIGHLIGHT,
470 | '[%cEnd%c] Finish firing and proceed to resolve hits or to next phase'%HIGHLIGHT
471 | ]
472 |
473 | # instructions for firing MGs
474 | FIRE_MGS_INFO = [
475 | '[%cA/D/Left/Right%c] Rotate turret (if co-ax can fire)'%HIGHLIGHT,
476 | '[%cM%c] Cycle active MG'%HIGHLIGHT,
477 | '[%cTab%c] Cycle between available targets'%HIGHLIGHT,
478 | '[%cEnter%c] Fire an MG'%HIGHLIGHT,
479 | '[%cEnd%c] Finish firing and proceed to next phase'%HIGHLIGHT
480 | ]
481 |
482 | # Campaign - check adjacent area instructions
483 | CHECK_AREA = [
484 | 'Check an Adjacent Area',
485 | '',
486 | '[%cTab%c] Cycle through adjacent areas (Shift to reverse)'%HIGHLIGHT,
487 | '[%cEnter%c] Check selected area for enemy resistance level'%HIGHLIGHT,
488 | '[%cBackspace%c] Cancel action'%HIGHLIGHT
489 | ]
490 |
491 | # Campaign - move into an area
492 | MOVE_AREA = [
493 | 'Move into an Adjacent Area',
494 | '',
495 | '[%cTab%c] Cycle through adjacent areas (Shift to reverse)'%HIGHLIGHT,
496 | '[%cEnter%c] Move into area'%HIGHLIGHT,
497 | '[%cBackspace%c] Cancel move'%HIGHLIGHT
498 | ]
499 |
500 | # info on enemy infantry units, displayed when player right-clicks on a unit
501 | UNIT_INFO = {
502 | 'Light Weapons Infantry': """\
503 | A squad of seven to ten riflemen, one of whom likely has a machine gun. Can attack and
504 | destroy friendly infantry. No threat to your tank, unless they attack and a crew member
505 | has an open hatch, or if they are in close range and attack with a Panzerfaust AT weapon.
506 | Only HE or Machine Gun attacks will damage them; AP hits will have no effect.""",
507 | 'MG Team': """\
508 | A team of enemy infantry armed with a medium or heavy machine gun. Can attack and destroy
509 | friendly infantry. No threat to your tank, unless they attack and a crew member has an
510 | open hatch. Only HE or Machine Gun attacks will damage them.""",
511 | '50L': """\
512 | The PaK 38 Anti-Tank Gun was developed in 1938 and first used in 1941 against Russian tanks.
513 | By 1944 it was relatively underpowered compared to the heaviest tank armour then in use,
514 | but was still widely used in the defense of France and Germany.""",
515 | '75L': """\
516 | The PaK 40 Anti-Tank Gun was developed between 1939 and 1941 and was the most widely-used
517 | german AT gun of the latter part of the war. Its 75mm gun is also mounted on tank
518 | destroyers.""",
519 | '88LL': """\
520 | The PaK 43 Anti-Tank Gun is a 88mm gun developed in 1943 as an anti-aircraft gun, but was
521 | also widely used in an anti-tank role. With a maximum range of over 8 miles, it has
522 | enough punch and firepower to knock out virtually any Allied tank."""
523 | }
524 |
525 | ##########################################################################################
526 | # List of possible crew statements #
527 | ##########################################################################################
528 |
529 | CREW_TALK_HEAVY_RES = [
530 | 'Yikes! Might want to call in some support, Commander.',
531 | 'I guess we could go around.',
532 | "We're not going in there, are we?"
533 | ]
534 |
535 | CREW_TALK_ARTY_STRIKE = [
536 | 'Thanks guys!',
537 | "I love that sound, at least when it's far away."
538 | ]
539 |
540 | CREW_TALK_NO_ARTY_STRIKE = [
541 | 'What are they doing over there?',
542 | 'How are we supposed to capture territory without proper artillery support?'
543 | ]
544 |
545 | CREW_TALK_NO_RES = [
546 | "It's quiet. Too quiet.",
547 | 'They must have repositioned.'
548 | ]
549 |
550 | CREW_TALK_THROWN_TRACK = [
551 | "Well that's not good!",
552 | "We're immobilized!"
553 | ]
554 |
555 | CREW_TALK_ARMOUR_SAVED = [
556 | 'Whoa! That was close!',
557 | 'Incoming AT!'
558 | ]
559 |
560 | CREW_TALK_SHOT_MISSED = [
561 | 'That was close. Too close.',
562 | 'We got lucky on that one.'
563 | ]
564 |
565 | # List of hometowns for USA
566 | # based on http://www.census.gov/population/www/documentation/twps0027/tab17.txt
567 |
568 | USA_HOMETOWNS = [
569 | 'New York, NY',
570 | 'Chicago, IL',
571 | 'Philadelphia, PA',
572 | 'Detroit, MI',
573 | 'Los Angeles, CA',
574 | 'Cleveland, OH',
575 | 'Baltimore, MD',
576 | 'St. Louis, MO',
577 | 'Boston, MA',
578 | 'Pittsburgh, PA',
579 | 'Washington, DC',
580 | 'San Francisco, CA',
581 | 'Milwaukee, WI',
582 | 'Buffalo, NY',
583 | 'New Orleans, LA',
584 | 'Minneapolis, MN',
585 | 'Cincinnati, OH',
586 | 'Newark, NJ',
587 | 'Kansas City, MO',
588 | 'Indianapolis, IN',
589 | 'Houston, TX',
590 | 'Seattle, WA',
591 | 'Rochester, NY',
592 | 'Denver, CO',
593 | 'Louisville, KY',
594 | 'Columbus, OH',
595 | 'Portland, OR',
596 | 'Atlanta, GA',
597 | 'Oakland, CA',
598 | 'Jersey City, NJ',
599 | 'Dallas, TX',
600 | 'Memphis, TN',
601 | 'St. Paul, MN',
602 | 'Toledo, OH',
603 | 'Birmingham, AL',
604 | 'San Antonio, TX',
605 | 'Providence, RI',
606 | 'Akron, OH',
607 | 'Omaha, NE',
608 | 'Dayton, OH',
609 | 'Syracuse, NY',
610 | 'Oklahoma City, OK',
611 | 'San Diego, CA',
612 | 'Worcester, MA',
613 | 'Richmond, VA',
614 | 'Fort Worth, TX',
615 | 'Jacksonville, FL',
616 | 'Miami, FL',
617 | 'Youngstown, OH',
618 | 'Nashville, TN',
619 | 'Hartford, CT',
620 | 'Grand Rapids, MI',
621 | 'Long Beach, CA',
622 | 'New Haven, CT',
623 | 'Des Moines, IA',
624 | 'Flint, MI',
625 | 'Salt Lake City, UT',
626 | 'Springfield, MA',
627 | 'Bridgeport, CT',
628 | 'Norfolk, VA',
629 | 'Yonkers, NY',
630 | 'Tulsa, OK',
631 | 'Scranton, PA',
632 | 'Paterson, NJ',
633 | 'Albany, NY',
634 | 'Chattanooga, TN',
635 | 'Trenton, NJ',
636 | 'Spokane, WA',
637 | 'Kansas City, KS',
638 | 'Fort Wayne, IN',
639 | 'Camden, NJ',
640 | 'Erie, PA',
641 | 'Fall River, MA',
642 | 'Wichita, KS',
643 | 'Wilmington, DE',
644 | 'Gary, IN',
645 | 'Knoxville, TN',
646 | 'Cambridge, MA',
647 | 'Reading, PA',
648 | 'New Bedford, MA',
649 | 'Elizabeth, NJ',
650 | 'Tacoma, WA',
651 | 'Canton, OH',
652 | 'Tampa, FL',
653 | 'Sacramento, CA',
654 | 'Peoria, IL',
655 | 'Somerville, MA',
656 | 'Lowell, MA',
657 | 'South Bend, IN',
658 | 'Duluth, MN',
659 | 'Charlotte, NC',
660 | 'Utica, NY',
661 | 'Waterbury, CT',
662 | 'Shreveport, LA',
663 | 'Lynn, MA',
664 | 'Evansville, IN',
665 | 'Allentown, PA',
666 | 'El Paso, TX',
667 | 'Savannah, GA',
668 | 'Little Rock, AR',
669 | 'Honolulu, HT' # i.e. Hawai`i Territory
670 | ]
671 |
672 | # TODO: expand list of hometowns for Canadian crewmen
673 | # Canada's Best Campaign will assume that player is part of 21st Armoured, so hometowns are
674 | # from Eastern Ontario
675 | CAN_HOMETOWNS = [
676 | 'East York, ON',
677 | 'Etobicoke, ON',
678 | 'North York, ON',
679 | 'Scarborough, ON',
680 | 'York, ON',
681 | 'Toronto, ON',
682 | 'Brampton, ON',
683 | 'Ottawa, ON',
684 | 'Kingston, ON',
685 | 'Newmarket, ON',
686 | 'Guelph, ON'
687 | ]
688 |
689 | # Damage type class
690 | # defines types of tank damage that can possibly be repaired by a crewman, or damage that
691 | # can result from a failed repair attempt
692 | class Damage:
693 | def __init__(self, name, order, repair_score, break_score, break_result, auto_repair):
694 | self.name = name # identifying name of the damage
695 | self.order = order # order required to repair ('' if NA)
696 | self.repair_score = repair_score # score required to repair (0 if NA)
697 | self.break_score = break_score # minimum roll to break (0 if NA)
698 | self.break_result = break_result # new damage type to apply if broken ('' if NA)
699 | self.auto_repair = auto_repair # automatically repaired after an
700 | # encounter unless break score rolled
701 |
702 | DAMAGE_TYPES = []
703 | DAMAGE_TYPES.append(Damage('Main Gun Malfunction', 'Repair Main Gun', 4, 11, 'Main Gun Broken', True))
704 | DAMAGE_TYPES.append(Damage('Main Gun Broken', '', 0, 0, '', False))
705 | DAMAGE_TYPES.append(Damage('Gun Sight Broken', '', 0, 0, '', False))
706 | DAMAGE_TYPES.append(Damage('Engine Knocked Out', '', 0, 0, '', False))
707 | DAMAGE_TYPES.append(Damage('Turret Traverse Malfunction', 'Repair Turret Traverse', 4, 0, 'Turret Traverse Broken', True))
708 | DAMAGE_TYPES.append(Damage('Turret Traverse Broken', '', 0, 0, '', False))
709 | DAMAGE_TYPES.append(Damage('Radio Malfunction', 'Repair Radio', 6, 12, 'Radio Broken', True))
710 | DAMAGE_TYPES.append(Damage('Radio Broken', '', 0, 0, '', False))
711 | DAMAGE_TYPES.append(Damage('Intercom Malfunction', 'Repair Intercom', 8, 12, 'Intercom Broken', True))
712 | DAMAGE_TYPES.append(Damage('Intercom Broken', '', 0, 0, '', False))
713 | DAMAGE_TYPES.append(Damage('AA MG Malfunction', 'Repair AA MG', 8, 12, 'AA MG Broken', True))
714 | DAMAGE_TYPES.append(Damage('AA MG Broken', '', 0, 0, '', False))
715 | DAMAGE_TYPES.append(Damage('Co-ax MG Malfunction', 'Repair Co-ax MG', 8, 12, 'Co-ax MG Broken', True))
716 | DAMAGE_TYPES.append(Damage('Co-ax MG Broken', '', 0, 0, '', False))
717 | DAMAGE_TYPES.append(Damage('Bow MG Malfunction', 'Repair Bow MG', 8, 12, 'Bow MG Broken', True))
718 | DAMAGE_TYPES.append(Damage('Bow MG Broken', '', 0, 0, '', False))
719 |
720 |
721 | # return a pointer to a given damage type
722 | def GetDamageType(name):
723 | for d in DAMAGE_TYPES:
724 | if d.name == name: return d
725 | return None
726 |
727 | # types of damage that allow us to choose to head back to HQ
728 | ENDING_DAMAGES = ['Gun Sight Broken', 'Main Gun Broken', 'Turret Traverse Broken']
729 |
730 |
731 |
732 | HELP_TEXT = [
733 | ('AP', """\
734 | AP refers to an Armour-piercing gun shell. As the shell is designed to punch through armour,
735 | it has a minimal explosive charge and thus will do no significant damage to infantry or AT
736 | guns. Only Direct Fire mode can be used with this type of shell. Enemy tanks, SPGs, and AT
737 | guns will always use AP fire against you and friendly armour.
738 | """),
739 | ('HVAP', """\
740 | High velocity Armour-piercing gun shell. Produced for the 76mm guns on American tank
741 | destroyers, they consist of a dense tungsten carbine core surrounded by an aluminium casing.
742 | The shell was able to penetrate armour at much further ranges than the standard 76mm AP
743 | shell. They were normally only issued to Tank Destroyers. Their use by M4 Sherman crews in
744 | this and other simulations is not supported by historical evidence, but rather represents
745 | a few shells 'appropriated' from supplies.
746 | """),
747 | ('APDS', """\
748 | Armour-Piercing Discarding Sabot gun shell. A type of shell with a dense core surrounded by
749 | pedal-shaped sabots that separate from the core in flight. Very effective against armour.
750 | APDS rounds in British and Commonwealth forces were rare up to late 1944.
751 | """),
752 | ('HE', """\
753 | HE refers to a High-explosive gun shell. These shells are designed for use against lightly
754 | or unarmoured vehicles, gun teams, and other infantry. Fully armoured vehicles will normally
755 | only be damaged by HE in the case of a Critical Hit. HE can be fired in either Direct or Area
756 | fire mode. En route to your starting location, you will use a random number of HE shells
757 | suppressing infantry attacks.
758 | """),
759 | ('WP', """\
760 | WP refers to a White Phosphorus smoke-producing shell. WP burns quickly producing a blanket of
761 | smoke. They are harmful to anyone nearby, and thus are only used against enemy positions. WP
762 | must be fired in Area Fire mode. A successful hit with WP produces 1 Smoke Factor in the target's
763 | hex and, if the target is in medium or long range, an additional Smoke Factor in each adjacent
764 | hex in the same range band.
765 | """),
766 | ('HCBI', """\
767 | HCBI refers to a Hexachlorothane-Base Initiating smoke-producing shell. HCBI produces a great deal
768 | of smoke, with the benefit of being safe to use near friendly forces. Only a limited number
769 | of HCBI shells are available each day: 10 on the first day, and 1-10 each day thereafter. HCBI
770 | must be fired in Area Fire mode. A successful hit with HCBI produces 2 Smoke Factors in the target's
771 | hex and, if the target is in medium or long range, additional Smoke Factors in each adjacent
772 | hex in the same range band.
773 | """),
774 | ('M4 Sherman', """\
775 | A medium tank produced by the United States and in service from 1942 to 1955 in the American
776 | armed forces. There were over a dozen variants of this tank produced, plus other vehicles that
777 | were built on its chassis or hull. The original M4 was intended for infantry support and mobile
778 | attack, and was vastly outclassed by most other medium and heavy German tanks in the later part
779 | of the war.
