% \iffalse %<*driver> % This is the preamp used in various documents \documentclass{ltxdoc} %\usepackage[noterrainpic]{wgdoc} %\usepackage{wgdoc} % %\fi %\iffalse %<*doc> % This is for the main documentation \usepackage{wgdoc} \input{testmap} \input{testchits} \usetikzlibrary{external} \tikzexternalize[prefix=cache/] \CodelineIndex \EnableCrossrefs \DisableCrossrefs \DoNotIndex{\a,\advance,\args,\bfseries,\breakforeach,\cc,\ccc, \divide,\def,\h,\filldraw,\node,\path,\RequirePackage,\ProvidesPackage, \Large,\large,\huge,\Huge,\normalsize,\tiny, \long,\n,\mc,\o,\p, \usetikzlibrary,\draw,\foreach,\fv,\tikzinputsegmentfirst, \tikzinputsegmentsupporta,\tikzinputsegmentsupportb, \tikzinputsegmentlast,\pgfmathparse,\pgfpoint,\edef,\pgfmathresult, \relax,\ifx,\else,\fi,\definecolor,\tikz,\tikzset,\tikzstyle, \maxdimen,\pgfseteorule,\message,\global,\clip,\let,\end,\begin, \sffamily,\selectfont,\fontsize,\DeclareTextFontCommand, \selectfont,\define@key,\pgf@x,\pgf@y,\xdef,\expandafter,\@ifundefined, \pgfpointxy,\csname,\endcsname,\pgfpointadd,\fill,\@empty,\@ifnextchar, \@undefined,\@undefinedb,\arrow,\b,\c,\color,\fontfamily,\fontseries, \gdef,\i,\k,\m,\newcommand,\newcount,\newif,\newlength \pgf@pathmaxx,\pgf@pathminx,\pgf@pathmaxy,\pgf@pathminy, \pgf@picmaxx,\pgf@picminx,\pgf@picmaxy,\pgf@picminy, \pgf@relevantforpicturesizefalse,\pgf@relevantforpicturesizetrue, \pic,\r,\setkeys,\setlength,\show,\t,\temp,\the, \tikzdeclarecoordinatesystem,\tmp@x,\tmp@y,\v,\x,\y} %% \OnlyDescription \def\PrintMacroName#1{} \def\PrintEnvName#1{} \title{The \textsf{wargame} package} \author{Christian Holm Christensen} \date{\today} \begin{document} \maketitle \begin{center} \begin{tikzpicture} \wargamelogo \end{tikzpicture} \end{center} \begin{abstract} This package provides tools to typesetting manuals, board, and counters for wargames using \LaTeX{}. Licensed under \href{http://creativecommons.org/licenses/by-sa/4.0}{Creative Commons Attribution-ShareAlike International License, version 4} \tikz[scale=.2,transform shape]{\pic{cc by sa};}. \end{abstract} \tableofcontents \wargamedbglvl=0 \hexdbglvl=0 \chitdbglvl=0 \natoappdbglvl=0 % To avoid: Package multicol Error: Error saving partial page. \setlength{\IndexMin}{100pt} \DocInput{wargame.dtx} \end{document} % %\fi % % \iffalse % ==================================================================== % % Documentation % % ==================================================================== % \fi % % \newif\ifShowSymbols\ShowSymbolsfalse % \newif\ifShowCompat\ShowCompatfalse % % \iffalse % -------------------------------------------------------------------- % % Introduction % % -------------------------------------------------------------------- % \fi % % \section{Introduction} % % This package provides tools for typesetting classic, hex-based % wargames. The package allows an author to design a board, or map, % comprised of hex, using a relatively simple interface. Units are % typeset using a similar interface. Unit types are identified using % the NATO Joint Military Symbology \cite{app6c} standard. % % This document is meant as a reference manual (although far from % complete). A separate tutorial is available, and may be the best % starting point. % % \iffalse % -------------------------------------------------------------------- % % Hexes % % -------------------------------------------------------------------- % \fi % % \section{Hex Boards} % % The package provides a number of facilities to set-up a board % comprised of hexagon fields (``hexes''). % % \subsection{Placing hexes} % % A hex can be added to the current \texttt{tikzpicture} using the % macro \cs{hex}. It takes up to 4 arguments % % \begin{MacroSyntax}{\hex} % \cs{hex}\oarg{key-value-pairs}\parg{location}\parg{name} % \end{MacroSyntax} % % The \meta{key-value-pairs} specify the hex. Valid options are % \begin{description} % \item[\keyval{terrain}{\meta{terrain-keys}}] specifies the terrain % of the hex. More on in this in % \sectionname~\ref{sec:hex:terrain}. % \item[\keyval{ridges}{\meta{ridges-keys}}] specifies where ridges % are drawn in the hex. \sectionname~\ref{sec:hex:ridges}. % \item[\keyval{label}{\meta{label-keys}}] specifies the how to output % the hex label, if any. This is expanded upon in % \sectionname~\ref{sec:hex:label}. % \item[\keyval{town}{\meta{town-keys}}] specifies that a town (or % similar) is present in the hex. The various keys are described in % \sectionname~\ref{sec:hex:town}. % \item[\keyval{bevel}{\meta{bevel-keys}}] specifies that a bevel % should be added to the hex. The various keys are described in % \sectionname~\ref{sec:hex:bevel}. % \item[\keyval{extra}{\meta{extra-keyx}} \textrm{and} \keyval{extra % clipped}{\meta{extra-keyx}}] allows the user to put custom % graphics in the hexes. See also \sectionname~\ref{sec:hex:extra} % for more. % \item[\keyval{row}{\meta{row}} \textrm{and} % \keyval{column}{\meta{column}}] Keys to set hex coordinates. % Mainly used when using \cs{node} rather than \cs{hex}. These % coordinates should be specified in the \spec{hex cs} coordinate % system (\sectionname~\ref{sec:hex:cs}). % \item any style key defined for \TikZ{} pictures. % \end{description} % % The \meta{location} argument specifies the coordinates, in the hex % coordinate system where to put the hex. More about the coordinate % system is given in \sectionname~\ref{sec:hex:cs}. Note, the numbers % by default starts from the lower--left corner, but can be changed % via options. % % The elements are rendered in the following order % \begin{enumerate} % \item The terrain, clipped to the hex shape. % \item The hex, including circumference and fill % \item The ridges, if any % \item The label, if any % \item Extra graphics clipped to the hex % \item Bevel if selected % \item Town, if any % \item Extra graphics which may extend beyond the confines of the % hex. % \end{enumerate} % % \figurename~\ref{fig:hex:parts} illustrates some of the components % of a hex. The hexes are 2 unit lengths wide. Typically, the unit % length is one centimetre, which means the hexes are roughly % $2\,\text{cm}\times 1.86\,\text{cmm}$ --- or roughly $3/4"\times % 3/4"$ --- big. This allows the hexes to fit chits (see % Section~\ref{sec:chit}) of size $12\,\mathrm{mm}\times12\,\mathrm{mm}$ % --- or roughly $1/2"\times1/2"$ --- nicely. If one wants larger % chits or hexes one should take care to scale both by a similar % amount. % % {\makeatletter\global\let\hexyy\hex@yy} % \tikzset{wg arrow/.style={red!50!black,thick,<-}} % \begin{figure}[htbp] % \centering % \begin{tikzpicture}[scale=2] % \hex[terrain={woods},label={text=A1},color=blue](r=0,c=0) % \draw[red]($(hex cs:e=N)-(0,.2)$) % ellipse [x radius=.8, y radius=.4] node(label){}; % \draw[wg arrow] (label)--(1.3,1.2) % node[align=right,anchor=south]{\texttt{label=\{text=A1\}}}; % \draw[wg arrow] (0,0)--(-2,-1)node[align=right,anchor=base east]{ % \texttt{terrain=\{woods\}}}; % \pic[draw,transform shape]{wg/x axis={-1,1, -1.2,{0},}}; % \pic[draw,transform shape]{wg/y axis={1.2, -1,1, {0},{-\hexyy,\hexyy}}}; % \end{tikzpicture} % \caption{Hex parts. The bar on the bottom and to the right % indicate two units of length.