Game of Risk, final version

Henko
Posts: 777
Joined: Tue Apr 09, 2013 12:23 pm
Flag: Netherlands

Game of Risk, final version

Post by Henko » Mon Nov 12, 2018 11:24 am

For now this is the final version. Perhaps a choice from some difficulty levels will be added, but not in the coming period. Please read the help info included in the program about how to fiddle somewhat with the strength of the 5 AI (artificial intelligence) players in the game.

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4C4E808C-69E7-495B-BB96-EA6AF7C5B36D.png (406.96 KiB) Viewed 146 times

Since the first version, the following facilities have been added to the game:
- a startup screen with option choices
- initial placement of armies at random or by the human player (classic)
- possibility to save the actual game and resume it later on
- in-game helpfile in a scrolling window
- some internal refinements and removal of some flaws

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9E46EAFD-5AC5-47DF-8B79-B1D95EC647D4.png (118.84 KiB) Viewed 146 times

As the helpfile has been modified, two files must be copied, the code file and a data file.
The data file is named "risk_data" and must reside in the same directory as the program.

The code file:

Code: Select all

' Game of Risk version 11-06-2018
' by Henko

init_risk()
do
  init_round()
  for cp.nr=st_pl to 6
    init_player()
    if cp.play(1)=0 then continue
    if cp.nr=human then human_play(human) else ai_play()
    exit_player()
    next cp.nr
  exit_round()
  until stop
end

'y'
' defining the attacking characteristics of the AI players
'   ai(-,1) : the max. number of attacked states during one turn
'   ai(-,2) : the minumum odds level needed for an attack decision
'   ai(-,3) : the number of remaining armies where to stop an attack
'
def AI_values()
for i=1 to 6
  .ai(i,1)=2+rnd(4) ! .ai(i,2)=.4+0.3*rnd(1) ! .ai(i,3)=3+rnd(3)
  next i
end def
''

def init_round()
if .sflag then k=4 else k=3
for i=1 to .ns
  .state(i,3)+=.state(i,1)
  button i text floor(.state(i,k))
  next i
end def

def init_player()
p=cp.nr ! cp.ncp=state_count()
cp.draft=1+cont_count()
field "play" back color .col(p,1),.col(p,2),.col(p,3)
button "cards" show ! bc(p)
do
  if .cards(p)>4 then
    cp.draft+=10 ! .cards(p)=max(0,.cards(p)-3) ! bc(p)
    end if
  until .cards(p)<5
end def

def exit_player()
end def

def exit_round()
.st_pl=1
for i=1 to .ns ! .state(i,4)=.9*.state(i,4)+1 ! next i
if bp("strength") then disp_strength()
end def

def attack(na,nd,f)
f=2-cos(0.3142*f) ! nd*=f                    
q=na/(na+nd) ! q=min(.8,q) ! q=max(.2,q)
if rnd(1)<q then return 1 else return -1
end def

def check_dead(r)
dead=1
for i=1 to .ns
  if .state(i,2)=r then ! dead=0 ! break ! end if
  next i
if dead then return .cards(r) else return 0
end def

def f_fld(ff$,c$)
if c$="g" then ! field ff$ back color 0,1,0
  else  ! field ff$ back color 1,0,0
  end if
field ff$ font name "MarkerFelt-Thin"
field ff$ font size 30
end def

def sign_state(s,c)
'for i=1 to 5
  draw_state(s,7) ! pause .1
  draw_state(s,c) ! pause .1
 ' next i
button s text max(1,int(.state(s,3)))
end def

def sign_fight(i,ind)
if ind>0 then
  if ind=1 then t$=chr$(9732) else t$=chr$(57629)
  button i text t$
  else ! button i text floor(.state(i,3))
  end if
end def

def bc(p)   '  update cards button
button "cards" text .cards(p)
pause .5
end def

def close_risk()
f$= "risk_save"
if file_exists(f$) then file f$ delete
file f$ print .human,.diff_level
for i=1 to .ns ! for j=1 to 4
  file f$ print .state(i,j)
  next j ! next i
for i=1 to 6 ! for j=1 to 3
  file f$ print .ai(i,j)
  next j ! next i
for i=1 to 6 ! file f$ print .cards(i) ! next i
stop
end def

def bp(a$) = button_pressed(a$)