780 | """),
781 | ('Hidden', """\
782 | Hidden units are enemy units that you know are in the area, but to which you do not have a direct
783 | line of sight. Hidden units cannot be targeted by your tank, but nor can they initiate attacks
784 | against you. Units remain hidden unit either they or you change their position; no spotting checks
785 | can reveal them unless one of you moves.
786 | """),
787 | ('Unspotted', """\
788 | Unspotted units are enemy units that have been reported by friendly observers but which have not yet
789 | been spotted by the crew of your tank. Unspotted units can attack you and friendly units, but you
790 | cannot attack them until they are spotted.
791 | """),
792 | ('Unidentified', """\
793 | Unidentified units have been spotted by the crew of your tank, but you do not yet know what specific
794 | type of tank, self-propelled gun, or AT gun they are until they are Identified. Unidentified units
795 | attack and can be targeted as normal, but you do not know how powerful your enemy is until you
796 | can successfully identify it.
797 | """),
798 | ('Call Artillery', """\
799 | Call Artillery is an action used on an adjacent enemy-controlled area in the campaign day map. If
800 | successful, an artillery strike is called in on the map area. Whether or not the call is
801 | successful, your battle group will move into the area after the strike attempt. The action
802 | takes 15 mins. of time, plus the time required to enter the new area. The strike has a 70
803 | percent chance of being called in.
804 | """),
805 | ('Hull Down', """\
806 | A vehicle that is Hull Down has its hull hidden behind something that will absorb incoming
807 | fire, such as a hill or stone wall. Targets that are Hull Down are not affected by hits
808 | that would normally affect the hull, and are thus much harder to hit effectively. If your
809 | tank is Hull Down, you cannot fire the Hull MG. Hull Down is lost if your tank moves or
810 | pivots, and must be regained via the appropriate order to the Driver.
811 | """),
812 | ('Rate of Fire', """\
813 | Rate of Fire (RoF) means that the Gunner and Loader have worked quickly enough to fire off
814 | multiple shells at the same target in quick succession in the same turn. In order to maintain RoF,
815 | you must
816 | reload a shell into the main gun, and the shell must be compatible with the current target
817 | type. So if you fire an AP shell in Direct Fire and reload a WP shell, you cannot maintain
818 | RoF since WP must be fired in Area Fire mode. The Gunner's and Loader's skill both improve
819 | the chance of maintaining RoF. If you are reloading from the Ready Rack then the chance is
820 | greatly increased; otherwise, if the Assistant Driver is on Pass Ammo orders, then his
821 | skill is instead applied as a positive modifier. You don't have to use the extra shot;
822 | press [End] or [Space] instead to progress to the next phase.
823 | """),
824 | ('VP', """\
825 | VP refers to Victory Points. You are awarded VP for capturing areas on the campaign day map,
826 | and for your tank destroying units during an Encounter. Your final VP indicates how
827 | successful your campaign has been.
828 | """),
829 | ('Armour', """\
830 | All vehicles in the game are protected by some level of armour. When determining if a hit
831 | on a unit destroys it or not, the armour value of the hit location is used to calculate
832 | the odds of penetrating the armour and destroying the unit. Vehicles can have up to four
833 | different armour values: one each for the turret front and sides, and one each for the hull
834 | front and sides. Armour on the rear of the vehicle is always one level lower than the
835 | side of the same location. Armour levels progress as follows: 0, 1, 2, 3, 4, 6, 8, 11,
836 | 14, 18, and 26.
837 | """),
838 | ('Advance Mission', """\
839 | In an Advance mission your task is to move through the map, capturing areas and destroying
840 | any enemy resistance you encounter. If you can capture your exit area before nightfall you
841 | will be awarded bonus Victory Points and will have the opportunity to continue advancing
842 | into a new map zone.
843 | """),
844 | ('Battle Mission', """\
845 | In a Battle mission your task is to move through the map and capture enemy-controlled
846 | areas, but the resistance you meet will be much stronger, better prepared, and better
847 | fortified than in an Advance mission. Considering making full use of artillery and air
848 | support, as well as advancing fire. Capturing your exit area awards you bonus VP as
849 | normal.
850 | """),
851 | ('Counterattack Mission', """\
852 | A Counterattack is quite different from an Advance or Battle mission. Since the enemy is
853 | advancing on you, you begin at the top of the map and the enemy comes to you. If your map
854 | area is surrounded by enemy-controlled areas, your battlegroup must move to rejoin your
855 | battle line. Once an encounter begins you always begin Stopped and Hull Down, and
856 | have a chance to ambush the enemy and attack first. Victory Points are only awarded for
857 | destroying enemy units.
858 | """),
859 | ('Direct Fire', """\
860 | In this firing mode you aim the shot directly at the enemy target. The to-hit roll is
861 | affected by range, smoke, terrain, etc. modifiers. Must be used with AP, HVAP, and APDS;
862 | may be used with HE; may not be used with WP and HCBI ammo.
863 | """),
864 | ('Area Fire', """\
865 | In this firing mode you aim the shot toward the general location of the enemy target. The
866 | to-hit roll has no modifier for terrain, but any terrain modifier will be applied to any
867 | subsequent to-kill roll. This makes it easier to hit with smoke rounds, and gives a greater
868 | chance of pinning a target infantry unit with a close hit if a direct hit would be unlikely.
869 | May be used with HE; may not be used with AP, HVAP, and APDS; must be used with WP and HCBI.
870 | """),
871 | ('Skill Activations', """\
872 | Crew skills are automatically tested for activation every time they have the possibility of
873 | being activated. For example, a skill that affects firing with the main gun will be checked
874 | every time the main gun is fired.
875 | """)
876 | ]
877 |
878 | # data to display title screen
879 | TITLE = [
880 | [1,6,2,6,3,3,3,3,2,6,2,3,2,3,1,6,3,6,1,6],
881 | [0,8,1,7,2,4,1,4,1,8,1,3,2,3,1,7,2,6,1,7],
882 | [0,8,1,8,1,9,1,8,1,3,2,3,1,8,1,6,1,8],
883 | [0,3,2,3,1,3,2,3,1,9,1,3,2,3,1,3,2,3,1,3,2,3,1,3,4,3,2,3],
884 | [0,3,2,3,1,3,2,3,1,3,1,1,1,3,1,3,2,3,1,3,2,3,1,3,2,3,1,3,4,3,2,3],
885 | [0,3,2,3,1,3,2,2,2,3,3,3,1,3,2,3,1,3,2,3,1,3,2,2,2,4,3,3,2,3],
886 | [0,8,1,6,3,3,3,3,1,3,2,3,1,3,2,3,1,6,3,4,3,3,2,3],
887 | [0,3,2,3,1,3,2,2,2,3,3,3,1,3,2,3,1,3,2,3,1,3,2,2,2,3,4,3,2,3],
888 | [0,3,2,3,1,3,2,3,1,3,3,3,1,3,2,3,1,3,2,3,1,3,2,3,1,3,4,3,2,3],
889 | [0,3,2,3,1,3,2,3,1,3,3,3,1,8,1,8,1,3,2,3,1,6,1,8],
890 | [0,3,2,3,1,3,2,3,1,3,3,3,1,8,1,8,1,3,2,3,1,6,1,7],
891 | [0,3,2,3,1,3,2,3,1,3,3,3,2,6,3,6,2,3,2,3,1,6,1,6],
892 | [0],
893 | [1,7,2,6,2,3,3,3,1,3,3,3,2,6,2,3,2,3,1,6,3,6,1,6],
894 | [0,8,1,8,1,4,1,4,1,4,1,4,1,8,1,3,2,3,1,7,2,6,1,7],
895 | [0,8,1,8,1,9,1,9,1,8,1,3,2,3,1,8,1,6,1,8],
896 | [0,3,6,3,2,3,1,9,1,9,1,3,2,3,1,4,1,3,1,3,2,3,1,3,4,3,2,3],
897 | [0,3,6,3,2,3,1,3,1,1,1,3,1,3,1,1,1,3,1,3,2,3,1,8,1,3,2,3,1,3,4,3,2,3],
898 | [0,3,6,3,2,3,1,3,3,3,1,3,3,3,1,3,2,3,1,8,1,3,2,3,1,4,3,3,2,2],
899 | [0,3,6,3,2,3,1,3,3,3,1,3,3,3,1,8,1,8,1,3,2,3,1,4,3,6],
900 | [0,3,6,3,2,3,1,3,3,3,1,3,3,3,1,3,2,3,1,3,1,4,1,3,2,3,1,3,4,3,2,2],
901 | [0,3,6,3,2,3,1,3,3,3,1,3,3,3,1,3,2,3,1,3,2,3,1,3,2,3,1,3,4,3,2,3],
902 | [0,8,1,8,1,3,3,3,1,3,3,3,1,3,2,3,1,3,2,3,1,8,1,6,1,3,2,3],
903 | [0,8,1,8,1,3,3,3,1,3,3,3,1,3,2,3,1,3,2,3,1,7,2,6,1,3,2,3],
904 | [1,7,2,6,2,3,3,3,1,3,3,3,1,3,2,3,1,3,2,3,1,6,3,6,1,3,2,3]
905 | ]
906 |
907 | # Tutorial Text
908 | TUTORIAL_TEXT = {
909 | 'welcome': """\
910 | Welcome to Armoured Commander! Since this is your first time playing (or you deleted your
911 | bones file) messages such as these will pop up from time to time to help get you started.
912 | If you'd rather play without them, simply toggle them off in the Settings menu.""",
913 | 'advance_mission': """\
914 | In an Advance mission your task is to move through the map, capturing areas
915 | and destroying any enemy resistance you encounter. If you can capture your
916 | exit area before nightfall you will be awarded bonus Victory Points and will
917 | have the opportunity to continue advancing into a new map zone.""",
918 | 'battle_mission': """\
919 | In a Battle mission your task is to move through the map and capture enemy-controlled
920 | areas, but the resistance you meet will be much stronger, better prepared, and better
921 | fortified than in an Advance mission. Considering making full use of artillery and
922 | air support, as well as advancing fire. Capturing your exit area awards you bonus VP as
923 | normal.""",
924 | 'counterattack_mission': """\
925 | A Counterattack is quite different from an Advance or Battle mission. Since the
926 | enemy is advancing on you, you do not move your battlegroup around the map. Instead, you
927 | remain in place and await for the enemy to come to you. Between encounters you always
928 | have the chance to resupply. Once an encounter begins you always begin Stopped and Hull
929 | Down, and have a chance to ambush the enemy and attack first. Victory Points are only
930 | awarded for destroying enemy units."""
931 | }
932 |
933 | # credits text
934 | CREDITS_TEXT = [
935 | '*** Armoured Commander ***',
936 | '',
937 | '',
938 | 'The World War II Tank Commander Roguelike',
939 | '',
940 | '',
941 | 'Designed and Programmed by',
942 | 'Gregory Adam Scott',
943 | '',
944 | '',
945 | '* Inspired By *',
946 | 'Advanced Squad Leader by Don Greenwood, 1985',
947 | "Patton's Best by Bruce Shelley, 1987",
948 | 'Flames of War by Phil Yates, 2002',
949 | '',
950 | '',
951 | '* Resources Used *',
952 | '/r/roguelikedev',
953 | 'Temple of the Roguelike',
954 | 'Roguebasin',
955 | 'The Doryen Library (libtcod)',
956 | '',
957 | '',
958 | '* Special Thanks To *',
959 | 'Josh Ge, Grid Sage Games',
960 | 'Galaga Galaxian',
961 | 'Zomb Lee Youtube channel',
962 | "Dimosa, Dimosa's Quest Youtube channel",
963 | "Tim Stone, Rock Paper Shotgun's The Flare Path",
964 | 'Aresbece'
965 |
966 | ]
967 |
968 | # END #
969 |
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/armcom_defs.pyc:
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/armcom_vehicle_defs.py:
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1 | # -*- coding: UTF-8 -*-
2 |
3 | # Vehicle Type Definitions for Armoured Commander
4 |
5 | ##########################################################################################
6 | #
7 | # Copyright 2015 Gregory Adam Scott (sudasana@gmail.com)
8 | #
9 | # This file is part of Armoured Commander.
10 | #
11 | # Armoured Commander is free software: you can redistribute it and/or modify
12 | # it under the terms of the GNU General Public License as published by
13 | # the Free Software Foundation, either version 3 of the License, or
14 | # (at your option) any later version.
15 | #
16 | # Armoured Commander is distributed in the hope that it will be useful,
17 | # but WITHOUT ANY WARRANTY; without even the implied warranty of
18 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 | # GNU General Public License for more details.
20 |
21 | # You should have received a copy of the GNU General Public License
22 | # along with Armoured Commander, in the form of a file named "gpl.txt".
23 | # If not, see .
