TurboRisk Programming Reference

Overview

One of the unique features of TurboRisk is that it allows the user to program his/her own computer players: programs that define the behaviour of a player controlled by the computer.

TurboRisk programs are text files with extension ".TRP" (TurboRisk Program) that contain instructions in a subset of PASCAL. TurboRisk uses the Delphi-style Innerfuse Pascal Script 3, free for non-commercial uses, developed by Carlo Kok (thanks Carlo!).

The language is essentially PASCAL. If you know PASCAL you should not have any particular program. Study the SIMPLE.TRP example program to have a starting point. A PASCAL course is far beyond the scope of this document (and my possibilities!). A very important restriction you must know is that the interpreter does not allow procedure and functions defined within another procedure or function, and this makes some of the TurboRisk 1.2 TRPs no more compatible with the current version of TurboRisk. The document conversion.html deals with some of the issues involved in porting 1.2 TRPs to current version of TurboRisk.

Program structure

Each TurboRisk program MUST CONTAIN five procedures with predefined name and parameters that are called by TurboRisk when the computer player is expected to take some decision. Each procedure receives some "var" parameters (the PASCAL convention to say a parameter is passed by reference instead of by value), which are used to return to TurboRsk its results. This is the typical program structure of a TRP program:

Program MyProgram; // this statement is optional

procedure MyProcedure(...); // define as many procedures and functions as you want
begin
  ...
end;

function MyFunction(...): ...;
begin
  ...
end;

// This and the following procedures MUST exist in the program.
// Their position in the code is not important.
procedure Assignment(var ToTerritory: integer);
begin   
  // The ASSIGNMENT procedure is called during the initial assignment of territories
  // to know which is the program's choice. Return the result in the ToTerritory
  // var parameter.
  ...
end;

procedure Placement(var ToTerritory: integer);
begin
  // The PLACEMENT procedure is called at the beginning of each turn to decide where
  // to place new armies. It is called N times, each one to place a single army, until
  // all new armies are placed. Return the result in the ToTerritory var parameter.
  ...
end;

procedure Attack(var FromTerritory, ToTerritory: integer);
begin
  // The ATTACK procedure is called at attack time. Each call to ATTACK corresponds
  // to a single throw of the dice. Return the program's choice in the FromTerritory
  // and ToTerritory var parameters. Set FromTerritory to 0 if you decide not to attack
  // and end your attack phase.
  ...
end;

procedure Occupation(FromTerritory, ToTerritory: integer; var Armies: integer);
begin
  // The OCCUPATION procedure is called after a successful attack. The parameters
  // FromTerritory and ToTerritory are properly set by TurboRisk when entering the
  // routine. Return the number of armies you want to move in the Armies var parameter.
  ...
end;

procedure Fortification(var FromTerritory, ToTerritory, Armies: integer);
begin
  // The FORTIFICATION procedure is called after the attack phase. Return the program's
  // choice in the FromTerritory, ToTerritory and Armies var parameters.
  // Set FromTerritory to 0 if you decide not to move any army and end your turn.
  ...
end;

begin
  // You can place here some optional code which is executed just once at the beginning
  // of a new game.
  ...
end.

Types, Variables, Expressions

You can define your own variables, procedures and functions. Please remember that all your variables will be local variables, that is they will be erased between calls. Even if you give your own variables a global scope, out of any procedure, they will not preserve their value. This happens because TurboRisk uses the same space to load and execute all of the different computer player programs, turn after turn. To overcome this problem TurboRisk provides a place where to store global values: it's an internal buffer, which you can have access to through the UBufferSet and UBufferGet functions explained below. You have 50 buffers for your own use, each one being able to containe a value of type double. Be sure to use the trunc() function when assigning the value of a buffer to an integer value:

var
  i: integer;
begin
  i:=trunc(UBufferGet(5));