def cp() ! end def


' {risk_lib}


def human_play(p)
'
'*****      draft phase
'
if cp.draft then drafty(p)
'
'*****      attack phase
'
field "attack" show ! group3(1)
lna=0 ! lnd=0 ! sp_flag=0 ! s_flag=0 ! c_flag=0
state_count()
do slowdown
  if bp("rhelp") then fhelp()
  if lna>0 then ! button "att" text floor(.state(lna,3))
    else ! button "att" text ""
    end if
  if lnd>0 then ! button "def" text floor(.state(lnd,3))
    else ! button "def" text ""
    end if
  if bp("strength") then disp_strength()
  k=0
  for i=1 to .ns     ' check state buttons
    if bp(str$(i)) then ! k=i ! break! end if
    next i
  if k then          ' check self or foreign
    e=0
    for i=2 to cp.play(1)+1
      if k=cp.play(i) then ! e=1 ! break ! end if
      next i
    if lna=0 and lnd=0 and e=1 then 
      lna=k ! sign_fight(lna,1) ! goto done
      end if
    if lna>0 then
      nb=0           ' check neighbour state or not
      for j=1 to 6
        if .link(lna,j)=k then nb=1
        next j
      if k=lnd then
        sign_fight(lnd,-2) ! lnd=0 ! goto done
        end if
      if k=lna then
        if lnd>0 then ! sign_fight(lnd,-2) ! lnd=0 ! end if
        lna=0 ! sign_fight(k,-1) ! goto done
        end if
      if e=1 and k<>lna then
        sign_fight(lna,-1) ! lna=k ! sign_fight(lna,1)
        if lnd>0 then ! sign_fight(lnd,-2) ! lnd=0 ! end if
        goto done
        end if
      if nb=1 and e=0 then
        if lnd>0 then sign_fight(lnd,-2)
        lnd=k ! sign_fight(lnd,2)
        end if
      end if
    end if
done:
  if lnd=0 then nxt else quit=0
  do                    ' start attack cycles on this combi
    if bp("stop") then
      if s_flag=0 then
        s_flag=1 ! quit=0 ! button "stop" text "Stop"
        else
        quit=1 ! button "stop" text "Start" ! continue
        end if
      end if
    if s_flag=0 then ! slowdown ! continue ! end if
    if bp("speed") then
      sp_flag=1-sp_flag
      if sp_flag then ! button ("speed") text "Fast"
        else ! button ("speed") text "Slow"
        end if
      end if
    if sp_flag=0 then pause 1 else pause .3
    if bp("pause") then
      button ("pause") text "Go on"
      do ! slowdown ! until bp("pause")
      button ("pause") text "Pause"
      end if
    r=attack(.state(lna,3), .state(lnd,3),.state(lnd,4))
    if r=1 then
      .state(lnd,3)-=1 ! button "def" text floor(.state(lnd,3))
      button "ddef" text "-1" ! button "datt" text ""
      button lnd text floor(.state(lnd,3))
      else
      .state(lna,3)-=1 ! button "att" text floor(.state(lna,3))
      button "datt" text "-1" ! button "ddef" text ""
      button lna text max(1,floor(.state(lna,3)))
      end if
    if floor(.state(lnd,3))=0 then           ' victory 
      da=max(1,floor(.state(lna,3)/3)) ! beep
      .state(lnd,3)=da ! .state(lna,3)-=da
      defen=.state(lnd,2) ! .state(lnd,2)=p
      draw_state(lnd,p) ! .state(lnd,4)=0 ! state_count()
      dc=check_dead(defen)
      if dc then ! .cards(p)+=dc ! bc(p) ! end if
      c_flag=1 ! quit=1
      end if
    if floor(.state(lna,3))=1 then quit=1     ' end of fight
    until quit
  button "att" text "" ! button "datt" text ""
  button "def" text "" ! button "ddef" text ""
  button lna text max(1,floor(.state(lna,3)))
  button lnd text max(1,floor(.state(lnd,3)))
  button "stop" text "Start" ! button "speed" text "Slow"
  lna=0 ! lnd=0 ! s_flag=0 ! sp_flag=0
nxt:
  until bp("cont")
if c_flag=1 then
  .cards(p)+=1 ! bc(p) ! c_flag=0
  end if
'
'*****.       Move phase
'
group3(0) ! group2(1) ! maxmove=0 ! button "close" show
for i=1 to .ns
  if .state(i,2)=p then maxmove+=.state(i,1)
  next i
maxmove=int(2*maxmove)  ! button "maxtr" text maxmove
field "attack" hide ! field "move" show

lna=0 ! lnb=0 ! ntr=0 ! button "troops" text "0"
do slowdown
  if bp("close") then close_risk()
  if bp("rhelp") then fhelp()
  if bp("strength") then disp_strength()
  k=0
  for i=1 to .ns     ' check state buttons
    if bp(str$(i)) then ! k=i ! break! end if
    next i
  if k=0 then m_label1
  e=0
  for i=2 to cp.play(1)+1
    if k=cp.play(i) then ! e=1 ! break ! end if
    next i
  if e=0 then continue
  if k=lna then
    sign_fight(lna,-1) ! lna=0
    if lnb>0 then ! sign_fight(lnb,-2) ! lnb=0 ! end if
    continue
    end if
  if k=lnb then ! sign_fight(lnb,-2) ! lnb=0 ! continue ! end if
  if lna=0 then ! lna=k ! sign_fight(lna,1) ! continue ! end if
  if lnb=0 then
    nb=0           ' check neighbour state or not
    for j=1 to 6 ! if .link(lna,j)=k then nb=1 ! next j
    if nb=0 then continue
    lnb=k ! sign_fight(lnb,2)
    end if
m_label1:
  if lna=0 or lnb=0 then nxt1
  lnr=floor(.state(lna,3)) ! if lnr<2 then continue
  if bp("less") then
    if ntr=0 then ntr=min(lnr-1,maxmove) else ntr-=1
    button "troops" text ntr
    end if
  if bp("more") then
    if ntr=maxmove then ntr=0 else ntr=min(lnr-1,ntr+1)
    button "troops" text ntr
    end if
  if bp("okee") then
    .state(lna,3)-=ntr ! button lna text floor(.state(lna,3))
    .state(lnb,3)+=ntr ! button lnb text floor(.state(lnb,3))
     maxmove-=ntr ! ntr=0 ! lna=0 ! lnb=0
    button "troops" text "0" ! button "maxtr" text maxmove
    end if
nxt1:
  until bp("cont")
field "move" hide ! button "close" hide