24 | #
25 | ##########################################################################################
26 |
27 | # New Rarity Factor system, intended to work with any list of vehicle types:
28 | # (2.0 - ASL Model RF) * 100 * (portion)
29 |
30 | # 6 vs 14
31 |
32 | # first item in the list is always a string unique to the vehicle type and sub-type
33 | # used for identifying the correct entry
34 |
35 | VEHICLE_TYPES = [
36 |
37 | # American Tanks
38 |
39 | # M4 Sherman, Turret A
40 | ['M4 Turret A',
41 | ('vehicle_type', 'M4 Sherman'),
42 | ('sub_type', 'Turret A'),
43 | ('overhead_view', 'm4_a.xp'),
44 | ('vehicle_class', 'Medium Tank'),
45 | ('target_size', 'Large'),
46 | ('main_gun', '75'),
47 | ('co_ax_mg', 4),
48 | ('bow_mg', 2),
49 | ('aa_mg', 4),
50 | ('hull_front_armour', 8),
51 | ('hull_side_armour', 4),
52 | ('turret_front_armour', 8),
53 | ('turret_side_armour', 6),
54 | ('main_gun_rounds', 89),
55 | ('rr_size', 8),
56 | ('rof_num', 5),
57 | ('loader_hatch', 'None'),
58 | ('rarity', [6,5,3,1,1,1,1,1,1]),
59 | ('info_text', 'The M4 was one of the first Sherman variants to be approved, ' +
60 | 'distinguished from the M4A1 by its welded hull. This early turret design lacks ' +
61 | 'a loader hatch, smoke mortar, and vision cupola, features that ' +
62 | 'were later added or refitted to most models.')],
63 |
64 | # M4 Sherman, Turret B
65 | ['M4 Turret B',
66 | ('vehicle_type', 'M4 Sherman'),
67 | ('sub_type', 'Turret B'),
68 | ('overhead_view', 'm4_b.xp'),
69 | ('vehicle_class', 'Medium Tank'),
70 | ('target_size', 'Large'),
71 | ('main_gun', '75'),
72 | ('co_ax_mg', 4),
73 | ('bow_mg', 2),
74 | ('aa_mg', 4),
75 | ('hull_front_armour', 8),
76 | ('hull_side_armour', 4),
77 | ('turret_front_armour', 8),
78 | ('turret_side_armour', 6),
79 | ('main_gun_rounds', 89),
80 | ('rr_size', 8),
81 | ('rof_num', 5),
82 | ('loader_hatch', 'Oval'),
83 | ('smoke_mortar', ''),
84 | ('rarity', [14,10,7,3,3,2,1,1,1]),
85 | ('info_text', 'Based on combat experience, the M4 was enhanced with a smoke ' +
86 | "mortar starting from June 1943, and a hatch over the loader's " +
87 | 'position starting from December 1943.')],
88 |
89 | # M4 Sherman, Turret C
90 | ['M4 Turret C',
91 | ('vehicle_type', 'M4 Sherman'),
92 | ('sub_type', 'Turret C'),
93 | ('overhead_view', 'm4_c.xp'),
94 | ('vehicle_class', 'Medium Tank'),
95 | ('target_size', 'Large'),
96 | ('main_gun', '75'),
97 | ('co_ax_mg', 4),
98 | ('bow_mg', 2),
99 | ('aa_mg', 4),
100 | ('hull_front_armour', 8),
101 | ('hull_side_armour', 4),
102 | ('turret_front_armour', 8),
103 | ('turret_side_armour', 6),
104 | ('main_gun_rounds', 89),
105 | ('rr_size', 8),
106 | ('rof_num', 5),
107 | ('loader_hatch', 'Oval'),
108 | ('vision_cupola', ''),
109 | ('smoke_mortar', ''),
110 | ('rarity', [0,0,0,1,1,1,1,1,1]),
111 | ('info_text', "This represents an M4 produced with a smoke mortar and loader's " +
112 | "hatch, with the commander's hatch enhanced by a vision cupola, perhaps " +
113 | 'retrofitted in the field.')],
114 |
115 | # M4A1 Sherman, Turret A
116 | ['M4A1 Turret A',
117 | ('vehicle_type', 'M4A1 Sherman'),
118 | ('sub_type', 'Turret A'),
119 | ('overhead_view', 'm4_a1_a.xp'),
120 | ('vehicle_class', 'Medium Tank'),
121 | ('target_size', 'Large'),
122 | ('main_gun', '75'),
123 | ('co_ax_mg', 4),
124 | ('bow_mg', 2),
125 | ('aa_mg', 4),
126 | ('hull_front_armour', 11),
127 | ('hull_side_armour', 4),
128 | ('turret_front_armour', 8),
129 | ('turret_side_armour', 6),
130 | ('main_gun_rounds', 83),
131 | ('rr_size', 8),
132 | ('rof_num', 5),
133 | ('loader_hatch', 'None'),
134 | ('rarity', [7,6,5,2,1,1,1,1,1]),
135 | ('info_text', 'The M4A1 was the first variant of Sherman tank to be produced, ' +
136 | 'and is distinguished by its cast hull. This early turret design lacks ' +
137 | 'a loader hatch, smoke mortar, and vision cupola, features that ' +
138 | 'were later added or refitted to most models.')],
139 |
140 | # M4A1 Sherman, Turret B
141 | ['M4A1 Turret B',
142 | ('vehicle_type', 'M4A1 Sherman'),
143 | ('sub_type', 'Turret B'),
144 | ('overhead_view', 'm4_a1_b.xp'),
145 | ('vehicle_class', 'Medium Tank'),
146 | ('target_size', 'Large'),
147 | ('main_gun', '75'),
148 | ('co_ax_mg', 4),
149 | ('bow_mg', 2),
150 | ('aa_mg', 4),
151 | ('hull_front_armour', 11),
152 | ('hull_side_armour', 4),
153 | ('turret_front_armour', 8),
154 | ('turret_side_armour', 6),
155 | ('main_gun_rounds', 83),
156 | ('rr_size', 8),
157 | ('rof_num', 5),
158 | ('loader_hatch', 'Oval'),
159 | ('smoke_mortar', ''),
160 | ('rarity', [18,14,10,7,3,3,2,1,1]),
161 | ('info_text', 'This represents either a later M4A1 built with an oval loader ' +
162 | 'hatch, or an earlier model that had a loader hatch field-fitted.')],
163 |
164 | # M4A1 Sherman, Turret C
165 | ['M4A1 Turret C',
166 | ('vehicle_type', 'M4A1 Sherman'),
167 | ('sub_type', 'Turret C'),
168 | ('overhead_view', 'm4_a1_c.xp'),
169 | ('vehicle_class', 'Medium Tank'),
170 | ('target_size', 'Large'),
171 | ('main_gun', '75'),
172 | ('co_ax_mg', 4),
173 | ('bow_mg', 2),
174 | ('aa_mg', 4),
175 | ('hull_front_armour', 11),
176 | ('hull_side_armour', 4),
177 | ('turret_front_armour', 8),
178 | ('turret_side_armour', 6),
179 | ('main_gun_rounds', 83),
180 | ('rr_size', 8),
181 | ('rof_num', 5),
182 | ('loader_hatch', 'Oval'),
183 | ('vision_cupola', ''),
184 | ('smoke_mortar', ''),
185 | ('rarity', [0,0,0,1,1,1,1,1,1]),
186 | ('info_text', 'This is an M4A1 fitted with an oval loader hatch, a vision cupola ' +
187 | "for the commander's hatch, and a smoke mortar for the loader.")],
188 |
189 | # M4A3 Sherman, Turret A
190 | ['M4A3 Turret A',
191 | ('vehicle_type', 'M4A3 Sherman'),
192 | ('sub_type', 'Turret A'),
193 | ('overhead_view', 'm4_a3_a.xp'),
194 | ('vehicle_class', 'Medium Tank'),
195 | ('target_size', 'Large'),
196 | ('main_gun', '75'),
197 | ('co_ax_mg', 4),
198 | ('bow_mg', 2),
199 | ('aa_mg', 4),
200 | ('hull_front_armour', 8),
201 | ('hull_side_armour', 4),
202 | ('turret_front_armour', 8),
203 | ('turret_side_armour', 6),
204 | ('main_gun_rounds', 89),
205 | ('rr_size', 8),
206 | ('rof_num', 5),
207 | ('loader_hatch', 'None'),
208 | ('rarity', [2,2,2,1,1,1,1,1,1]),
209 | ('info_text', 'The M4A3 was the third variant of Sherman tank, similar to the ' +
210 | 'M4 but powered by a Ford V-8 engine. This early turret design lacks ' +
211 | 'a loader hatch, smoke mortar, and vision cupola, features that ' +
212 | 'were later added or refitted to most models.')],
213 |
214 | # M4A3 Sherman, Turret B
215 | ['M4A3 Turret B',
216 | ('vehicle_type', 'M4A3 Sherman'),
217 | ('sub_type', 'Turret B'),
218 | ('overhead_view', 'm4_a3_b.xp'),
219 | ('vehicle_class', 'Medium Tank'),
220 | ('target_size', 'Large'),
221 | ('main_gun', '75'),
222 | ('co_ax_mg', 4),
223 | ('bow_mg', 2),
224 | ('aa_mg', 4),
225 | ('hull_front_armour', 8),
226 | ('hull_side_armour', 4),
227 | ('turret_front_armour', 8),
228 | ('turret_side_armour', 6),
229 | ('main_gun_rounds', 89),
230 | ('rr_size', 8),
231 | ('rof_num', 5),
232 | ('loader_hatch', 'Oval'),
233 | ('smoke_mortar', ''),
234 | ('rarity', [2,2,3,2,2,2,3,2,1]),
235 | ('info_text', 'This represents an M4A3 with an oval loader hatch and a smoke ' +
236 | 'mortar.')],
237 |
238 | # M4A3 Sherman, Turret C
239 | ['M4A3 Turret C',
240 | ('vehicle_type', 'M4A3 Sherman'),
241 | ('sub_type', 'Turret C'),
242 | ('overhead_view', 'm4_a3_c.xp'),
243 | ('vehicle_class', 'Medium Tank'),
244 | ('target_size', 'Large'),
245 | ('main_gun', '75'),
246 | ('co_ax_mg', 4),
247 | ('bow_mg', 2),
248 | ('aa_mg', 4),
249 | ('hull_front_armour', 8),
250 | ('hull_side_armour', 4),
251 | ('turret_front_armour', 8),
252 | ('turret_side_armour', 6),
253 | ('main_gun_rounds', 89),
254 | ('rr_size', 8),
255 | ('rof_num', 5),
256 | ('loader_hatch', 'Oval'),
257 | ('vision_cupola', ''),
258 | ('smoke_mortar', ''),
259 | ('rarity', [0,0,0,1,1,1,1,1,1]),
260 | ('info_text', 'This represents an M4A3 fitted with an oval loader hatch, a ' +
261 | "commander's vision cupola, and a smoke mortar.")],
262 |
263 | # M4A3(75)W Sherman, Turret D
264 | ['M4A3(75)W Turret D',
265 | ('vehicle_type', 'M4A3(75)W Sherman'),
266 | ('sub_type', 'Turret D'),
267 | ('overhead_view', 'm4_a3_75_d.xp'),
268 | ('vehicle_class', 'Medium Tank'),
269 | ('target_size', 'Large'),
270 | ('main_gun', '75'),
271 | ('co_ax_mg', 4),
272 | ('bow_mg', 2),
273 | ('aa_mg', 4),
274 | ('hull_front_armour', 11),
275 | ('hull_side_armour', 4),
276 | ('turret_front_armour', 8),
277 | ('turret_side_armour', 6),
278 | ('main_gun_rounds', 100),
279 | ('rr_size', 4),
280 | ('rof_num', 5),
281 | ('loader_hatch', 'Oval'),
282 | ('smoke_mortar', ''),
283 | ('wet_stowage', ''),
284 | ('rarity', [20,18,19,21,19,16,12,10,6]),
285 | ('info_text', 'The M4A3(75) W was a later modification of the M4A3 design, ' +
286 | 'with a thicker, single-piece front hull armour sheet. W indicates ' +
287 | 'wet stowage, meaning that ammunition is stored surrounded by liquid ' +
288 | 'to prevent fires. This turret design has an oval loader hatch and ' +
289 | 'a smoke mortar.')],
290 |
291 | # M4A3(75)W Sherman, Turret E
292 | ['M4A3(75)W Turret E',
293 | ('vehicle_type', 'M4A3(75)W Sherman'),
294 | ('sub_type', 'Turret E'),
295 | ('overhead_view', 'm4_a3_75_e.xp'),
296 | ('vehicle_class', 'Medium Tank'),
297 | ('target_size', 'Large'),
298 | ('main_gun', '75'),
299 | ('co_ax_mg', 4),
300 | ('bow_mg', 2),
301 | ('aa_mg', 4),
302 | ('hull_front_armour', 11),
303 | ('hull_side_armour', 4),
304 | ('turret_front_armour', 8),
305 | ('turret_side_armour', 6),
306 | ('main_gun_rounds', 100),
307 | ('rr_size', 4),
308 | ('rof_num', 5),
309 | ('loader_hatch', 'Oval'),
310 | ('vision_cupola', ''),
311 | ('smoke_mortar', ''),
312 | ('wet_stowage', ''),
313 | ('HVSS', 3),
314 | ('rarity', [0,1,5,9,13,16,19,24,28]),
315 | ('info_text', "This is an M4A3(75) W with a commander's vision cupola and " +
316 | 'possible Horizontal Volute Spring Suspension.')],
317 |
318 | # M4A3E2(75)W Sherman, Turret F
319 | ['M4A3E2(75)W Turret F',
320 | ('vehicle_type', 'M4A3E2(75)W Sherman'),
321 | ('sub_type', 'Turret F'),
322 | ('overhead_view', 'm4_a3_e2_75_f.xp'),
323 | ('vehicle_class', 'Medium Tank'),
324 | ('nickname', 'Jumbo'),
325 | ('target_size', 'Large'),
326 | ('main_gun', '75'),
327 | ('co_ax_mg', 4),
328 | ('bow_mg', 2),
329 | ('aa_mg', 4),
330 | ('hull_front_armour', 18),
331 | ('hull_side_armour', 8),
332 | ('turret_front_armour', 18),
333 | ('turret_side_armour', 11),
334 | ('main_gun_rounds', 100),
335 | ('rr_size', 4),
336 | ('rof_num', 5),
337 | ('loader_hatch', 'Oval'),
338 | ('smoke_mortar', ''),
339 | ('vision_cupola', ''),
340 | ('wet_stowage', ''),
341 | ('duckbills', ''),
342 | ('rarity', [0,5,5,5,5,5,5,5,5]),
343 | ('info_text', 'The "Jumbo" was an attempt to build an assault tank that could ' +
344 | 'stand up to heavy German anti-tank weapons. Extra armour plating was ' +
345 | 'welded on to an M4A3, at the expense of speed. The "Jumbo" was also ' +
346 | 'fitted with extended "Duckbill" tracks, which sacrificed speed for ' +
347 | 'traction and reliability.')],
348 |
349 | # M4A3E2(76)W Sherman, Turret F
350 | ['M4A3E2(76)W Turret F',
351 | ('vehicle_type', 'M4A3E2(76)W Sherman'),
352 | ('sub_type', 'Turret F'),
353 | ('overhead_view', 'm4_a3_e2_76_f.xp'),
354 | ('vehicle_class', 'Medium Tank'),
355 | ('nickname', 'Jumbo'),
356 | ('target_size', 'Large'),
357 | ('main_gun', '76L'),
358 | ('co_ax_mg', 4),
359 | ('bow_mg', 2),
360 | ('aa_mg', 4),
361 | ('hull_front_armour', 18),
362 | ('hull_side_armour', 8),
363 | ('turret_front_armour', 18),
364 | ('turret_side_armour', 11),
365 | ('main_gun_rounds', 65),
366 | ('rr_size', 6),
367 | ('rof_num', 4),
368 | ('loader_hatch', 'Oval'),
369 | ('vision_cupola', ''),
370 | ('smoke_mortar', ''),
371 | ('wet_stowage', ''),
372 | ('duckbills', ''),
373 | ('rarity', [0,0,1,1,1,1,1,1,1]),
374 | ('info_text', 'A few "Jumbo" Shermans were fitted with a 76mm gun, but these were ' +
375 | 'exceedingly rare.')],
376 |
377 | # M4A1(76)W Sherman, Turret G
378 | ['M4A1(76)W Turret G',
379 | ('vehicle_type', 'M4A1(76)W Sherman'),
380 | ('sub_type', 'Turret G'),
381 | ('overhead_view', 'm4_a1_76_g.xp'),
382 | ('vehicle_class', 'Medium Tank'),
383 | ('target_size', 'Large'),
384 | ('main_gun', '76L'),
385 | ('co_ax_mg', 4),
386 | ('bow_mg', 2),
387 | ('aa_mg', 4),
388 | ('hull_front_armour', 11),
389 | ('hull_side_armour', 4),
390 | ('turret_front_armour', 8),
391 | ('turret_side_armour', 6),
392 | ('main_gun_rounds', 65),
393 | ('rr_size', 6),
394 | ('rof_num', 4),
395 | ('loader_hatch', 'Split'),
396 | ('loader_aa_mg', ''),
397 | ('vision_cupola', ''),
398 | ('smoke_mortar', ''),
399 | ('wet_stowage', ''),