} % \label{fig:hex:parts} % \end{figure} % % Note that the macro \cs{hex} is really a short hand for \TikZ{}'s % \cs{node} macro, but with preset options. An alternative to using % the \cs{hex} macro is to do % % \begin{MacroSyntax}{\hex} % \cs{node}[hex=\marg{key-value-pairs}] \parg{name} at \parg{location}; % \end{MacroSyntax} % % This can be useful when placing explanatory graphics or the like. % The main difference between using \cs{hex} and the raw % \cs{node}\texttt{[hex=\textellipsis]} is that the former can % automatically generate labels and set shape coordinates in the % picture. If you want that for your board, it is recommended to use % \cs{hex}. For example, if one does % % \begin{verbatim} % \begin{tikzpicture}[ % every hex={label={auto=alpha column}}, % hex/labels is name=true] % \hex(c=1,r=1); % \end{tikzpicture} % \end{verbatim} % % then one can refer to the location of the hex by its label i.e., % \texttt{(A1)}. Since the hex is really a \TikZ{} \texttt{node}, we % can also use anchors defined for \texttt{hex} node shape, such as % \texttt{(A1.west)}, \texttt{(A1.north edge)}, and so on. This is % not possible if one uses the \cs{node} macro. % % \subsection{Hex bevels} % \label{sec:hex:bevel} % % A bevel (or ``shadow-effect'') can be added to hexes using the key % \spec{bevel}, with a value that specifies where the light comes from % (e.g., north west or NW). The percentage of the half width of a % chit of the bevel can be specified by the key \spec{bevel fraction} % (default 10\%). % % % \subsection{Styling hexes} % % Typical \TikZ{} options can be passed to the \cs{hex} macro. For % example, if you want to draw the hex borders in red, simply pass % \spec{draw=red} in the \oarg{optional} arguments to % \cs{hex}. Individual parts of the hexes can be styled separately. % the default style used by \cs{hex} is \spec{tikz/hex/hex}. Users % can redefine this style to suit their needs. If one does not want % to change the default style, or pass the same argument to all % \cs{hex}s one can define the style \spec{tikz/every hex}. For example, % if one wants to auto label all hexes, one can do % % \begin{verbatim} % \begin{tikzpicture} % \begin{scope}[every hex/.style={label=auto}] % % Hexes % \end{scope} % \end{tikzpicture} % \end{verbatim} % % For example, to render only the corners of the hexes, as popular % among some designers, one can do % % \begin{verbatim} % every hex/.style={ % dash pattern=on .2cm off .6cm on .2cm off 0cm % }, % \end{verbatim} % Note that the dash pattern should be 1cm long and the last element % should be \spec{off 0cm} so the dash pattern is started afresh on % each hex edge. % % \subsection{Hex coordinate system} % \label{sec:hex:cs} % % The package defines a coordinate system based on hexes. The centre % of a hex is specified as \meta{column}-\meta{row} pairs, while % vertexes and mid-point on edges can be specified separately. The % syntax of the coordinates is % % \begin{Syntax} % (hex cs:row=\meta{hex-row},column=\meta{hex-column},vertex=\meta{vertex},edge=\meta{edge}) % \end{Syntax} % % where \meta{vertex} and \meta{edge} are optional. The hex row and % column defaults both to 0 and can be decimal numbers. The % \spec{row}, \spec{column}, \spec{vertex}, and \spec{edge} keywords % may be shortened to \spec{r}, \spec{c}, \spec{v}, and \spec{e}, % respectively. Possible vertexes and edges are listed in % \tablename~\ref{tab:hex:ve}. % % \begin{table}[htbp] % \centering % \begin{tabular}{m{.3\linewidth}m{.65\linewidth}} % \begin{tikzpicture} % \hex(r=0,c=0) % \foreach \v in {E,NE,NW,W,SW,SE}{ % \fill(hex cs:v=\v) circle(0.05); % \node[inner sep=2pt] (v\v) at ($1.6*(hex cs:v=\v)$){\spec{v=\v}}; % \draw[<-](hex cs:v=\v)--(v\v); } % \foreach \e in {NE,N,NW,SW,S,SE}{ % \fill(hex cs:e=\e) circle(0.05); % \node[inner sep=2pt] (e\e) at ($1.6*(hex cs:e=\e)$) {\spec{e=\e}}; % \draw[<-](hex