end def

def drafty(p)
  button "cont" show ! group2(1)
  button "strength" show ! field "draft" show
  button "troops" text "0" ! button "maxtr" text cp.draft
  lnr=0 ! ntr=0
  do slowdown
    if bp("rhelp") then fhelp()
    if bp("strength") then disp_strength()
    if bp("less") and lnr>0 then
      if ntr=0 then ntr=cp.draft else ntr-=1
      button "troops" text ntr
      end if
    if bp("more") and lnr>0 then
      if ntr=cp.draft then ntr=0 else ntr+=1
      button "troops" text ntr
      end if
    if bp("okee") and lnr>0 then
      .state(lnr,3)+=ntr ! cp.draft-=ntr ! ntr=0
      button lnr text floor(.state(lnr,3))
      button "troops" text "0" ! button "maxtr" text cp.draft
      end if
    for i=1 to .ns
      if bp(str$(i)) and .state(i,2)=p then
        if i=lnr then lnr=0 else lnr=i
        end if
      next i
     until bp("cont") and cp.draft=0
  group2(0) ! field "draft" hide
end def

def ai_play()
'
'*****    draft phase
p=cp.nr ! field "draft" show
nc=.cards(p) ! ns=cp.play(1)
button "cards" show ! button "cards" text nc ! pause .3
if nc>=3 then
  cp.draft+=2*nc+floor(nc/5)-1
  .cards(p)-=3
  end if
if cp.draft >=1 then
  for i=1 to cp.draft
    k=(i-1)%ns+2 ! st=cp.play(k) ! .state(st,3)+=1
    button st text int(.state(st,3))
    next i
  cp.draft=0
  end if
pause .5 ! field "draft" hide
'
'******     attack phase
dim tab_in(99,3),tab(99,3)
max_attacks=.ai(p,1) ! field "attack" show
start_odds=.ai(p,2) ! stop_odds=.ai(p,3)
won_flag=0 ! ntab=0
for i=2 to ns+1
  lnr=cp.play(i) ! n_att=.state(lnr,3)
  for j=1 to 6
    buur=.link(lnr,j)
    if buur=0 or .state(buur,2)=p then continue
    n_def=.state(buur,3)
    ntab+=1 ! tab_in(ntab,1)=lnr ! tab_in(ntab,2)=buur
    tab_in(ntab,3)=n_att/max(n_def,1)
    next j
  next i
tablesort(ntab,3,tab_in,tab,3)
for i=1 to min(max_attacks,ntab)
                                if touch_x(0)>-1 then stop
  nla=tab(i,1) ! nld=tab(i,2)
  d=.state(nld,2) ! if d=p then continue
  do
    n_att=.state(nla,3) ! n_def=.state(nld,3)
    odds=n_att/max(n_def,1)
    if odds<start_odds or n_att<=stop_odds then break
    v=attack(n_att,n_def,.state(nld,4))
    if v=1 then ! won_flag=1 ! .state(nld,3)-=1
      else ! .state(nla,3)-=1
      end if
      sign_state(nla,p) ! sign_state(nld,d)
    if .state(nld,3)<1 then
      .state(nld,2)=p ! .state(nld,4)=0
      dl=max(1,floor(.state(nla,3)/3))
      .state(nla,3)-=dl ! .state(nld,3)=dl
      sign_state(nla,p) ! sign_state(nld,p)
      .cards(p)+=check_dead(d)
      break
      end if
    until forever
  next i
  if won_flag then 
    .cards(p)+=1 ! button "cards" text .cards(p) ! pause .3
    end if
field "attack" hide
'
'*****      move phase
ns=state_count() ! field "move" show
for i=2 to ns+1
  dim buren(6)
  buur_flag=0 ! bsum=0 ! k=0
  lnr=cp.play(i) ! n_c=.state(lnr,3)
  for j=1 to 6
    b=.link(lnr,j)
    if b=0 then break
    if .state(b,2)<>p then ! buur_flag=1
      else ! k+=1 ! buren(k)=b ! bsum+=.state(b,3)
      end if
    next j
  if k=0 then continue
  nb=k ! mu=(n_c+bsum)/(nb+1)
  if buur_flag=0 then ! pot=n_c-1
    else
    if n_c>mu then pot=n_c-mu else pot=0
    end if
  if pot>0 then ! .state(lnr,3)-=pot ! dp=pot/nb ! end if
    for j=1 to nb ! .state(buren(j),3)+=dp ! next j
  next i
for i=1 to .ns ! button i text floor(.state(i,3)) ! next i
pause .5 ! field "move" hide
end def