400 | ('HVSS', 5),
401 | ('rarity', [10,10,15,14,12,10,9,7,5]),
402 | ('info_text', 'This represents an M4A1 upgraded with a 76mm gun. Because the ' +
403 | 'loader hatch is a split type, the loader cannot fire the AA MG.')],
404 |
405 | # M4A1(76)W Sherman, Turret H
406 | ['M4A1(76)W Turret H',
407 | ('vehicle_type', 'M4A1(76)W Sherman'),
408 | ('sub_type', 'Turret H'),
409 | ('overhead_view', 'm4_a1_76_h.xp'),
410 | ('vehicle_class', 'Medium Tank'),
411 | ('target_size', 'Large'),
412 | ('main_gun', '76L'),
413 | ('co_ax_mg', 4),
414 | ('bow_mg', 2),
415 | ('aa_mg', 4),
416 | ('hull_front_armour', 11),
417 | ('hull_side_armour', 4),
418 | ('turret_front_armour', 8),
419 | ('turret_side_armour', 6),
420 | ('main_gun_rounds', 65),
421 | ('rr_size', 6),
422 | ('rof_num', 4),
423 | ('loader_hatch', 'Oval'),
424 | ('vision_cupola', ''),
425 | ('smoke_mortar', ''),
426 | ('wet_stowage', ''),
427 | ('HVSS', 5),
428 | ('rarity', [0,0,0,1,3,5,6,7,9]),
429 | ('info_text', 'This represents an M4A1 upgraded with a 76mm gun, and fitted with ' +
430 | 'an oval loader hatch.')],
431 |
432 | # M4A3(76)W Sherman, Turret G
433 | ['M4A3(76)W Turret G',
434 | ('vehicle_type', 'M4A3(76)W Sherman'),
435 | ('sub_type', 'Turret G'),
436 | ('overhead_view', 'm4_a3_76_g.xp'),
437 | ('vehicle_class', 'Medium Tank'),
438 | ('nickname', 'Easy Eight'),
439 | ('target_size', 'Large'),
440 | ('main_gun', '76L'),
441 | ('co_ax_mg', 4),
442 | ('bow_mg', 2),
443 | ('aa_mg', 4),
444 | ('hull_front_armour', 11),
445 | ('hull_side_armour', 4),
446 | ('turret_front_armour', 8),
447 | ('turret_side_armour', 6),
448 | ('main_gun_rounds', 65),
449 | ('rr_size', 6),
450 | ('rof_num', 4),
451 | ('loader_hatch', 'Split'),
452 | ('loader_aa_mg', ''),
453 | ('vision_cupola', ''),
454 | ('smoke_mortar', ''),
455 | ('wet_stowage', ''),
456 | ('HVSS', 5),
457 | ('rarity', [20,25,25,25,26,23,21,18,15]),
458 | ('info_text', 'The "Easy Eight" is an M4A3 upgraded with a 76mm gun and often ' +
459 | 'has Horizontal Volute Spring Suspension has well. The combination of ' +
460 | 'speed, firepower, and reliability made this one of the most effective ' +
461 | 'models of Sherman tank in the war.')],
462 |
463 | # M4A3(76)W Sherman, Turret H
464 | ['M4A3(76)W Turret H',
465 | ('vehicle_type', 'M4A3(76)W Sherman'),
466 | ('sub_type', 'Turret H'),
467 | ('overhead_view', 'm4_a3_76_h.xp'),
468 | ('vehicle_class', 'Medium Tank'),
469 | ('nickname', 'Easy Eight'),
470 | ('target_size', 'Large'),
471 | ('main_gun', '76L'),
472 | ('co_ax_mg', 4),
473 | ('bow_mg', 2),
474 | ('aa_mg', 4),
475 | ('hull_front_armour', 11),
476 | ('hull_side_armour', 4),
477 | ('turret_front_armour', 8),
478 | ('turret_side_armour', 6),
479 | ('main_gun_rounds', 65),
480 | ('rr_size', 6),
481 | ('rof_num', 4),
482 | ('loader_hatch', 'Oval'),
483 | ('vision_cupola', ''),
484 | ('smoke_mortar', ''),
485 | ('wet_stowage', ''),
486 | ('HVSS', 5),
487 | ('rarity', [0,0,0,3,6,10,14,18,21]),
488 | ('info_text', 'An "Easy Eight" with an oval loader hatch.')],
489 |
490 | # British and Commonwealth Tanks
491 |
492 | # Sherman II (M4A1)
493 | ['Sherman II',
494 | ('vehicle_type', 'Sherman II'),
495 | ('overhead_view', 'm4_a1_a.xp'),
496 | ('vehicle_class', 'Medium Tank'),
497 | ('target_size', 'Large'),
498 | ('main_gun', '75'),
499 | ('co_ax_mg', 4),
500 | ('bow_mg', 2),
501 | ('hull_front_armour', 11),
502 | ('hull_side_armour', 4),
503 | ('turret_front_armour', 8),
504 | ('turret_side_armour', 6),
505 | ('main_gun_rounds', 83),
506 | ('rr_size', 8),
507 | ('rof_num', 5),
508 | ('smoke_mortar', ''),
509 | ('loader_hatch', 'None'),
510 | ('rarity', [2,2,2,2,2,2,2,2,2]),
511 | ('info_text', 'The Sherman II was the British and Commonwealth designation for ' +
512 | 'the M4A1. This version has a smoke mortar but no loader hatch.')],
513 |
514 | # Sherman V (M4A4)
515 | ['Sherman V',
516 | ('vehicle_type', 'Sherman V'),
517 | ('overhead_view', 'm4_a3_a.xp'),
518 | ('vehicle_class', 'Medium Tank'),
519 | ('target_size', 'Large'),
520 | ('main_gun', '75'),
521 | ('co_ax_mg', 4),
522 | ('bow_mg', 2),
523 | ('hull_front_armour', 8),
524 | ('hull_side_armour', 4),
525 | ('turret_front_armour', 8),
526 | ('turret_side_armour', 6),
527 | ('main_gun_rounds', 89),
528 | ('rr_size', 8),
529 | ('rof_num', 5),
530 | ('smoke_mortar', ''),
531 | ('loader_hatch', 'None'),
532 | ('rarity', [2,2,2,2,2,2,2,2,2]),
533 | ('info_text', 'The Sherman V was the British and Commonwealth designation for ' +
534 | 'the M4A4.')],
535 |
536 | # Firefly (M4A4)
537 | ['Sherman VC Firefly',
538 | ('vehicle_type', 'Sherman VC'),
539 | ('overhead_view', 'm4_vc.xp'),
540 | ('sub_type', 'Firefly'),
541 | ('vehicle_class', 'Medium Tank'),
542 | ('target_size', 'Large'),
543 | ('main_gun', '76LL'),
544 | ('co_ax_mg', 4),
545 | ('hull_front_armour', 8),
546 | ('hull_side_armour', 4),
547 | ('turret_front_armour', 8),
548 | ('turret_side_armour', 6),
549 | ('main_gun_rounds', 73),
550 | ('rr_size', 5),
551 | ('rof_num', 3),
552 | ('smoke_mortar', ''),
553 | ('no_asst_driver', ''),
554 | ('loader_hatch', 'Oval'),
555 | ('rarity', [1,1,1,1,1,2,2,2,2]),
556 | ('info_text', 'The Sherman VC (Firefly) was a Sherman V fitted with a 17-pounder ' +
557 | 'main gun, intended to defeat German heavy armour. To leave room to store ' +
558 | 'the larger main gun ammunition, the assistant driver position and the ' +
559 | 'bow MG were both removed. Unlike the standard Sherman V it does have a ' +
560 | 'loader hatch in the turret.')],
561 |
562 |
563 | # German Tanks
564 |
565 | # PzKw IV H (or J)
566 | ['PzKw IV H',
567 | ('vehicle_type', 'PzKw IV'),
568 | ('sub_type', 'H'),
569 | ('vehicle_class', 'Medium Tank'),
570 | ('target_size', 'Medium'),
571 | ('main_gun', '75L'),
572 | ('hull_front_armour', 8),
573 | ('hull_side_armour', 3),
574 | ('turret_front_armour', 6),
575 | ('turret_side_armour', 4),
576 | ('turret_traverse', 'Fast'),
577 | ('info_text', 'Panzer IV Tank. A medium tank armed with a 75L main gun. Roughly ' +
578 | 'equivalent to an M4 Sherman but with a better long range attack and ' +
579 | 'lighter side and turret armour.')],
580 |
581 | # PzKw V G, Panther
582 | ['PzKw V G',
583 | ('vehicle_type', 'PzKw V'),
584 | ('sub_type', 'G'),
585 | ('vehicle_class', 'Heavy Tank'),
586 | ('nickname', 'Panther'),
587 | ('target_size', 'Large'),
588 | ('main_gun', '75LL'),
589 | ('hull_front_armour', 18),
590 | ('hull_side_armour', 6),
591 | ('turret_front_armour', 14),
592 | ('turret_side_armour', 6),
593 | ('turret_traverse', 'Restricted Slow'),
594 | ('info_text', 'Panzer V "Panther". A medium tank armoured with a 75LL gun, ' +
595 | 'excellent at longer ranges. Very heavy front hull armour.')],
596 |
597 | # PzKw VI E, Tiger
598 | ['PzKw VI E',
599 | ('vehicle_type', 'PzKw VI'),
600 | ('sub_type', 'E'),
601 | ('vehicle_class', 'Heavy Tank'),
602 | ('nickname', 'Tiger'),
603 | ('target_size', 'Large'),
604 | ('main_gun', '88L'),
605 | ('hull_front_armour', 11),
606 | ('hull_side_armour', 8),
607 | ('turret_front_armour', 14),
608 | ('turret_side_armour', 8),
609 | ('turret_traverse', 'Restricted Slow'),
610 | ('info_text', 'Panzer VIe "Tiger I". A heavy tank mounting an 88L gun. Very ' +
611 | 'heavily armoured.')],
612 |
613 | # PzKw VI B, King Tiger
614 | ['PzKw VI B',
615 | ('vehicle_type', 'PzKw VI'),
616 | ('sub_type', 'B'),
617 | ('vehicle_class', 'Heavy Tank'),
618 | ('nickname', 'King Tiger'),
619 | ('target_size', 'Very Large'),
620 | ('main_gun', '88LL'),
621 | ('hull_front_armour', 26),
622 | ('hull_side_armour', 8),
623 | ('turret_front_armour', 18),
624 | ('turret_side_armour', 11),
625 | ('turret_traverse', 'Restricted Slow'),
626 | ('unreliable', ''), # no effect yet
627 | ('info_text', 'Panzer VIb "Tiger II". A heavy tank known as the "King Tiger" to ' +
628 | 'allied forces. Armed with an 88LL gun with excellent long-range power ' +
629 | 'and accuracy.')],
630 |
631 | # SPGs
632 |
633 | # STuG III G
634 | ['STuG III G',
635 | ('vehicle_type', 'STuG III'),
636 | ('sub_type', 'G'),
637 | ('vehicle_class', 'Self-Propelled Gun'),
638 | ('target_size', 'Small'),
639 | ('main_gun', '75L'),
640 | ('hull_front_armour', 8),
641 | ('hull_side_armour', 3),
642 | ('turret_front_armour', 8),
643 | ('turret_side_armour', 3),
644 | ('turret_traverse', 'None'),
645 | ('info_text', 'Sturmgeschutz III Assault Gun. Built on a Panzer III chassis, ' +
646 | 'initially intended as an infantry support gun but later used as a tank ' +
647 | 'destroyer. Mounts the same 75L gun as a Panzer IV. The main gun is ' +
648 | 'hull-mounted, so it must rotate to change its facing.')],
649 |
650 | # Marder II
651 | ['Marder II',
652 | ('vehicle_type', 'Marder II'),
653 | ('vehicle_class', 'Self-Propelled Gun'),
654 | ('target_size', 'Normal'),
655 | ('main_gun', '75L'),
656 | ('hull_front_armour', 3),
657 | ('hull_side_armour', 1),
658 | ('turret_front_armour', 2),
659 | ('turret_side_armour', 0),
660 | ('turret_traverse', 'None'),
661 | ('info_text', 'Marder II Tank Destroyer. Built on a Panzer II chassis, designed ' +
662 | 'to overcome heavy tanks on the Eastern Front. Mounts the same 75L gun ' +
663 | 'as a Panzer IV. Very light armour, largely obsolete by late 1944.')],
664 |
665 | # Marder III H
666 | ['Marder III H',
667 | ('vehicle_type', 'Marder III'),
668 | ('sub_type', 'H'),
669 | ('vehicle_class', 'Self-Propelled Gun'),
670 | ('target_size', 'Normal'),
671 | ('main_gun', '75L'),
672 | ('hull_front_armour', 4),
673 | ('hull_side_armour', 1),
674 | ('turret_front_armour', 3),
675 | ('turret_side_armour', 1),
676 | ('turret_traverse', 'None'),
677 | ('info_text', 'Marder III Tank Destroyer. Built on a Panzer 38(t) chassis. ' +
678 | 'Mounts the same 75L gun as a Panzer IV. Very light armour all around.')],
679 |
680 | # JgdPz IV
681 | ['JgdPzKw IV',
682 | ('vehicle_type', 'JgdPzKw IV'),
683 | ('vehicle_class', 'Self-Propelled Gun'),
684 | ('target_size', 'Small'),
685 | ('main_gun', '75L'),
686 | ('hull_front_armour', 14),
687 | ('hull_side_armour', 3),
688 | ('turret_front_armour', 14),
689 | ('turret_side_armour', 4),
690 | ('turret_traverse', 'None'),
691 | ('info_text', 'Jagdpanzer IV Tank Destroyer. Built on a Panzer IV chassis. ' +
692 | 'Mounts the same 75L gun as a Panzer IV. Very heavy front armour.')],
693 |
694 | # JgdPz 38(t)
695 | ['JgdPz 38(t)',
696 | ('vehicle_type', 'JgdPz 38(t)'),
697 | ('vehicle_class', 'Self-Propelled Gun'),
698 | ('target_size', 'Small'),
699 | ('main_gun', '75L'),
700 | ('hull_front_armour', 14),
701 | ('hull_side_armour', 3),
702 | ('turret_front_armour', 14),
703 | ('turret_side_armour', 3),
704 | ('turret_traverse', 'None'),
705 | ('info_text', 'Jagdpanzer 38 "Hetzer" Light Tank Destroyer. Built on a modified ' +
706 | 'Panzer 38(t) chassis, with a hull-mounted 75L gun. Very heavy front ' +
707 | 'armour, but side and rear armour are both very light.')],
708 |
709 | # Other German Vehicles
710 |
711 | # SPW 251
712 | ['SPW 251',
713 | ('vehicle_type', 'SPW'),
714 | ('vehicle_class', 'Transport'),
715 | ('sub_type', '251'),
716 | ('target_size', 'Small'),
717 | ('main_gun', 'MG'),
718 | ('hull_front_armour', 1),
719 | ('hull_side_armour', 1),
720 | ('turret_front_armour', 1),
721 | ('turret_side_armour', 1),
722 | ('turret_traverse', 'None'),
723 | ('info_text', 'Schutzenpanzerwagen Armoured Personnel Carrier. Armed with ' +
724 | 'machine guns, it can attack and destroy friendly infantry. No threat ' +
725 | 'to your tank, unless it attacks you and a crew member has an open hatch.')],
726 |
727 | # PSW 232
728 | ['PSW 232',
729 | ('vehicle_type', 'PSW'),
730 | ('sub_type', '232'),
731 | ('vehicle_class', 'Armoured Car'),
732 | ('target_size', 'Normal'),
733 | ('main_gun', '20L'),
734 | ('hull_front_armour', 3),
735 | ('hull_side_armour', 1),
736 | ('turret_front_armour', 3),
737 | ('turret_side_armour', 1),
738 | ('turret_traverse', 'Restricted Slow'),
739 | ('info_text', 'Schwerer Panzerspahwagen Armoured Reconnaissance Vehicle. Armed ' +
740 | 'with a light gun, can destroy friendly infantry teams and can wound any ' +
741 | 'crewmember with an open hatch. They are able to spot your tank and report ' +
742 | 'your position to other enemy units, improving their chance of hitting you.')],
743 |
744 | # Opel Truck
745 | ['Opel',
746 | ('vehicle_type', 'Truck'),
747 | ('vehicle_class', 'Transport'),
748 | ('target_size', 'Normal'),
749 | ('turret_traverse', 'None'),
750 | ('info_text', 'An Opel Blitz 3-ton Truck, used to transport infantry and war ' +
751 | 'materials. Cannot attack, but worth some VP if destroyed. HE is more ' +
752 | 'effective than AP, which may just punch through the vehicle without ' +
753 | 'doing any real damage.')]