IFPS3 is not very tolerant about type mixing in expression and logical conditions. The following code aborts execution, because of the comparing of an integer value with a double value:

var
  TotalArmies: integer;
begin
  if PArmiesCount(T)>TotalArmies * 0.35 then

The correct code fragment is the following:

var
  TotalArmies: integer;
begin
  if PArmiesCount(T)>trunc(TotalArmies * 0.35) then

There are some other reported issues about IFPS3 and type mixing in logical expressions. For example the code:

var
  i: integer;
  d: double;
  if (TArmies(T) / i) < d then

stops the interpreter any time TArmies(T)/i is not a whole number. Unfortunately the trunc() function doesn't seem to solve this case, which needs typecasting and a temporary variable: var
  i: integer;
  d, temp: double;
  temp := (double(TArmies(T))) / (double(i));
  if temp < d then

Arrays are supported only in their dynamic form. Use the SetArrayLength() procedure to set their dimension. First element is always at location 0, last element at Length-1. The function GetArrayLength returns the size of the array. Example:

var
  i: integer;
  MyArr: array of integer;
begin
  SetArrayLength(MyArr,5);
  for i:=0 to GetArrayLength(MyArr)-1 do
    MyArr[i] := i*i;
end;

Unsupported PASCAL features

The following PASCAL features are currently not supported by IFPS3:

TurboRisk API

TurboRisk provides a large set of procedures and functions which form a sort of API: they give your program access to information about territories, players, continents and the status of the game.

Implicit constants

Many functions require or return information about territories, players and continents. They follow a common convention, where territories are numbered from 1 to 42, players from 1 to 10 and continents from 1 to 6.

Territories

1 Alaska
2 Northwest Territory
3 Greenland
4 Alberta
5 Ontario
6 Quebec
7 Western US
8 Eastern US
9 Central America
10 Venezuela
11 Peru
12 Brazil
13 Argentina
14 North Africa
15 Egypt
16 East Africa
17 Congo
18 South Africa
19 Madagascar
20 Iceland
21 Scandinavia
22 Ukraine
23 Northern Europe
24 Great Britain
25 Western Europe
26 Southern Europe
27 Middle East
28 Yamal-Nemets
29 Kazakhstan
30 India
31 Siam
32 China
33 Mongolia
34 Taymyr
35 Yakut
36 Buryat
37 Koryak
38 Japan
39 Indonesia
40 Western Australia
41 Eastern Australia
42 New Guinea

Continents

1 North America
2 South America
3 Europe
4 Africa
5 Asia
6 Australia

Routines about Territories

function TName(T: integer): string;
returns the name of territory T, '?' if T is out of range

function TOwner(T: integer): integer;
returns the owner of territory T, 0 if T is unassigned, -1 if T is out of range

function TArmies(T: integer): integer;
returns the number of armies on territory T, 0 if T is unassigned, -1 if T is out of range

function TContinent(T: integer): integer;
returns the ID of the continent which territory T belongs to, -1 if T is out of range

function TBordersCount(T: integer): integer;
returns the number of borders of territory T (max 6), -1 if T is out of range

function TBorder(T,B: integer): integer;
returns bordering territory #B of territory T, -1 if T or B are out of range

function TIsBordering(T1,T2: integer): boolean;
returns true if territory T1 is bordering on territory T2, false if not or T or B are out of range

function TIsFront(T: integer): boolean;
returns true if territory T is owned by current player and has at least one bordering territory occupied by opponents, false if not or T is out of range

function TIsMine(T: integer): boolean;
returns true if territory T is owned by current player, false if not or T is out of range

function TIsEntry(T: integer): boolean;
returns true if territory T is an Entry Territory
Entry territories are territories which are part of a continent but may be accessed from another continent

function TFrontsCount(T: integer): integer;
returns the number of territories bordering on territory T which are occupied by opponents, -1 if T is out of range

function TFront(T,F: integer): integer;
returns bordering enemy territory #F of territory T, -1 if T or F are out of range

function TStrongestFront(T: integer; var ET,EA: integer): boolean;
returns false if T is out of range, otherwise true.
The "var" variables will contain information on territory T:
ET: number of the strongest enemy's territory bordering on T, 0 if T has not fronts
EA: enemy's armies on territory ET (unassigned territories are not counted)

function TWeakestFront(T: integer; var ET,EA: integer): boolean;
returns false if T is out of range, otherwise true.
The "var" variables will contain information on territory T:
ET: number of the weakest enemy's territory bordering on T, 0 if T has not fronts
EA: enemy's armies on territory ET (unassigned territories are not counted)

function TPressure(T: integer): integer;
returns the total number of enemy armies bordering on territory T, -1 if T is out of range