def assign1()
dim t(42)
for i=1 to 42 ! t(i)=i ! .state(i,3)=1 ! next i
for i=1 to 7 ! for s=1 to 6
  do ! r=1+rnd(42) ! k=t(r) ! until k
  .state(k,2)=s ! t(r)=0 ! draw_state(k,s)
  next s ! next i
for cp.nr=1 to .npl
  state_count()
  if .classic and cp.nr=.human then
    cp.draft=13 ! p=.human ! init_round()
    field "play" back color .col(p,1),.col(p,2),.col(p,3)
    drafty(p)
    else
    for j=1 to 13
      k=2+rnd(7) ! .state(cp.play(k),3)+=1
      next j
    end if
  next cp.nr
for i=1 to 42 ! button i text .state(i,3) ! next i
end def

def assign2()
for k=1 to 42
  draw_state(k,.state(k,2))
  button k text .state(k,3)
  next k
end def

def draw_state(k,c)
dim x(11),y(11)
n=.surf(k,1)
fill color .col(c,1),.col(c,2),.col(c,3)
for i=1 to n
  p=.surf(k,i+1)
  x(i)=.node(p,1) ! y(i)=.node(p,2)
  next i
fill poly x,y count n ! draw poly x,y count n
end def

def state_count()
p=cp.nr ! k=1 ! cp.na=0
for i=1 to .ns
  if .state(i,2)<>p then continue
  k+=1 ! cp.play(k)=i ! cp.na+=.state(i,3)
  next i
cp.play(1)=k-1 ! return k-1
end def

def cont_count()
dim check(6) ! bonus=0
for i=2 to cp.ncp+1
  for k=1 to 6
    if cp.play(i)<=.cont(k,2) then
      check(k)+=1 ! break
      end if
    next k
  next i
for i=1 to 6
  if check(i)=.cont(i,4) then bonus+=.cont(i,3)
  next i
return bonus
end def

def disp_strength()
.sflag=1-.sflag
if .sflag then ! k=4 ! n$="Strength"
  else ! k=3 ! n$="Armies"
  end if
button("strength") text n$
for i=1 to .ns ! button i text floor(.state(i,k)) ! next i
a=human_play.lna ! if a and k=3 then sign_fight(a,1)
d=human_play.lnd ! if d and k=3 then sign_fight(d,2)
end def

def fhelp()
page "help" alpha 0 ! page "help" show
for i=0 to 1 step .05
  page "help" alpha i ! pause .05
  next i
do slowdown ! until bp("hback") or bp("rhelp")
for i=1 to 0 step -.05
  page "help" alpha i ! pause .05
  next i
page "help" hide
end def

def group1(on)
if on then
  field "draft" show ! field "attack" show ! field "move" show
  else
  field "draft" hide ! field "attack" hide ! field "move" hide
  end if
end def

def group2(on)
if on then
  button "less" show ! button "more" show ! button "okee" show
  button "troops" show ! button "maxtr" show
  else
  button "less" hide ! button "more" hide ! button "okee" hide
  button "troops" hide ! button "maxtr" hide
  end if
end def

def group3(on)
if on then
  button "datt" show ! button "att" show
  button "ddef" show ! button "def" show
  button "speed" show ! button "pause" show ! button "stop" show
  else
  button "datt" hide ! button "att" hide
  button "ddef" hide ! button "def" hide
  button "speed" hide ! button "pause" hide ! button "stop" hide
  end if
end def

def win_welcome(hn$,xo,yo,w,h,t)
p=.human
draw size t
draw color 0,0,0 ! fill color .8,.8,.8
fill rect xo,yo to xo+w,yo+h ! draw rect xo,yo to xo+w,yo+h
draw line xo,yo+50 to xo+w,yo+50
t$="Resume game or start a new game :        new"
field "w0" text t$ at xo+20,yo+70 size 660,50 RO! wf("w0")
switch "w9" state 1 at xo+550,yo+80
if p=1 then b$=p&"st" ! if p=2 then b$=p&"nd" ! if p>2 then b$=p&"th"
t$="You are the "&b$&" player, color :"
field "w1" text t$ at xo+20,yo+150 size 470,50 RO ! wf("w1")
field "w2" text "" at xo+530,yo+160 size 80,30 RO
field "w2" back color .col(p,1),.col(p,2),.col(p,3)
t$="Choose difficulty level : (set to easy for now)"
field "w3" text t$ at xo+20,yo+250 size 680,50 RO ! wf("w3")
t$="Random army placement or by player:      player" 
field "w7" text t$ at xo+20,yo+350 size 700,50 RO ! wf("w7")
switch "w8" state 0 at xo+550,yo+360
field "wtitle" text "The game of Risk" at xo+180,yo+10 size 320,33 RO
field "wtitle" back color .8,.8,.8
field "wtitle" font color 0,0,0
field "wtitle" font name "Courier-Bold"
field "wtitle" font size 30
fill color .7,.7,1
button "wback" text "Start" at xo+w-100,yo+10 size 92,33
fill color .8,.8,.8
.resume=0 ! .classic=0 ! .diff_level=1
end def

def init_risk()
set toolbar off ! option base 1 ! randomize
set orientation landscape
graphics ! graphics clear .7,.7,.7 ! draw color 0,0,0
file "risk_data" input .np,.ns,.nc ! .npl=6
dim .node(.np,2),.surf(.ns,12),.cont(.nc,4),.state(.ns,4)
dim .col(7,3),.cent(.ns,2),lines(4),.link(.ns,6),cp.play(44)
dim .cards(.npl),.ai(6,3)
.human=1+rnd(6) ! .st_pl=1