754 | ]
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/armcom_vehicle_defs.pyc:
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/bones:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/bones
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/data.zip:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/data.zip
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/data/canadas_best.xml:
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1 |
2 |
3 |
7 |
8 |
9 |
10 | Canada's Best
11 |
12 | Join the 4th Canadian (Armoured) Division in their advance through France, Belgium, and
13 | the Netherlands. You command an M4 Sherman tank, part of the Commonwealth forces fighting
14 | in Normandy.
15 |
16 | CAN
17 | GER
18 | canadas_best_map.xp
19 |
20 |
21 | Sherman II
22 | Sherman V
23 | Sherman VC Firefly
24 |
25 |
26 |
27 |
28 |
29 |
30 | 10
31 | 15
32 | 20
33 | 20
34 | 10
35 | 15
36 | 5
37 | 5
38 |
39 |
40 |
41 | 5
42 | 20
43 | 25
44 | 20
45 | 20
46 | 0
47 | 5
48 | 5
49 |
50 |
51 |
52 | 25
53 | 20
54 | 0
55 | 25
56 | 15
57 | 0
58 | 10
59 | 5
60 |
61 |
62 |
63 |
64 |
65 |
66 |
67 |
68 | PzKw IV H; 500;
69 | PzKw V G; 480;
70 | PzKw VI E; 14;
71 | PzKw VI B; 6;
72 | STuG III G; 300;
73 | Marder II; 100;
74 | Marder III H; 200;
75 | JgdPzKw IV; 200;
76 | JgdPz 38(t); 200;
77 | 50L; 300;
78 | 75L; 500;
79 | 88LL; 200;
80 | Opel; 1000;
81 | SPW 251; 1000;
82 | PSW 232; 1000;
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
91 |
92 | 8
93 | 8
94 | 1944
95 | B
96 | H
97 | Cintheaux
98 | Just over two months after the D-Day invasion, the First Canadian Army has launched Operation Totalize, designed to break through German defenses south of the town of Caen. Supported by mechanized infantry, your battlegroup is to advance into the town of Cintheaux. Although it has been hit by Allied artillery, command still expects strong resistance.
99 | bocage
100 | 19
101 | 41
102 |
103 |
104 |
105 | 8
106 | 9
107 | 1944
108 | C
109 | H
110 | Hill 195
111 | As the division advanced south toward Falaise, overnight it captured an area of high, open ground known as Hill or Point 195. As dawn breaks, elements of German grenadier and panzer divisions counterattack to try and re-take the hill.
112 | 19
113 | 42
114 |
115 |
116 |
117 | 8
118 | 10
119 | 1944
120 | B
121 | H
122 | Quesnay
123 | Your battlegroup has survived the counterattack, and pushes northeast through dense woods to capture the nearby village of Quesnay. This is a key objective in order to open the road south toward Laison.
124 | forest
125 | 19
126 | 43
127 |
128 |
129 |
130 | 8
131 | 14
132 | 1944
133 | A
134 | M
135 | Laison Valley
136 | Faced with heavy resistance, Operation Totalize is brought to an end, less than 12 kilometres from its objective of Falaise. The new plan, Operation Tractable, will continue the advance. The 4th Armoured is to lead the strike along the Laison valley.
137 | 19
138 | 43
139 |
140 |
141 |
142 | 8
143 | 17
144 | 1944
145 | A
146 | H
147 | Couliboeuf
148 | Operation Tractable has made some gains, although the 4th has lost its commander, Brigadier Leslie Booth. Couliboeuf is your next target, a small village northeast of Falaise that is expected to be heavily defended.
149 | 20
150 | 43
151 |
152 |
153 |
154 | 8
155 | 20
156 | 1944
157 | C
158 | M
159 | Couliboeuf
160 | A number of German divisions have been trapped by American, Polish, British, and Canadian advances. As the division holds the village of Couliboeuf, it must defend against infantry and panzer divisions trying to break out of the encirclement.
161 | 20
162 | 43
163 |
164 |
165 |
166 | 8
167 | 21
168 | 1944
169 | C
170 | H
171 | Chambois
172 | After the fall of Falaise, a large number of German forces have been surrounded in the city of Chambois. Facing Polish, American, and Canadian encirclement, they have launched a counterattack to try to break free.
173 | 22
174 | 43
175 |
176 |
177 |
178 | 8
179 | 22
180 | 1944
181 | B
182 | L
183 | Chambois
184 | Yesterday's counterattack having failed, your task today is to mop up any remaining resistance in the area. Although they are well entrenched, remaining resistance is likely to be light.
185 | 22
186 | 43
187 |
188 |
189 |
190 | 8
191 | 25
192 | 1944
193 | B
194 | H
195 | Le Neubourg
196 | Operation Tractable has succeeded, destroying several German divisions that were trapped in the Falaise Pocket. The plan now is to advance to the Seine river and cross it, cutting off any German retreat. The small village of Le Neubourg is well-defended but must be captured before the advance can continue.
197 | 26
198 | 41
199 |
200 |
201 |
202 | 8
203 | 27
204 | 1944
205 | A
206 | H
207 | Criquebeuf
208 | This town on the banks of the Seine river, just south of the city of Rouen, is the gateway to crossing the Seine.
209 | 27
210 | 40
211 |
212 |
213 |
214 | 8
215 | 28
216 | 1944
217 | A
218 | L
219 | Elbeuf-Seine Crossing
220 | The division has advanced over one hundred kilometres from the Falaise Pocket. Today your mission is to take the village of Elbeuf and secure a safe crossing point over the Seine.
221 | 27
222 | 40
223 |
224 |
225 |
226 | 8
227 | 31
228 | 1944
229 | Refitting
230 | The Seine crossing has been secured and the division has a chance to re-arm and re-fuel at Buchy in preperation for further advance northeast towards the Somme river.
231 | 30
232 | 38
233 |
234 |
235 |
236 | 9
237 | 3
238 | 1944
239 | B
240 | L
241 | Pont Remy
242 | The division has advanced northeast to the Somme river. Canadian and Polish divisions are advancing alongside toward the coast, while British forces are southward. This small village must be captured to serve as a crossing point on the Somme.
243 | 29
244 | 35
245 |
246 |
247 |
248 | 9
249 | 6
250 | 1944
251 | A
252 | L
253 | Saint-Omer
254 | This small village is just south of Dunkirk, and close to the border with Belgium.
255 | 33
256 | 30
257 |
258 |
259 |
260 | 9
261 | 9
262 | 1944
263 | B
264 | H
265 | Ghent Canal, Belgium
266 | The division has pushed into Belgium, but arriving at the Ghent Canal linking Ghent with the Bruges and the sea, Germans have destroyed every crossing. Attacking the defending forces will help the engineers who are trying to build a bridge over the canal.
267 | 52
268 | 26
269 |
270 |
271 |
272 | 9
273 | 10
274 | 1944
275 | B
276 | H
277 | Ghent Canal
278 | The bridge over the canal has been completed, but your battlegroup must still attack the defending forces in order to press the advance north to the coast.
279 | 52
280 | 26
281 |
282 |
283 |
284 | 9
285 | 12
286 | 1944
287 | A
288 | H
289 | Molentje
290 | This small hamlet is at the center of a number of strategic objectives north of the Leopold canal. Your mission is to support the rifle companies in their assault across the canal.
291 | 50
292 | 25
293 |
294 |
295 |
296 | 9
297 | 14
298 | 1944
299 | A
300 | H
301 | Channel Ports
302 | The division is within striking distance of several ports with access to the English Channel. If these can be secured, the Allied advance in western Europe will be much better supplied.
303 | 49
304 | 25
305 |
306 |
307 |
308 | 9
309 | 15
310 | 1944
311 | A
312 | M
313 | Eeklo
314 | This small town is midway between Ghent and the coast. German forces in this area have been badly weakened but continue to hold on.
315 | 51
316 | 25
317 |
318 |
319 |
320 | 9
321 | 17
322 | 1944
323 | A
324 | M
325 | Eeklo
326 | The German defenders refuse to give way, forcing another advance into the countryside around Eeklo.
327 | 51
328 | 25
329 |
330 |
331 |
332 | 9
333 | 22
334 | 1944
335 | A
336 | H
337 | Braakman Inlet, Netherlands
338 | This area, inside the Netherlands and on the south bank of the Scheldt, is a key port and must be secured. It is heavily defended.
339 | 53
340 | 23
341 |
342 |
343 |
344 | 9
345 | 26
346 | 1944
347 | A
348 | L
349 | Braakman Inlet
350 | The assault on the area around the Braakman Inlet continues, although enemy resistance has been worn down the past few days.
351 | 53
352 | 23
353 |
354 |
355 |
356 | 9
357 | 27
358 | 1944
359 | A
360 | M
361 | Leopold Canal
362 | Your battlegroup has been ordered to advance along the Leopold Canal in order to gain control over this vital shipping connection.
363 | 53
364 | 24
365 |
366 |
367 |
368 | 9
369 | 29
370 | 1944
371 | B
372 | H
373 | Leopold Canal
374 | You have encountered heavy, entrenched resistance, and must fight on in order to capture this area.
375 | 53
376 | 24
377 |
378 |
379 |
380 | 10
381 | 1
382 | 1944
383 | A
384 | L
385 | Regroup and Mop Up
386 | Most of the defenders have been destroyed or scattered, there's only a few unit in this area that might put up some resistance.
387 | 53
388 | 24
389 |
390 |
391 |
392 | 10
393 | 5
394 | 1944
395 | A
396 | H
397 | Braakman Inlet
398 | The division returns to the Braakman Inlet, determined to finally break the last German holdouts.
399 | 53
400 | 23
401 |
402 |
403 |
404 | 10
405 | 6
406 | 1944
407 | Refitting
408 | The past few days of heavy combat have taken their toll on the division, and it stops to refuel and rearm.
409 | 53
410 | 23
411 |
412 |
413 |
414 | 10
415 | 9
416 | 1944
417 | A
418 | M
419 | Brecht
420 | Your battlegroup has advanced east past Antwerp to advance on the village of Brecht, which stands on one of the main canals leading northeastwards out of Antwerp.
421 | 56
422 | 24
423 |
424 |
425 |
426 | 10
427 | 12
428 | 1944
429 | A
430 | M
431 | Brecht
432 | The advance through the area around Brecht continues, as German defenders continue to hold on to every yard of territory that they can.
433 | 56
434 | 24
435 |
436 |
437 |
438 | 10
439 | 13
440 | 1944
441 | A
442 | M
443 | Wernhoutsburg
444 | Another small town on the border between Belgium and the Netherlands, it must be liberated in order to continue advancing on the channel ports.
445 | 56
446 | 24
447 |
448 |
449 |
450 |
451 |
452 | 10
453 | 19
454 | 1944
455 | A
456 | M
457 | Wernhoutsburg
458 | The German defenders here continue to put up moderate resistance, trying to delay the Allied advance for as long as possible.
459 | 56
460 | 24
461 |
462 |
463 |
464 | 10
465 | 20
466 | 1944
467 | A
468 | M
469 | Essen
470 | This small town, right on the border with the Netherlands to the north, is the gateway to advancing on the port of Bergen op Zoom.
471 | 56
472 | 24
473 |
474 |
475 |
476 | 10
477 | 23
478 | 1944
479 | A
480 | M
481 | Essen
482 | Resistance here is stubborn, and today your battlegroup must continue to advance through territory near Essen.
483 | 56
484 | 24
485 |
486 |
487 |
488 | 10
489 | 24
490 | 1944
491 | A
492 | H
493 | Beveland Canal, The Netherlands
494 | Today your battlegroup is assisting with Operation Vitality, designed to capture the pennisula of Zuid-Beveland. Your mission today is to advance into the area around the Beveland Canal, which cuts through the penninsula and blocks further advance.
495 | 53
496 | 23
497 |
498 |
499 |
500 | 10
501 | 26
502 | 1944
503 | A
504 | H
505 | Wouwsche
506 | This flat plantation area east of the port of Bergen op Zoom is heavily defended, but must be cleared in order to advance on the city itself.
507 | 55
508 | 22
509 |
510 |
511 |
512 | 10
513 | 27
514 | 1944
515 | A
516 | H
517 | Bergen op Zoom
518 | A port city, Bergen op Zoom has access to the English channel and capturing it is thus one of the major objectives of this campaign.
519 | 55
520 | 22
521 |
522 |
523 |
524 | 10
525 | 31
526 | 1944
527 | A
528 | H
529 | Steenbergen
530 | This town, a few kilometres north of Bergen op Zoom, is in the centre of several important canals, and must be captured in order to gain control of the area.
531 | 55
532 | 22
533 |
534 |
535 |
536 | 11
537 | 3
538 | 1944
539 | B
540 | H
541 | Steenbergen
542 | After yesterday's advance, it appears that German forces are heavily dug-in, and the battle for the area continues.
543 | 55
544 | 22
545 |
546 |
547 |
548 | 11
549 | 4
550 | 1944
551 | B
552 | L
553 | Occupying Steenbergen
554 | Most of the defenders in this area have been destroyed or captured; today your mission is to mop up any remaining hold-outs so that the position can be occupied.