Routines about Players

function PMe: integer;
returns the ID of the player in turn

function PName(P: integer): string;
returns player's P name, '?' if P is out of range

function PProgram(P: integer): string;
returns player's P program file name (lowercase) if player is computer, 'human' if human, '?' if P is out of range

function PActive(P: integer): boolean;
returns true if player P is active, false if not or P is out of range

function PHuman(P: integer): boolean;
returns true if P is a human player, false if P is computer player or P is out of range

function PArmiesCount(P: integer): integer;
returns the number of armies totally controlled by player P on all of its territories, -1 if P is out of range

function PNewArmies(P: integer): integer;
returns the number of armies which player P still has to place on his territories, -1 if P is out of range

function PTerritoriesCount(P: integer): integer;
returns the number of territories controlled by player P, -1 if P is out of range

Routines about Continents

function COwner(C: integer): integer;
returns the owner of continent C, 0 if C has more then one occupant, -1 if C is out of range

function CBonus(C: integer): integer;
returns the number of armies (per turn) which the control of continent C entitles to, -1 if C is out of range

function CTerritoriesCount(C: integer): integer;
returns the number of territories belonging to continent C, -1 if C is out of range

function CTerritory(C,T: integer): integer;
returns the ID of territory #T belonging to continent C, -1 if T or C are out of range

function CBordersCount(C: integer): integer;
returns the number of border territories on continent C (max 6), -1 if C is out of range
Border territories are territories which are outside the continent but may be accessed from it

function CBorder(C,B: integer): integer;
returns border territory #B of continent C, -1 if C or B are out of range
Border territories are territories which are outside the continent but may be accessed from it

function CEntriesCount(C: integer): integer;
returns the number of entry territories on continent C (max 6), -1 if C is out of range
Entry territories are territories which are part of a continent but may be accessed from another continent

function CEntry(C,B: integer): integer;
returns entry territory #B of continent C, -1 if C or B are out of range
Entry territories are territories which are part of a continent but may be accessed from another continent

function CAnalysis(C: integer; var PT,PA,ET,EA: integer): boolean;
returns false if C is out of range, otherwise true.
The "var" variables will contain information on continent C:
PT: player in turn's number of territories on continent C
PA: player in turn's armies on continent C
ET: enemy's number of territories on continent C
EA: enemy's armies on continent C
(unassigned territories are not counted)

function CLeader(C: integer; var P,T,A: integer): boolean;
returns false if C is out of range, otherwise true.
The "var" variables will contain information on continent C:
P: leader = player who controls greatest number of territories
T: leader's number of territories on continent C
A: leader's armies on continent C
if two or more players own the same number of territories, the leader is the one which has more armies. If continent is empty (all territories unissegned) P returns 0.
(unassigned territories are not counted)

Routines about Status of the game

function SConquest: boolean;
returns true if current player has conquered at least one territory on current turn, otherwise false

function SPlayersCount: integer;
returns the number of active players

Other routines (utilities)

procedure UMessage(M: string);
displays a modal window with message M

procedure ULog(M: string);
writes message M on the log

procedure UBufferSet(B: integer; V: double);
set B element of Player's buffer to value V (B ranges from 1 to 50)

function UBufferGet(B: integer): double;
returns Bth element of Player's buffer, -1 if B is out of range (B ranges from 1 to 50)

function URandom(R: integer): double;
if R>0 returns an integer random number I in the range 0 <= I < R, otherwise returns a double X in the range 0 < = X < 1