for i=1 to 6 ! for j=1 to 3 ! read .col(i,j) ! next j ! next i
data 1,0,0, 0,1,0, 0,0,1, 1,1,0, 1,0,1, 0,1,1
win_welcome("come",130,140,750,450,3)
do slowdown
  if switch_changed("w9") then
    if switch_state("w9")=0 then
      if file_exists("risk_save")=0 then
        switch "w9" state 1 ! continue
        end if
      read_save() ! .st_pl=1+.human%6
      else ! .human=1+rnd(6) ! .st_pl=1
      end if
    p=.human
    if p=1 then b$=p&"st" ! if p=2 then b$=p&"nd" ! if p>2 then b$=p&"th"
    field "w1" text "You are the "&b$&" player, color :"
    field "w2" text "" at 660,300 size 80,30 RO
    field "w2" back color .col(p,1),.col(p,2),.col(p,3)
    end if
  until bp("wback")

graphics clear .7,.7,.7
.resume=1-switch_state("w9")
.classic=switch_state("w8") ! .diff_level=1
button "wback" delete ! field "wtitle" delete
field "w0" delete
field "w1" delete ! field "w2" delete ! field "w3" delete
field "w7" delete ! switch "w8" delete ! switch "w9" delete

read_data()

if .resume=0 then AI_values()
set buttons font size 70
button "cont" text chr$(10145) at 830,685 size 70,70

draw size 3 ! draw rect 695,605 to 805,755
field "draft" text "  Draft" at 700,610 size 100,40 RO
f_fld("draft","g") ! 'field "draft" hide
field "attack" text " Attack" at 700,660 size 100,40 RO
f_fld("attack","r") ! 'field "attack" hide
field "move" text "  Move" at 700,710 size 100,40 RO
f_fld("move","g") ! 'field "move" hide
field "play" text "Player" at  40,450 size 100,80
field "play" font name "MarkerFelt-Thin"
field "play" font size 30
sx=320 ! sy=645 ! sz=50
set buttons custom ! set buttons font size sz
button "close" text chr$(10060) at 960,10 size sz,sz
button "less" text chr$(57915) at sx,sy size sz,sz
button "more" text chr$(57914) at sx+2.5*sz+20,sy size sz,sz
button "okee" text chr$(9989) at sx+2.5*sz+20,sy+sz+10 size sz,sz
set buttons font name "Georgia-Bold" ! set buttons font size 30
fill color .7,.7,1
button "troops" text "" at sx+sz+10,sy size 1.5*sz,sz
button "maxtr" text "" at sx+sz+10,sy+sz+10 size 1.5*sz,sz
button "cards" text "" at 580,705 size sz,sz
button "rhelp" text "Help" at 920,705 size 90,50
sx=10 ! sy=705 ! bw=75 ! bh=50
set buttons font name "MarkerFelt-Thin"
fill color .5,.5,.5
button "speed" text "Slow" at sx,sy size bw,bh
button "pause" text "Pause" at sx+bw+10,sy size bw,bh
button "stop" text "Start" at sx+2*bw+20,sy size bw,bh
button "strength" text "Armies" at 360,570 size 120,50
sx=10 ! sy=585
fill color .7,.7,1
set buttons font name "Georgia-Bold"
button "att" text "" at sx,sy+bh+10 size bw,bh
button "datt" text "" at sx,sy size bw,bh
button "def" text "" at sx+bw+10,sy+bh+10 size bw,bh
button "ddef" text "" at sx+bw+10,sy size bw,bh
draw font size 20 ! draw text "Cards" at 575,685
button "cont" hide ! button "cards" hide
button "strength" hide ! button "close" hide
group1(0) ! group2(0) ! group3(0)

win_help("help",240,50,680,650,3)

if .resume=0 then assign1() else assign2()
end def

def read_data()
f$="risk_data"
for i=1 to 6 ! for j=1 to 3
  file f$ input .col(i,j)
  next j ! next i
for j=1 to 3 ! .col(7,j)=1 ! next j
for i=1 to .np
  file f$ input .node(i,1),.node(i,2)
  next i
for i=1 to .ns
  file f$ input .surf(i,1)
  for j=2 to .surf(i,1)+1
    file f$ input .surf(i,j)
    next j
  file f$ input .cent(i,1),.cent(i,2)
  button i text i at .cent(i,1),.cent(i,2) size 28,28
  next i
for i=1 to 6
  for j=1 to 3 ! file f$ input .cont(i,j) ! next j
  .cont(i,4)=.cont(i,2)-.cont(i,1)+1
  next i
draw dash 2
for i=1 to 26
  file f$ input k,lines(1),lines(2),lines(3),lines(4)
  draw line lines(1),lines(2) to lines(3),lines(4) 
next i
draw dash 0
for i=1 to .ns
  for j=1 to 6 ! file f$ input .link(i,j) ! next j
  next i
if .resume=0 then
  for i=1 to .ns
    file f$ input .state(i,1) ! .state(i,1)/=10
    .state(i,4)=0
    next i
  end if
file f$ input nhelp
dim .ah$(nhelp)
for i=1 to nhelp ! file f$ input .ah$(i) ! next i
end def