555 | 55
556 | 22
557 |
558 |
559 |
560 | 11
561 | 5
562 | 1944
563 | A
564 | L
565 | Zijpe
566 | The area around Bergen op Zoom having been liberated, your battlegroup moves to take the area near Zijpe, an estuary separating the mainland from the island of Schouwen.
567 | 55
568 | 22
569 |
570 |
571 |
572 | 11
573 | 8
574 | 1944
575 | Refitting
576 | The port areas of the Scheldt estuary have finally been cleared of all enemy resistance. Engineers have already begun to repair the ports around Antwerp so that Allied supplies can start to flow in. The division is being moved into reserve, awaiting its next assignment.
577 | 55
578 | 22
579 |
580 |
581 |
582 | 1
583 | 26
584 | 1945
585 | B
586 | H
587 | Kapelsche Veer
588 | After nearly two months, the division has been reactivated in order to advance northwards into the Netherlands. German forces have held on to this area for some time, and elements of the 4th Canadian Armoured are tasked with helping to lead the advance.
589 | 55
590 | 21
591 |
592 |
593 |
594 | 1
595 | 27
596 | 1945
597 | B
598 | H
599 | Operation Elephant
600 | The armoured element of the battle to secure the Kapelsche Veer has been termed Operation Elephant. The operation continues today as resistance continues to be heavy.
601 | 55
602 | 21
603 |
604 |
605 |
606 | 1
607 | 28
608 | 1945
609 | B
610 | M
611 | Operation Elephant
612 | Although some forces have been scattered, fighting continues. The weather is exceptionally cold but the assault against the fortified German positions continues.
613 | 55
614 | 21
615 |
616 |
617 |
618 | 1
619 | 30
620 | 1945
621 | B
622 | L
623 | Operation Elephant
624 | Three days of fighting have nearly cleared out the defending forces. A final assault today should clear any remaining hold-outs.
625 | 55
626 | 21
627 |
628 |
629 |
630 | 2
631 | 28
632 | 1945
633 | B
634 | H
635 | Hochwald Gap
636 | Allied forces have moved across the border into Germany. As part of Operation Blockbuster, your division has been brought in to attack a key strategic area where a railway pierces the dense Hochwald forest.
637 | 69
638 | 23
639 |
640 |
641 |
642 | 3
643 | 1
644 | 1945
645 | B
646 | M
647 | Hochwald Gap
648 | The German forces have expertly prepared for the Allied attack, and are causing a great number of casualties all over the battleline. The assault continues today, although less resistance is expected after allied troops broke through the outer defense lines.
649 | 69
650 | 23
651 |
652 |
653 |
654 | 3
655 | 3
656 | 1945
657 | B
658 | H
659 | Hochwald Gap
660 | You have pushed into the Hochwald forest, and face the troops of the final German defensive line in this area. They are expected to be dug-in and prepared in large numbers for your attack.
661 | forest
662 | 69
663 | 23
664 |
665 |
666 |
667 | 3
668 | 8
669 | 1945
670 | B
671 | H
672 | Veen
673 | The Battle of Hochwald Gap resulted in some 5300 casualities among Canadian forces, but the area has been secured and the remaining German defenders have retreated. Today your mission is to push forward into the town of Veen.
674 | 70
675 | 23
676 |
677 |
678 |
679 |
680 |
681 | 4
682 | 1
683 | 1945
684 | B
685 | L
686 | Ruurlo, The Netherlands
687 | The division has been ordered to advance northward, back across the border, in order to liberate the western Netherlands. Your battlegroup will help by securing key areas on both sides of the border. First objective is to liberate this small town, just across the border.
688 | 68
689 | 20
690 |
691 |
692 |
693 | 4
694 | 2
695 | 1945
696 | B
697 | M
698 | Twente Canal
699 | This canal, a tributary of the Ijssel River, is a barrier to further advance northward.
700 | 68
701 | 18
702 |
703 |
704 |
705 | 4
706 | 4
707 | 1945
708 | A
709 | L
710 | Almelo
711 | Another small town near the border with Germany, it should not hold very heavy resistance.
712 | 68
713 | 18
714 |
715 |
716 |
717 | 4
718 | 6
719 | 1945
720 | A
721 | L
722 | Meppen, Germany
723 | The division has crossed the border again, back in Germany. This village occupies a strategic position on the Dortmund-Ems Canal.
724 | 71
725 | 16
726 |
727 |
728 |
729 | 4
730 | 9
731 | 1945
732 | A
733 | L
734 | Sogel
735 | Moving northward, the next objective is the town of Sogel, near the intersection of two important canals.
736 | 74
737 | 15
738 |
739 |
740 |
741 | 4
742 | 14
743 | 1945
744 | A
745 | M
746 | Friesoythe
747 | Motorized infantry have already led an assault on this town, but the German defenders have continued to hold out. Your mission today is to strike through and occupy the town.
748 | 80
749 | 14
750 |
751 |
752 |
753 | 4
754 | 15
755 | 1945
756 | A
757 | L
758 | Regroup and Mop up
759 | Scattered defenders remain in the area around Friesoythe, and must be dealt with before the division can continue on.
760 | 80
761 | 14
762 |
763 |
764 |
765 | 4
766 | 17
767 | 1945
768 | B
769 | M
770 | Edewechter Damm
771 | This area on the Kusten Canal has entrenched German defenders. Your mission is to assault them so that a canal crossing can be secured.
772 | 81
773 | 13
774 |
775 |
776 |
777 | 4
778 | 18
779 | 1945
780 | C
781 | M
782 | Counterattack
783 | Local defenders have launched a counterattack on your position.
784 | 81
785 | 13
786 |
787 |
788 |
789 | 4
790 | 20
791 | 1945
792 | A
793 | M
794 | Oldenburg
795 | This city occupies a key position at the intersection of several major roads, rivers, railways, and canals. Resistance is expected to be moderate.
796 | 82
797 | 13
798 |
799 |
800 |
801 | 4
802 | 24
803 | 1945
804 | A
805 | M
806 | Edewecht
807 | Your battlegroup has taken Oldenburg and has moved to attack the outlying town of Edewecht, about 18 kilometres west of the city.
808 | 82
809 | 13
810 |
811 |
812 |
813 | 4
814 | 26
815 | 1945
816 | A
817 | L
818 | Querenstede
819 | This small town, just northwest of Edewecht, must be captured so that your battlegroup can continue north.
820 | 82
821 | 13
822 |
823 |
824 |
825 | 4
826 | 30
827 | 1945
828 | A
829 | M
830 | Bad Zwischerwahn
831 | This town, on the banks of the Zwischenahner Meer lake, is home to the largest airbase in northern Germany. Capturing it will mean a great deal less air cover and support for German defenders.
832 | 82
833 | 12
834 |
835 |
836 |
837 | 5
838 | 3
839 | 1945
840 | A
841 | L
842 | Oldenburg
843 | Your battlegroup has returned to the area around Oldenburg to mop up any remaining defenders.
844 | 82
845 | 13
846 |
847 |
848 |
849 | 5
850 | 4
851 | 1945
852 | A
853 | L
854 | Going into army reserve
855 | Rumour is that today will be the last day of combat for the battlegroup for some time. Try to survive the day.
856 | 82
857 | 13
858 |
859 |
860 |
861 |
862 |
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/data/pattons_best.xml:
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1 |
2 |
3 |
4 |
5 | Patton's Best
6 |
7 | Join the battle to liberate Western Europe as part of General Patton's 4th Armoured
8 | Division. You are in command of an M4 Sherman tank and must survive a campaign that will
9 | take you through France, Belgium, and into Germany. Participate in the breakout from the
10 | D-Day landing positions and the Battle of the Bulge. Runs from July 27, 1944 to April 13,
11 | 1945.
12 |
13 | USA
14 | GER
15 | pattons_best_map.xp
16 |
17 |
18 | M4 Turret A
19 | M4 Turret B
20 | M4 Turret C
21 | M4A1 Turret A
22 | M4A1 Turret B
23 | M4A1 Turret C
24 | M4A3 Turret A
25 | M4A3 Turret B
26 | M4A3 Turret C
27 | M4A3(75)W Turret D
28 | M4A3(75)W Turret E
29 | M4A3E2(75)W Turret F
30 | M4A3E2(76)W Turret F
31 | M4A3E2(76)W Turret G
32 | M4A1(76)W Turret G
33 | M4A1(76)W Turret H
34 | M4A3(76)W Turret G
35 | M4A3(76)W Turret H
36 |
37 |
38 |
39 |
40 |
41 |
42 | 10
43 | 15
44 | 20
45 | 20
46 | 10
47 | 15
48 | 5
49 | 5
50 |
51 |
52 |
53 | 5
54 | 20
55 | 25
56 | 20
57 | 20
58 | 0
59 | 5
60 | 5
61 |
62 |
63 |
64 | 25
65 | 20
66 | 0
67 | 25
68 | 15
69 | 0
70 | 10
71 | 5
72 |
73 |
74 |
75 |
76 |
77 |
78 |
79 |
80 | 1945
81 | 2
82 | 1
83 | LW
84 | 10
85 |
86 |
87 | 1945
88 | 2
89 | 1
90 | TANK
91 | -5
92 |
93 |
94 | 1945
95 | 2
96 | 1
97 | AT_GUN
98 | -10
99 |
100 |
101 | 1945
102 | 3
103 | 1
104 | MG
105 | 10
106 |
107 |
108 |
109 |
110 |
111 |
112 | PzKw IV H; 500;
113 | PzKw V G; 480;
114 | PzKw VI E; 14;
115 | PzKw VI B; 6;
116 | STuG III G; 300;
117 | Marder II; 100;
118 | Marder III H; 200;
119 | JgdPzKw IV; 200;
120 | JgdPz 38(t); 200;
121 | 50L; 300;
122 | 75L; 500;
123 | 88LL; 200;
124 | Opel; 1000;
125 | SPW 251; 1000;
126 | PSW 232; 1000;
127 |
128 |
129 |
130 |
131 |
132 |
133 |
134 | 7
135 | 27
136 | 1944
137 | A
138 | L
139 | Cobra Breakout
140 | After landing at Utah beach on July 11th, the 4th Armoured Division first entered combat on July 17th. Now, as part of a larger operation to break out of the Normandy beachhead and punch through German defending forces, your battlegroup has been ordered to advance south.
141 | bocage
142 | 18
143 | 25
144 |
145 |
146 |
147 | 7
148 | 28
149 | 1944
150 | B
151 | M
152 | Coutances
153 | With German resistance collapsing across the line, your division advances to capture the small town of Coutances.
154 | bocage
155 | 15
156 | 25
157 |
158 |
159 |
160 | 7
161 | 30
162 | 1944
163 | A
164 | M
165 | Avranches
166 | Having finally cleared the dangerous bocage terrain, your battlegroup approaches the town of Avranches, the gateway to Brittany and southern Normandy.
167 | 14
168 | 26
169 |
170 |
171 |
172 | 7
173 | 31
174 | 1944
175 | C
176 | L
177 | Countryside near Avranches
178 | With the town subdued, your battlegroup is given the responsibility of holding the line against German counterattacks.
179 | 14
180 | 26
181 |
182 |
183 |
184 | 8
185 | 2
186 | 1944
187 | A
188 | L
189 | Rennes
190 | This small town should not hold much resistance, but is a waypoint on your advance south. It also holds important railway connections to ports on the southwestern coast of the Brittany peninsula.
191 | 13
192 | 28
193 |
194 |
195 |
196 | 8
197 | 3
198 | 1944
199 | A
200 | L
201 | Countryside southwest of Rennes
202 | Your division turns southwest, aiming for the coastal town of Vannes. Patton's aim is to cut off the entire peninsula and prevent the retreat of German forces.
203 | 12
204 | 29
205 |
206 |
207 |
208 | 8
209 | 4
210 | 1944
211 | A
212 | L
213 | Countryside northeast of Vannes
214 | The coast is still another day away, and resistance continues to be light, but that could change very quickly. Overnight, German attacks cut signal lines to headquarters, forcing your company to rely on mobile messengers to remain in contact.
215 | 11
216 | 30
217 |
218 |
219 |
220 | 8
221 | 5
222 | 1944
223 | A
224 | H
225 | Vannes
226 | This is a major regional city, and is heavily defended by German forces.
227 | 10
228 | 31
229 |
230 |
231 |
232 | 8
233 | 7
234 | 1944
235 | A
236 | H
237 | Lorient
238 | This coastal city is heavily defended by a German garrison, but you must capture it before returning east.
239 | 8
240 | 31
241 |
242 |
243 |
244 | 8
245 | 11
246 | 1944
247 | A
248 | L
249 | Nantes
250 | Your battlegroup assaults the city of Nantes, a major regional city and an important crossing point on the river Loire.
251 | 14
252 | 33
253 |
254 |
255 |
256 | 8
257 | 12
258 | 1944
259 | A
260 | L
261 | On the Road to Orleans
262 | Having liberated Nantes, your company presses forward along the banks of the Loire, aiming for the city of Orleans some 200 miles to the east.
263 | 22
264 | 32
265 |
266 |
267 |
268 | 8
269 | 16
270 | 1944
271 | A
272 | M
273 | Orleans
274 | A key city on the river Loire, Orleans is only about 74 miles south of Paris.
275 | 29
276 | 31
277 |
278 |
279 |
280 | 8
281 | 21
282 | 1944
283 | A
284 | L
285 | Sens
286 | This small city stands at the confluence of the Yonne and Vanne rivers.
287 | 34
288 | 28
289 |
290 |
291 |
292 | 8
293 | 22
294 | 1944
295 | A
296 | L
297 | Countryside east of Sens
298 | The division has captured an entire supply train of gasoline from German forces, helping to alleviate the division's badly stretched supply lines.
299 | 35
300 | 28
301 |
302 |
303 |
304 | 8
305 | 25
306 | 1944
307 | A
308 | L
309 | En route to Commercy
310 | Word arrives that the last German forces in Paris have surrendered, and the city has finally been liberated. Your battlegroup, however, continues to push Eastward.
311 | 38
312 | 27
313 |
314 |
315 |
316 | 8
317 | 31
318 | 1944
319 | A
320 | M
321 | Commercy
322 | This town lies on the river Meuse, and must be captured to secure a crossing point and allow allied forces to continue pushing east.
323 | 42
324 | 26
325 |
326 |
327 |
328 | 9
329 | 2
330 | 1944
331 | Refitting
332 | The division's supply lines have become stretched to the point that gasoline supplies have nearly run out. The division will halt to repair, refit, and scour the countryside for supplies.
333 | 42
334 | 26
335 |
336 |
337 |
338 | 9
339 | 11
340 | 1944
341 | A
342 | H
343 | Moselle Crossing
344 | With the discovery of 100,000 gallons of German gasoline, your division has been ordered to secure a bridgehead on the Moselle River south of Nancy.
345 | 45
346 | 27
347 |
348 |
349 |
350 | 9
351 | 12
352 | 1944
353 | C
354 | M
355 | Moselle Crossing
356 | Your position near the Moselle river is under attack. You must defend the bridgehead to maintain this important crossing point over the river.