def win_help(hn$,xo,yo,w,h,t)
t2=2*t ! t4=4*t
page hn$ set
page hn$ frame xo,yo, w,h
page hn$ color .8,.8,.8,1
set buttons custom ! set buttons font size 22
draw color 0,0,0 ! fill color .8,.8,.8
button "h1" text "" at -t2,0 size w+t4,3
button "h2" text "" at 0,-t2 size t,h+t4
button "h3" text "" at -t2,h-t size w+t4,t
button "h4" text "" at w-t,-t2 size t,h+t4
button "h5" text "" at -t2,48 size w+t4,t
field "htitle" text "Game of Risk help" at 90,10 size 320,33 RO
field "htitle" back color .8,.8,.8
field "htitle" font color 0,0,0
field "htitle" font name "Courier-Bold"
field "htitle" font size 30
button "hback" text "Return" at w-100,10 size 92,33
set lists custom
set lists font size 20 ! draw color 0,0,1
list hn$ text .ah$ at 7,52 size w-10,h-56
draw color 0,0,0
page hn$ hide
end def

def read_save()
f$= "risk_save" ! file f$ reset
file f$ input .human,.diff_level
for i=1 to .ns ! for j=1 to 4
  file f$ input .state(i,j)
  next j ! next i
for i=1 to 6 ! for j=1 to 3
  file f$ input .ai(i,j)
  next j ! next i
for i=1 to 6 ! file f$ input .cards(i) ! next i
end def

def wf(fn$)
field fn$ back color .8,.8,.8
field fn$ font color 0,0,1
field fn$ font name "Courier-Bold"
field fn$ font size 24
end def


' table sorting function (option base 1 assumed)
' r = number of rows
' c = number of columns
' in(,) = table to be sorted
' out(,) = sorted table
' onc = column to be used for sorting
'
def tablesort (r,c,in(,),out(,),onc)
option sort descending
dim sortcol(r),index(r)
for i=1 to r ! sortcol(i)=in(i,onc) ! next i
sort sortcol as index
for i=1 to r ! for j=1 to c
  out(i,j)=in(index(i),j)
  next j ! next i
return
end def
And the data file:

Code: Select all

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7
 201 
"The game of Risk
"
"
"
"I play the game of Risk on the iPad quite a lot. Currently "
"there are many Risk like games in the App store. I have a "
"nice version from EA (Electronic Arts), but it is "
"discontinued and does not run under iOS 12 on my new iPad. "
"Hence i programmed my own version now in SB. That also gives "
"the possibility to improve some mechanisms that i considered "
"to be less favourable.
"
"
"
"In this little document, the characteristics of the game are "
"described only as far as they differ from the generally used "
"gamerules. If you never played Risk and want to give this "
"one a try, you are advised to first learn about the game in "
"Wikipedia.
"
"
"
"What's different, compared to the usual game rules.
"
"
"
"The battle order.
"
"This version does not use dices to establish a battle "
"result.
"
"A battle consists of a number of turns. Each turn one army "
"is wasted, be it from the attacker or from the defender. The "
"result is based on a random selection, with the odds "
"calculated as the quotient between the atackers strength and "
"the defenders strenght. The attackers strength is simply the "
"total number of armies in his state. The defenders strength "
"is a virtual number of armies, calculated as the product of "
"the actual number of armies and a defence strength factor. 
"
"It is assumed that a state builds defence infrastructure "
"during each year that it is owned by the same player. This "
"results in a defence multiplier that starts with value 1, "
"grows slow in the early years, and stabilizes at a maximum "
"value of 3. 
"
"Army losses at the defenders side are deducted from the real "
"number of armies.
"
"After each battle turn, the odds are calculated again for "
"the next turn.
"
"If the last army of the defender is lost, the state is taken "
"over by the new owner. All defence infrastructure is assumed "
"to be destroyed in the battle, hence the defence strength is "
"set back to a value of 1.
"
"One other difference is that only 1/3 of the remaining "
"attacking armies are automatically moved into the taken "
"state. Attacking other states with this occupation force is "
"allowed, but taking many states like 10 or more in one turn "
"by the same army is no longer possible.
"
"
"
"Economic strength.
"
"Each state has an economic strength factor which reflects "
"the importance of the region in the real world. The strength "
"factors range from 0.1 (for Greenland) to 0,9 (west- and "
"east US, for instance).
"
"At the start of each game turn, each state produces an "
"amount of new armies equal to it's economical strenght. "
"Those newly enlisted armies cannot be placed at will by the "
"player, but start off in the state where they are produced. "
"The player gets bonus armies for continents and for victory "
"cards with a minimum of one army. Thos armies can be placed "
"freely.
"
"The total economic strength of all states of a player is "
"also used to calculate the maximum number of move units "
"during the fortify phase. One move unit is a move of one "
"army from one state to a neighbour state.
"
"
"
"Victory cards.
"
"Like in most Risk games, the player gets a card when his "
"attack phase is concluded with at least one state takeover. "
"In this version of Risk, all cards are the same. If at the "
"start of the draft phase the number of cards is 5 or more, "
"sets of 3 cards are converted into 10 armies until the "
"number of cards is less than 5. As usual, when a player "
"looses his last state, his cards are transferred to the "
"player who took that last state.
"
"
"
"Playing the game.
"
"
"
"Startup screen.
"
"The game starts displaying a startup screen. The upper "
"switch is in the position 'new game'. If a saved game exist, "
"it can be resumed by switching the switch. In both cases the "
"second line on the screen tells the human player his number "
"and color in the game. There is one human player and 5 AI "
"(Artificial Intelligence) players at the start of the game, "
"hence 6 in total, every player having his own color.
"
"The third line is for future use and is meant to choose a "
"difficulty level. The actual level of the AI players is "
"about medium.
"
"The fourth line has a switch wich can be used to select the "
"method of initial placement of 13 armies. The classic way "
"leaves the placement to the player, the alternative is to "
"let it be done at random by the game. Choosing to place the "
"armies yourself means a serious decrease in difficulty "
"level, as you probably can secure a 'strong point' "
"(continent) from which to expand further.
"
"After hitting the 'start' button the game starts.
"
"
"
"A game round.
"
"Unless you have player number 1 (with color red), the AI "
"players take their rounds, placing an army somewhere, "
"attacking other players, and moving armies in the fortify "
"phase of their turn. At some point, the animations stop and "
"the 'Play' button shows your color. It's your turn.
"
"
"
"Draft phase:
"
"You get at least 1 army per turn, augmented with additional "
"armies if you occupy one or more entire continents, or if "
"victory cards are converted into armies. Those extra armies "
"may be assigned freely to your states.
"
"To assign one or more armies to one of your states, first "
"select a state by touching the button in the state, then use "
"the arrow buttons in the middle of the screen to augment or "
"to decrease the shown amount of armies. The counter is a "
"closed loop: decreasing under zero produces the maximum "
"number available, augmenting a maximum gives zero on the "
"counter. When satisfied, touch the ok button. If nothing "
"happens, you might not have made a proper selection. When a "
"selected state is selected again, it is deselected.
"
"You may select states and assign armies to them as long as "
"the available number is non-zero. You must touch the "
"progress button at the right side to switch to the attack "
"phase.
"
"The AI players follow the same rules and have the same "
"quantity rights as the human player, but they assign the "
"additional armies in a dumb way. They don't look at the "
"situation of enemy neighbour states.
"
"
"
"Attack phase:
"
"When attacking a state, all available armies in both states "
"are participating in the battle. As told before, for the "
"calculation of the odds, the amount of defensive armies is "
"augmented by a multiplier, which can be as high as 3.
"
"Based on the calculated odds, a series of successive rounds "
"is performed, each round causing the loss of one army, "
"either from the attacker, or from the defender. The "
"attacker, be it human or AI can follow the battle progress "
"and can abort the battle if the result so far is not looking "
"good. Before attacking you see the number of armies in each "
"state. With a toggle button 'Strength' you may have a peek "
"at the defence strength of each state; the multiplier factor "
"has a value of 1/3 or less of the shown values.
"
"If you decide to attack a state (which must be a neighbour "
"state), first select your state with wich to attack, then "
"select the ennemy state to be attacked. The selection can be "
"undone or changed by selecting already selected states "
"again.
"
"When done, touch the start button.
"
"You can follow the result of each attack and the number of "
"remaining armies for atacker and the defender. The speed of "
"the battle can be set to slow or fast with the 'slow/fast' "
"toggle button (default is 'slow'). Only the attacker can "
"decide to abort the battle using the start/stop toggle "
"button.
"
"If the battle results in defeat of the attacked state, the "
"state turns to the new owner, and 1/3 of the remaining "
"attacking armies flow into the taken state. The attacker "
"gets a victory card for the current turn if he had not so "
"far. The defence strength of the taken state is set to 0 "
"(which generates a multiplier value of 1).
"
"If the attacker takes the last state of another player, all "
"victory cards of the defeated player are transferred to the "
"victorious player.
"
"You can terminate this phase by touching the button on the "
"right side to switch to the fortify phase.
"
"AI players first will construct a table containing all their "
"states and the quotient of the number of attacking armies "
"and the number of defending armies of each of the neighbour "
"states. They ignore the defence strength of the defending "
"states (otherwise they become too intelligent for this fixed "
"AI level). Then the list with attacking options is sorted in "
"order of decreasing odds. They then perform a number of "
"battles of the top of the list.
"
"At initialization time, each of the AI players have been "
"assigned random values of the number of states they are "
"allowed to attack per turn, the level of odds needed to "
"start an attack, and a criterion when a battle will be "
"aborted. In this way, very different characters of AI "
"players may occur. This initialization is done within a "
"specific function for that purpose, displayed in yellow in "
"the beginning of the code. You can play with that to create "
"your own AI players.
"
"
"
"Fortify phase:
"
"In this phase, armies may be moved from states to neighbour "
"states. You get a maximum number of army movements allotted, "
"depending on the number and economic strength of your "
"states. Within this maximum you can make many moves.
"
"The proces of moving is the same as that of attacking, be it "
"that the secondly selected state is now one of your own "
"(neighbour) states. The plus and minus buttons work the "
"same, and the remaining quantity of allowable army movements "
"is visible. A selected move is effectuated by touching the "
"ok button.
"
"AI players have no limitation on army moves. They don't take "
"the situation of other player's armies in consideration. "
"They try to balance the amount of armies over their states, "
"with one exception: they will radiate out armies from states "
"that are surrounded solely by friendly states.
"
"In the fortify phase, the game may be quitted using the red "
"'X' button in the right upper corner. The game is then saved "
"and may be resumed at a later time."

User avatar
rbytes
Posts: 1795
Joined: Sun May 31, 2015 12:11 am
My devices: iPhone X
iPad 4
Dell Inspiron laptop
CHUWI Plus 10 convertible Windows/Android tablet
Location: Calgary, Canada
Flag: Canada
Contact:

Re: Game of Risk, final version

Post by rbytes » Mon Nov 12, 2018 5:31 pm

Nice improvements. I like the smooth fade in and out of the help screen. :D

I don't get a stop button in the game on my iPad, nor the controls on the left side.
Attachments
E5B07D87-8AFC-4C41-8E61-98FC1F4BFFD5.png
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####### Living the colorful life #######

Henko
Posts: 777
Joined: Tue Apr 09, 2013 12:23 pm
Flag: Netherlands

Re: Game of Risk, final version

Post by Henko » Mon Nov 12, 2018 6:30 pm

The stop button is only shown during the 'fortify' phase. This is done to get a well defined save for the resume function.

As for the other buttons on the left side, those are specifically for the attack phase.

In general, you see only the stuff that you need.

A good advice: read the help and play the game at least one complete round :lol: :lol:

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Re: Game of Risk, final version

Post by Henko » Mon Nov 12, 2018 10:36 pm

Could we agree, that we leave a new thread at least one day on top of this section?

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Re: Game of Risk, final version

Post by rbytes » Mon Nov 12, 2018 11:00 pm

Such a Forum rule has not existed before now, as far as I know. Enacting it would make it very difficult for members to carry on conversations, since to reply to any other thread would necessarily bump someone's thread from top spot. Considering how few members still post anything at all, I question whether we need more restrictions.

For my posts it is not an issue. I have faith that if someone likes the title/subject of a thread, they will follow it regardless of whether it is first in the list. If they don't, then the reverse will be true.

But I will go with a consensus, if we can reach one.
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Re: Game of Risk, final version

Post by Dutchman » Mon Nov 12, 2018 11:34 pm

Henko wrote:
Mon Nov 12, 2018 10:36 pm
Could we agree, that we leave a new thread at least one day on top of this section?
You already acted against your rule after my post regarding "iConvert 4 alpha" https://kibernetik.pro/forum/viewtopic. ... 688#p13688 ;)
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Re: Game of Risk, final version

Post by rbytes » Tue Nov 13, 2018 12:17 am

I hope we can agree, as the last few active members, that all threads and responses are equally valid. I look every day for ones I haven't seen before, and assume that you do too. So it is unlikely we will miss a new one.

I just ran the iConvert 4 Alpha version, and want to let Dutchman know what I have discovered so far. That, unfortunately, will again bump your thread, Henk, but I am impatient to pass on the information before I forget it. At my age, that can happen in a flash! :o

But you can always restore your game to first again by adding a comment to it.
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Re: Game of Risk, final version

Post by rbytes » Tue Nov 13, 2018 2:38 am

Information posted, and your thread is #1 again. 8-)
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Re: Game of Risk, final version

Post by Henko » Tue Nov 13, 2018 6:52 am

Dutchman wrote:
Mon Nov 12, 2018 11:34 pm
Henko wrote:
Mon Nov 12, 2018 10:36 pm
Could we agree, that we leave a new thread at least one day on top of this section?
You already acted against your rule after my post regarding "iConvert 4 alpha" https://kibernetik.pro/forum/viewtopic. ... 688#p13688 ;)
I already was afraid that you would search for such "proof" and come up with it.
I just posed a question, we are not in court.

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Re: Game of Risk, final version

Post by Henko » Tue Nov 13, 2018 7:16 am

rbytes wrote:
Tue Nov 13, 2018 12:17 am
I hope we can agree, as the last few active members, that all threads and responses are equally valid. I look every day for ones I haven't seen before, and assume that you do too. So it is unlikely we will miss a new one.

I just ran the iConvert 4 Alpha version, and want to let Dutchman know what I have discovered so far. That, unfortunately, will again bump your thread, Henk, but I am impatient to pass on the information before I forget it. At my age, that can happen in a flash! :o

But you can always restore your game to first again by adding a comment to it.
Thanks for a reasonable answer.

I know the feeling. I waited a couple of days with posting the final version of Risk until the communications about iConvert came into a pause. But like the previous version, it was pushed down within 1 or 2 timezones (luckily we have Dutchman to investigate the exact time lapses).

You are right that there are no rules. It is not my intention to create them. Should not be necessary with 3 or 4 regulars. Annyhow i will wait with "new" postings until the previous subject is at least 24 timezones old. Sorry i brought this up.

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