357 | 45
358 | 27
359 |
360 |
361 |
362 | 9
363 | 15
364 | 1944
365 | B
366 | M
367 | Crevic and Maixe
368 | You have advanced past the Mosell river and continue pushing East. You must now capture a pair of small villages that lay along a tributary of the river, but German forces are well dug-in.
369 | 45
370 | 27
371 |
372 |
373 |
374 | 9
375 | 16
376 | 1944
377 | B
378 | M
379 | Luneville
380 | This town lies at the confluence of two streams, and has been fortified by enemy units. You must capture it before proceeding.
381 | 46
382 | 28
383 |
384 |
385 |
386 |
387 |
388 | 9
389 | 19
390 | 1944
391 | B
392 | H
393 | Arracourt
394 | Turning North toward Belgium, you have reached the small town of Arracourt. The German Fifth Panzer Army is defending the town and will offer heavy resistance.
395 | 47
396 | 27
397 |
398 |
399 |
400 | 9
401 | 23
402 | 1944
403 | Refitting
404 | Word has been passed that fuel supplies are being diverted for an operation called Market Garden. Your battlegroup will not be able to take advantage of its recent victory, and will instead shift to a defensive position.
405 | 47
406 | 27
407 |
408 |
409 |
410 | 9
411 | 25
412 | 1944
413 | C
414 | H
415 | Near Arracourt
416 | German forces have taken advantage of the division's lack of mobility and have launched a counterattack in the countryside near Arracourt.
417 | 47
418 | 27
419 |
420 |
421 |
422 | 9
423 | 27
424 | 1944
425 | B
426 | M
427 | Hill 318
428 | This position overlooks much of the battle line, and German forces have succeeded in pushing allied infantry units off the hill. Your battlegroup must retake as much territory as you can, but the enemy has managed to dig in, so resistance will be considerable.
429 | 47
430 | 27
431 |
432 |
433 |
434 | 9
435 | 29
436 | 1944
437 | C
438 | H
439 | Arracourt
440 | The remaining elements of the German attackers are moving on the town of Arracourt, and your division is again put on the defensive.
441 | 47
442 | 27
443 |
444 |
445 |
446 | 10
447 | 12
448 | 1944
449 | Refitting
450 | With the last counterattack, the bridgehead over the Moselle River is finally secure. The division halts to build up supplies, repair vehicles, and plan for the next stage of its advance.
451 | 47
452 | 27
453 |
454 |
455 |
456 | 11
457 | 9
458 | 1944
459 | B
460 | M
461 | Moselle Bridgehead
462 | Having finally built up enough supplies, the Third Army is activated again and goes on the offensive, beginning the battle for Germany. Although record rains have flooded the Seine and Moselle rivers, the engineers have maintained the hard-won bridgeheads to allow troops to cross over and advance toward the German border.
463 | 47
464 | 27
465 |
466 |
467 |
468 | 11
469 | 11
470 | 1944
471 | A
472 | M
473 | Fonteny
474 | This small village north of Arracourt must be taken to continue the division's advance.
475 | 47
476 | 26
477 |
478 |
479 |
480 | 11
481 | 12
482 | 1944
483 | C
484 | H
485 | Counterattack at Rodalbe
486 | The 11th Panzer Division has launched a counterattack in force against the division. Your battlegroup is assigned to defend the small village of Rodalbe.
487 | 48
488 | 26
489 |
490 |
491 |
492 | 11
493 | 18
494 | 1944
495 | A
496 | H
497 | Dieuze and Rodalbe
498 | Although an entire US division was lost during the battle at Rodalbe, the 4th Armored continues to fight. Your battlegroup has been ordered to advance against heavy resistance in the crossroads village of Dieuze.
499 | 48
500 | 26
501 |
502 |
503 |
504 | 11
505 | 24
506 | 1944
507 | A
508 | M
509 | Romelfing
510 | The division has broken through German defenses and must capture this town on the Saar river, the last major river before the German border.
511 | 49
512 | 26
513 |
514 |
515 |
516 | 11
517 | 25
518 | 1944
519 | C
520 | M
521 | Counterattacks
522 | German defenders continue to press against the American armoured advance.
523 | 49
524 | 26
525 |
526 |
527 |
528 | 11
529 | 27
530 | 1944
531 | A
532 | M
533 | Wolfskirchen
534 | This town on the east bank of the Saar river must be taken to continue the division's advance further north, where a crossing point of the river can be established.
535 | 49
536 | 26
537 |
538 |
539 |
540 | 12
541 | 1
542 | 1944
543 | A
544 | M
545 | Attack on Saare Union
546 | Approaching this town on the Saar river, the 4th Armoured Division aims to establish a bridgehead to allow further advance.
547 | 49
548 | 25
549 |
550 |
551 |
552 | 12
553 | 5
554 | 1944
555 | B
556 | H
557 | Battle of Bining
558 | This small French village is only about seven miles from the German border, and is heavily defended.
559 | 50
560 | 24
561 |
562 |
563 |
564 | 12
565 | 7
566 | 1944
567 | Refitting
568 | Your division has fought its way through France, right to the border of Germany. The division must stop to refuel and re-arm.
569 | 50
570 | 24
571 |
572 |
573 |
574 | 12
575 | 19
576 | 1944
577 | A
578 | L
579 | Epping-Urbach
580 | German forces have launched an offensive in the vast forest region known as the Ardennes, and Patton's Third Army has been ordered to strike north into the southern flank of the German salient.
581 | forest
582 | 50
583 | 24
584 |
585 |
586 |
587 |
588 | 12
589 | 22
590 | 1944
591 | A
592 | L
593 | Martelange, Belgium
594 | The 4th has advanced northwest about 120 miles, past occupied Luxembourg, and into the frontier area of southeastern Belgium.
595 | 43
596 | 22
597 |
598 |
599 |
600 | 12
601 | 23
602 | 1944
603 | A
604 | H
605 | Battle for Chaumont
606 | The next sizable village along the route north toward Bastogne, Chaumont is surrounded by German forces and must be cleared.
607 | forest
608 | 43
609 | 22
610 |
611 |
612 |
613 |
614 |
615 | 12
616 | 24
617 | 1944
618 | A
619 | H
620 | Battle for Warnach
621 | Warnach is being assaulted on three sides from infantry and armoured companies, but is a German regimental command post and will be heavily defended.
622 | forest
623 | 43
624 | 22
625 |
626 |
627 |
628 | 12
629 | 26
630 | 1944
631 | A
632 | H
633 | Into Bastogne
634 | After pushing north for a week, the 4th Armoured has nearly met up with surrounded and beleagured 101st Airborn Division at Bastogne. One final push should allow you to link up with these soldiers, who have been largely cut off from allies for seven days.
635 | forest
636 | 43
637 | 21
638 |
639 |
640 |
641 | 12
642 | 29
643 | 1944
644 | A
645 | M
646 | Opening Arlon-Bastogne Highway
647 | Having met up with the 101st Airborne, your division must now secure the supply route into Bastogne so that it can be held against further counterattacks.
648 | forest
649 | 43
650 | 21
651 |
652 |
653 |
654 | 12
655 | 30
656 | 1944
657 | C
658 | M
659 | Defense of Bastogne corridor
660 | Determined to push back American forces reinforcing the area around Bastogne, German forces have launched a counterattack. Your battlegroup must defend its position to help keep the lifeline into the captured area secure.
661 | forest
662 | 43
663 | 21
664 |
665 |
666 |
667 | 1
668 | 3
669 | 1945
670 | Refitting
671 | The German counterattacks over the New Year have been driven back, and the division has an opportunity to rest and resupply.
672 | 43
673 | 21
674 |
675 |
676 |
677 | 1
678 | 9
679 | 1945
680 | A
681 | L
682 | Noville
683 | The division has been ordered to advance on Noville, a small village on the highway leading north from Bastogne.
684 | forest
685 | 43
686 | 21
687 |
688 |
689 |
690 | 1
691 | 10
692 | 1945
693 | A
694 | L
695 | Bourcy
696 | This village, just east of the captured Noville, is just a few miles from the border with Germany.
697 | 44
698 | 21
699 |
700 |
701 |
702 | 1
703 | 11
704 | 1945
705 | C
706 | L
707 | Defensive Positions near Bourcy
708 | Your battlegroup is ordered to hold your position near the village of Bourcy in defense of a German counterattack.
709 | 44
710 | 21
711 |
712 |
713 |
714 | 2
715 | 2
716 | 1945
717 | A
718 | L
719 | Hosdorf
720 | This small village is on the river Our, the border between Belgium and Germany.
721 | 46
722 | 20
723 |
724 |
725 |
726 | 2
727 | 3
728 | 1945
729 | Refitting
730 | While waiting for a secure bridgehead into Germany, the division takes the opportunity to rearm, reload, and refit.
731 | 46
732 | 20
733 |
734 |
735 |
736 | 2
737 | 22
738 | 1945
739 | B
740 | M
741 | Geichlingen
742 | This small town, close to the border with Luxembourg, is the first barrier to penetrating Germany's Siegfried defense line.
743 | 47
744 | 22
745 |
746 |
747 |
748 | 2
749 | 23
750 | 1945
751 | B
752 | M
753 | Sinspelt
754 | The division continues to advance into Germany. Today your orders are to capture the village of Sinspelt, a small group of farmhouses surrounded by rolling hills.
755 | 48
756 | 22
757 |
758 |
759 |
760 | 2
761 | 25
762 | 1945
763 | B
764 | M
765 | Rittersdorf
766 | Another small town, Rittersdorf stands astride the Nims river, and capturing it will ensure that allied forces are not held up here.
767 | 48
768 | 22
769 |
770 |
771 |
772 | 2
773 | 26
774 | 1945
775 | B
776 | M
777 | Bitburg
778 | The bridgehead secure, this area just southeast of Rittersdorf is an important high ground and must be cleared of entrenched German forces.
779 | 48
780 | 22
781 |
782 |
783 |
784 | 2
785 | 27
786 | 1945
787 | B
788 | M
789 | Matzen
790 | Your battlegroup has been ordered to attack the village of Matzen to the northeast of Bitburg.
791 | 48
792 | 22
793 |
794 |
795 |
796 | 3
797 | 2
798 | 1945
799 | Refitting
800 | The division's advance has been halted for a few days while it regroups in an assembly area, in preparation for moving out again.
801 | 48
802 | 22
803 |
804 |
805 |
806 | 3
807 | 5
808 | 1945
809 | A
810 | L
811 | To the Rhine
812 | General Patton is determined to advanced to the Rhine river, even if it means leaving behind supporting forces, so the division begins its advance eastwards deeper into Germany.
813 | 49
814 | 22
815 |
816 |
817 |
818 | 3
819 | 14
820 | 1945
821 | A
822 | M
823 | Attack out of Moselle Bridgehead
824 | The division has made steady progress but must now cross the Moselle river, the same river that the division had forged across much further upstream back in early September of last year.
825 | 50
826 | 22
827 |
828 |
829 |
830 | 3
831 | 15
832 | 1945
833 | A
834 | M
835 | Bad Kreuznauch
836 | This small town stands on a tributary of the Rhine river, and must be cleared of resistance in order to approach the frontier of the river itself.
837 | 53
838 | 22
839 |
840 |
841 |
842 | 3
843 | 20
844 | 1945
845 | A
846 | L
847 | Worms on the Rhine
848 | This is a major town on the Rhine, but luckily is only lightly defended.
849 | 54
850 | 23
851 |
852 |
853 |
854 | 3
855 | 21
856 | 1945
857 | Refitting
858 | In preparation for capturing a secure crossing over the Rhine, the division halts for one day to rearm, refuel, and refit.
859 | 54
860 | 23
861 |
862 |
863 |
864 | 3
865 | 22
866 | 1945
867 | A
868 | L
869 | Across the Rhine at Oppenheim
870 | Your battlegroup is ordered to capture the town of Oppenheim, a suitable location for the combat engineers to construct a pontoon bridge over the Rhine.
871 | 54
872 | 22
873 |
874 |
875 |
876 | 3
877 | 25
878 | 1945
879 | A
880 | L
881 | Hanau and Darmstadt
882 | Just east of the major city of Frankfurt, these small towns should not offer much resistance.
883 | 56
884 | 21
885 |
886 |
887 |
888 | 3
889 | 28
890 | 1945
891 | A
892 | L
893 | Across the Main at Grossauheim
894 | The Main river flows through Frankfurt and feeds into the Rhine. It must be crossed here in order to continue the division's push deeper into Germany.
895 | 56
896 | 21
897 |
898 |
899 |
900 | 4
901 | 1
902 | 1945
903 | A
904 | L
905 | Creuzburg
906 | In a few days the division has advanced over 100 miles, arriving at the town of Creuzburg, nearly in the center of Germany proper.
907 | 60
908 | 18
909 |
910 |
911 |
912 | 4
913 | 4
914 | 1945
915 | A
916 | L
917 | Gotha
918 | Just 30 miles east of Creuzburg, this small town only offers light resistance.
919 | 61
920 | 18
921 |
922 |
923 |
924 | 4
925 | 12
926 | 1945
927 | A
928 | L
929 | Crossed the Saale River
930 | Just south of the town of Jena, the division approaches the Saale river.
931 | 63
932 | 18
933 |
934 |
935 |
936 | 4
937 | 13
938 | 1945
939 | A
940 | L
941 | Wolkenburg
942 | This town, a mere 41 miles from occupied Czechoslovakia, is one of the final targets for Patton's advance eastwards through Germany. Afterwards, if the war hasn't yet ended, the division will refit before getting ready to advance into Czechoslovakia.
943 | 65
944 | 18
945 |
946 |
947 |
948 |
949 |
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/gpl.txt:
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621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
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625 | If you develop a new program, and you want it to be of the greatest
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630 | to attach them to the start of each source file to most effectively
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632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
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637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
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641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
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655 | Copyright (C)
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657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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/icon.ico:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/icon.ico
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/libSDL.so:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/libSDL.so
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/libtcod.so:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/libtcod.so
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/libtcodpy.pyc:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/libtcodpy.pyc
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/setup.py:
--------------------------------------------------------------------------------
1 | from distutils.core import setup
2 | import py2exe, sys, os
3 | import glob, shutil
4 | import pygame
5 | sys.argv.append('py2exe')
6 |
7 | # constant defs
8 | VERSION = '1.0'
9 | AUTHOR_NAME = 'Gregory Adam Scott'
10 | AUTHOR_EMAIL = 'armouredcommander@gmail.com'
11 | AUTHOR_URL = 'http://www.armouredcommander.com'
12 | PRODUCT_NAME = 'Armoured Commander'
13 | SCRIPT_MAIN = 'armcom.py'
14 | VERSIONSTRING = PRODUCT_NAME + VERSION
15 | ICONFILE = 'icon.ico'
16 |
17 | REMOVE_BUILD_ON_EXIT = False # remove build tree on exit
18 |
19 | PYGAMEDIR = os.path.split(pygame.base.__file__)[0]
20 |
21 | DLLS = ['libtcod-mingw.dll', 'python27.dll', 'SDL.dll']
22 |
23 | if os.path.exists('dist/'): shutil.rmtree('dist/') # remove last dist dir
24 |
25 | extra_files = [ ("",[ICONFILE,'README.txt', 'gpl.txt',
26 | 'terminal8x12_armcom.png', 'terminal8x12_armcom_small.png', 'data.zip']),
27 | ("data",glob.glob(os.path.join('data','*.png'))),
28 | ("data",glob.glob(os.path.join('data','*.xml'))),
29 | ("data",glob.glob(os.path.join('data','*.xp')))
30 | ]
31 |
32 | # list of modules to exclude from dist
33 | MODULE_EXCLUDES = [
34 | 'email', 'AppKit', 'Foundation', 'bdb', 'difflib', 'tcl', 'Tkinter', 'Tkconstants',
35 | 'curses', 'distutils', 'setuptools', 'urllib',
36 | 'BaseHTTPServer', '_LWPCookieJar', '_MozillaCookieJar', 'ftplib', 'gopherlib',
37 | '_ssl', 'htmllib', 'mimetypes', 'tty', 'webbrowser', 'compiler', 'pydoc'
38 | ]
39 |
40 | INCLUDE_STUFF = ['encodings',"encodings.latin_1",]
41 |
42 | #hack which fixes the pygame mixer and pygame font
43 | origIsSystemDLL = py2exe.build_exe.isSystemDLL # save the orginal before we edit it
44 | def isSystemDLL(pathname):
45 | # checks if the freetype and ogg dll files are being included
46 | if os.path.basename(pathname).lower() in ("libogg-0.dll"):
47 | return 0
48 | return origIsSystemDLL(pathname) # return the orginal function
49 | py2exe.build_exe.isSystemDLL = isSystemDLL # override the default function with this one
50 |
51 | setup(windows = [
52 | {'script': SCRIPT_MAIN,
53 | 'other_resources': [(u"VERSIONTAG",1,VERSIONSTRING)],
54 | 'icon_resources': [(1,ICONFILE)]}],
55 | options = {"py2exe": {
56 | "optimize": 2,
57 | "includes": INCLUDE_STUFF,
58 | "compressed": 1,
59 | "ascii": 1,
60 | "bundle_files": 2,
61 | "ignores": ['tcl','AppKit','Numeric','Foundation'],
62 | "excludes": MODULE_EXCLUDES} },
63 | name = PRODUCT_NAME,
64 | version = VERSION,
65 | data_files = extra_files,
66 | zipfile = None,
67 | author = AUTHOR_NAME,
68 | author_email = AUTHOR_EMAIL,
69 | url = AUTHOR_URL)
70 |
71 | # clean up
72 | if os.path.exists('dist/tcl'): shutil.rmtree('dist/tcl')
73 | if REMOVE_BUILD_ON_EXIT: shutil.rmtree('build/')
74 | if os.path.exists('dist/tcl84.dll'): os.unlink('dist/tcl84.dll')
75 | if os.path.exists('dist/tk84.dll'): os.unlink('dist/tk84.dll')
76 |
77 | # copy over required DLLs
78 | for f in DLLS:
79 | fname = os.path.basename(f)
80 | try:
81 | shutil.copyfile(f,os.path.join('dist',fname))
82 | except: pass
83 |
84 | # copy over source files
85 | os.mkdir('dist/src')
86 | SOURCEFILES = ['armcom.py', 'armcom_defs.py', 'armcom_vehicle_defs.py', 'setup.py',
87 | 'xp_loader.py', 'XpLoader_LICENSE.txt', 'gpl.txt', 'icon.ico']
88 | for filename in SOURCEFILES:
89 | shutil.copyfile(filename, 'dist/src/'+filename)
90 |
91 |
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/terminal8x12_armcom.png:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/terminal8x12_armcom.png
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/terminal8x12_armcom_small.png:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/terminal8x12_armcom_small.png
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/test.sh:
--------------------------------------------------------------------------------
1 | #!/bin/sh
2 |
3 | if [ $# -eq 0 ]; then
4 | PYVER=$(python --version)
5 | fi
6 | if [ PYVER =~ *2* ]; then
7 | python armcom.py
8 | fi
9 | if [ $# -eq 1 && $1 -eq 2 ]; then
10 | python2 armcom.py
11 | else
12 | echo "Armoured Commander requires Python 2."
13 | echo "Please ensure it is installed and use 'armcom.sh 2' to launch"
14 | fi
15 |
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/test.sh~:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/test.sh~
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/xp_loader.py:
--------------------------------------------------------------------------------
1 | import libtcodpy as libtcod
2 |
3 | ##################################
4 | # In-memory XP format is as follows:
5 | # Returned structure is a dictionary with the keys version, layers, width, height, and layer_data
6 | ## Version is stored in case it's useful for someone, but as mentioned in the format description it probably won't be unless format changes happen
7 | ## Layers is a full 32 bit int, though right now REXPaint only exports or manages up to 4 layers
8 | ## Width and height are extracted from the layer with largest width and height - this value will hold true for all layers for now as per the format description
9 | ## layer_data is a list of individual layers, which are stored in the following format
10 | ### Each layer is a dictionary with keys width, height (see above), and cells.
11 | ### Cells is a row major 2d array of, again, dictionaries with the values 'keycode' (ascii keycode), 'fore_r/g/b', and 'back_r/g/b' (technically ints but in value 0-255)
12 | ##################################
13 |
14 |
15 | ##################################
16 | # Used primarily internally to parse the data, feel free to reference them externally if it's useful.
17 | # Changing these programattically will, of course, screw up the parsing (unless the format changes and you're using an old copy of this file)
18 | ##################################
19 |
20 | version_bytes = 4
21 | layer_count_bytes = 4
22 |
23 | layer_width_bytes = 4
24 | layer_height_bytes = 4
25 | layer_keycode_bytes = 4
26 | layer_fore_rgb_bytes = 3
27 | layer_back_rgb_bytes = 3
28 | layer_cell_bytes = layer_keycode_bytes + layer_fore_rgb_bytes + layer_back_rgb_bytes
29 |
30 |
31 |
32 | ##################################
33 | # REXPaint color key for transparent background colors. Not directly used here, but you should reference this when calling libtcod's console_set_key_color on offscreen consoles.
34 | ##################################
35 |
36 | transparent_cell_back_r = 255
37 | transparent_cell_back_g = 0
38 | transparent_cell_back_b = 255
39 |
40 | ####################################################################
41 | # START LIBTCOD SPECIFIC CODE
42 |
43 | ##################################
44 | # Used primarily internally to parse the data, feel free to reference them externally if it's useful.
45 | # Changing these programattically will, of course, screw up the parsing (unless the format changes and you're using an old copy of this file)
46 | ##################################
47 |
48 | #the solid square character
49 | poskey_tile_character = 219
50 |
51 | #some or all of the below may appear in libtcod's color definitions; and in fact, you can use libtcod colors as you please for position keys.
52 | #These are merely the colors provided in the accompanying palette.
53 |
54 | poskey_color_red = libtcod.Color(255, 0, 0)
55 | poskey_color_lightpurple = libtcod.Color(254, 0, 255) # specifically 254 as 255, 0, 255 is considered a transparent key color in REXPaint
56 | poskey_color_orange = libtcod.Color(255, 128, 0)
57 | poskey_color_pink = libtcod.Color(255, 0, 128)
58 | poskey_color_green = libtcod.Color(0, 255, 0)
59 | poskey_color_teal = libtcod.Color(0, 255, 255)
60 | poskey_color_yellow = libtcod.Color(255, 255, 0)
61 | poskey_color_blue = libtcod.Color(0, 0, 255)
62 | poskey_color_lightblue = libtcod.Color(0, 128, 255)
63 | poskey_color_purple = libtcod.Color(128, 0, 255)
64 | poskey_color_white = libtcod.Color(255, 255, 255)
65 |
66 | ##################################
67 | # please note - this function writes the contents of transparent cells to the provided console.
68 | # If you're building an offscreen console and want to use the default (or some other) color for transparency, please call libtcod's console.set_key_color(color)
69 | ##################################
70 |
71 | def load_layer_to_console(console, xp_file_layer):
72 | if not xp_file_layer['width'] or not xp_file_layer['height']:
73 | raise AttributeError('Attempted to call load_layer_to_console on data that didn\'t have a width or height key, check your data')
74 |
75 | for x in range(xp_file_layer['width']):
76 | for y in range(xp_file_layer['height']):
77 | cell_data = xp_file_layer['cells'][x][y]
78 | fore_color = libtcod.Color(cell_data['fore_r'], cell_data['fore_g'], cell_data['fore_b'])
79 | back_color = libtcod.Color(cell_data['back_r'], cell_data['back_g'], cell_data['back_b'])
80 | libtcod.console_put_char_ex(console, x, y, cell_data['keycode'], fore_color, back_color)
81 |
82 | def get_position_key_xy(xp_file_layer, poskey_color):
83 | for x in range(xp_file_layer['width']):
84 | for y in range(xp_file_layer['height']):
85 | cell_data = xp_file_layer['cells'][x][y]
86 | if cell_data['keycode'] == poskey_tile_character:
87 | fore_color_matches = cell_data['fore_r'] == poskey_color.r and cell_data['fore_g'] == poskey_color.g and cell_data['fore_b'] == poskey_color.b
88 | back_color_matches = cell_data['back_r'] == poskey_color.r and cell_data['back_g'] == poskey_color.g and cell_data['back_b'] == poskey_color.b
89 | if fore_color_matches or back_color_matches:
90 | return (x, y)
91 | raise LookupError('No position key was specified for color ' + str(poskey_color) + ', check your .xp file and/or the input color')
92 |
93 |
94 | # END LIBTCOD SPECIFIC CODE
95 | ####################################################################
96 |
97 |
98 |
99 |
100 | ##################################
101 | # loads in an xp file from an unzipped string (gained from opening a .xp file with gzip and calling .read())
102 | # reverse_endian controls whether the slices containing data for things like layer width, height, number of layers, etc. is reversed
103 | # so far as I can tell Python is doing int conversions in big-endian, while the .xp format stores them in little-endian
104 | # I may just not be aware of it being unneeded, but have it there in case
105 | ##################################
106 |
107 | def load_xp_string(file_string, reverse_endian=True):
108 |
109 | offset = 0
110 |
111 | version = file_string[offset : offset + version_bytes]
112 | offset += version_bytes
113 | layer_count = file_string[offset : offset + layer_count_bytes]
114 | offset += layer_count_bytes
115 |
116 | if reverse_endian:
117 | version = version[::-1]
118 | layer_count = layer_count[::-1]
119 |
120 | # hex-encodes the numbers then converts them to an int
121 | version = int(version.encode('hex'), 16)
122 | layer_count = int(layer_count.encode('hex'), 16)
123 |
124 | layers = []
125 |
126 | current_largest_width = 0
127 | current_largest_height = 0
128 |
129 | for layer in range(layer_count):
130 | #slight lookahead to figure out how much data to feed load_layer
131 |
132 | this_layer_width = file_string[offset:offset + layer_width_bytes]
133 | this_layer_height = file_string[offset + layer_width_bytes:offset + layer_width_bytes + layer_height_bytes]
134 |
135 | if reverse_endian:
136 | this_layer_width = this_layer_width[::-1]
137 | this_layer_height = this_layer_height[::-1]
138 |
139 | this_layer_width = int(this_layer_width.encode('hex'), 16)
140 | this_layer_height = int(this_layer_height.encode('hex'), 16)
141 |
142 | current_largest_width = max(current_largest_width, this_layer_width)
143 | current_largest_height = max(current_largest_height, this_layer_height)
144 |
145 | layer_data_size = layer_width_bytes + layer_height_bytes + (layer_cell_bytes * this_layer_width * this_layer_height)
146 |
147 | layer_data_raw = file_string[offset:offset + layer_data_size]
148 | layer_data = parse_layer(file_string[offset:offset + layer_data_size], reverse_endian)
149 | layers.append(layer_data)
150 |
151 | offset += layer_data_size
152 |
153 | return {
154 | 'version':version,
155 | 'layer_count':layer_count,
156 | 'width':current_largest_width,
157 | 'height':current_largest_height,
158 | 'layer_data':layers
159 | }
160 |
161 | ##################################
162 | # Takes a single layer's data and returns the format listed at the top of the file for a single layer.
163 | ##################################
164 |
165 | def parse_layer(layer_string, reverse_endian=True):
166 | offset = 0
167 |
168 | width = layer_string[offset:offset + layer_width_bytes]
169 | offset += layer_width_bytes
170 | height = layer_string[offset:offset + layer_height_bytes]
171 | offset += layer_height_bytes
172 |
173 | if reverse_endian:
174 | width = width[::-1]
175 | height = height[::-1]
176 |
177 | width = int(width.encode('hex'), 16)
178 | height = int(height.encode('hex'), 16)
179 |
180 | cells = []
181 | for x in range(width):
182 | row = []
183 |
184 | for y in range(height):
185 | cell_data_raw = layer_string[offset:offset + layer_cell_bytes]
186 | cell_data = parse_individual_cell(cell_data_raw, reverse_endian)
187 | row.append(cell_data)
188 | offset += layer_cell_bytes
189 |
190 | cells.append(row)
191 |
192 | return {
193 | 'width':width,
194 | 'height':height,
195 | 'cells':cells
196 | }
197 |
198 | ##################################
199 | # Pulls out the keycode and the foreground/background RGB values from a single cell's data, returning them in the format listed at the top of this file for a single cell.
200 | ##################################
201 |
202 | def parse_individual_cell(cell_string, reverse_endian=True):
203 | offset = 0
204 |
205 | keycode = cell_string[offset:offset + layer_keycode_bytes]
206 | if reverse_endian:
207 | keycode = keycode[::-1]
208 | keycode = int(keycode.encode('hex'), 16)
209 | offset += layer_keycode_bytes
210 |
211 | fore_r = int(cell_string[offset:offset+1].encode('hex'), 16)
212 | offset += 1
213 | fore_g = int(cell_string[offset:offset+1].encode('hex'), 16)
214 | offset += 1
215 | fore_b = int(cell_string[offset:offset+1].encode('hex'), 16)
216 | offset += 1
217 |
218 | back_r = int(cell_string[offset:offset+1].encode('hex'), 16)
219 | offset += 1
220 | back_g = int(cell_string[offset:offset+1].encode('hex'), 16)
221 | offset += 1
222 | back_b = int(cell_string[offset:offset+1].encode('hex'), 16)
223 | offset += 1
224 |
225 | return {
226 | 'keycode':keycode,
227 | 'fore_r':fore_r,
228 | 'fore_g':fore_g,
229 | 'fore_b':fore_b,
230 | 'back_r':back_r,
231 | 'back_g':back_g,
232 | 'back_b':back_b,
233 | }
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/xp_loader.pyc:
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https://raw.githubusercontent.com/AndroidHell/ArmouredCommanderLinux/43aa1e3c51216b8703a9199dbe0244949285ee79/xp_loader.pyc
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