cs:e=\e) -- (e\e);} % \end{tikzpicture} % & % \begin{tabular}{|ccr|ccr|} % \hline % \rowcolor{headbg} % \multicolumn{2}{c}{\color{headfg}\spec{vertex=}} % & {\color{headfg}\textbf{Angle}} % & \multicolumn{2}{c}{\color{headfg}\spec{edge=}} % & {\color{headfg}\textbf{Angle}} % \\ % \hline % \rowcolor{white} % \spec{east} & \spec{E} & $ 0^{\circ}$ & % \spec{north east} & \spec{NE} & $ 30^{\circ}$\\ % \spec{north east} & \spec{NE} & $ 60^{\circ}$ & % \spec{north} & \spec{N} & $ 90^{\circ}$\\ % \spec{north west} & \spec{NW} & $120^{\circ}$ & % \spec{north west} & \spec{NW} & $150^{\circ}$\\ % \spec{west} & \spec{W} & $180^{\circ}$ & % \spec{south west} & \spec{SW} & $210^{\circ}$\\ % \spec{south west} & \spec{SW} & $240^{\circ}$ & % \spec{south} & \spec{S} & $270^{\circ}$\\ % \spec{south east} & \spec{SE} & $300^{\circ}$ & % \spec{south east} & \spec{SE} & $330^{\circ}$\\ % \hline % \end{tabular} % \end{tabular} % \caption{Vertex and edge positions} % \label{tab:hex:ve} % \end{table} % % In \figurename~\ref{fig:hex:cs} is an example of a picture drawn in % this coordinate system. % % \begin{figure}[htbp] % \begin{tabular}{m{.3\linewidth}m{.65\linewidth}} % \begin{tikzpicture}[] % \hex[color=lightgray](r=0,c=0) % \hex[color=lightgray](r=0,c=1) % \hex[color=lightgray](r=1,c=0) % \hex[color=lightgray](r=1,c=1) % \draw[blue!50!black] (hex cs:r=0,c=0) -- (hex cs:r=1,c=1); % \draw[red!50!black] (hex cs:r=0,c=0,vertex=E) -- % (hex cs:r=1,c=1,edge=north west); % \fill (hex cs:r=0,c=0) circle(.1) % node[color=gray,anchor=north] {\spec{(r=0,c=0)}}; % \fill (hex cs:r=1,c=1) circle(.1) % node[color=gray,anchor=west] {\spec{(r=1,c=1)}}; % \fill (hex cs:r=0,c=0,v=east) circle(.1) % node[color=gray,anchor=north west]{\spec{(r=0,c=0,v=E)}}; % \fill (hex cs:r=1,c=1,e=north west) circle(.1) % node[color=gray,anchor=south]{ % \spec{(r=1,c=1,e=NW)}}; % \fill[lightgray](hex cs:r= .3,c= .3) circle(0.1) % node[anchor=south,inner sep=0]{(0.3,0.3)}; % \fill[lightgray](hex cs:r=1.3,c= .3) circle(0.1) % node[anchor=south,inner sep=0]{(1.3,0.3)}; % \fill[lightgray](hex cs:r=0.3,c=1.3) circle(0.1) % node[anchor=south,inner sep=0]{(0.3,1.3)}; % \fill[lightgray](hex cs:r=1.3,c=1.3) circle(0.1) % node[anchor=south,inner sep=0]{(1.3,1.3)}; % \end{tikzpicture} % & % Hexes and lines drawn with % \begin{verbatim} % \hex(0,0)\hex(0,1)\hex(1,0)\hex(1,1) % \draw[blue!50!black] (hex cs:r=0,c=0) -- % (hex cs:r=1,c=1); % \draw[red!50!black] (hex cs:r=0,c=0,vertex=E) -- % (hex cs:r=1,c=1,edge=NW); % \fill[lightgray](hex cs:r= .3,c= .3) circle(0.1); % \fill[lightgray](hex cs:r=1.3,c= .3) circle(0.1); % \fill[lightgray](hex cs:r=0.3,c=1.3) circle(0.1); % \fill[lightgray](hex cs:r=1.3,c=1.3) circle(0.1); % \end{verbatim} % \end{tabular} % \caption{Hex coordinate system} % \label{fig:hex:cs} % \end{figure} % % % \textbf{Important}: When the horizontal distance to the centre of a % hex becomes less than $-\cos60^{\circ}$ or larger than % $b-\cos60^{\circ}$ we effectively have a new hex column, and the % coordinates are shifted upward or downward for smaller or larger % numbers. Figure~\ref{fig:hex:coord:nb} illustrates. this. This can % make it a little hard to specify coordinates relative to a hex % centre. Alternatively one may use vertex or edge specifications % together with a relative offset in those directions. If one % require even more flexibility, one can use the \TikZ{} library % \spec{calc} to add arbitrary offsets, e.g., % % \begin{verbatim} % \coordinate at ($(hex cs:c=1,r=10)+(.2,.2)$); % \end{verbatim} % % \begin{figure} % \centering % \begin{tikzpicture} % \begin{scope}[scale=2,every node/.style={inner sep=0}] % \hex % % \begin{scope}[red,fill] % \draw[anchor=south east](hex cs:c=-0.66,r=-0.67)circle(.01)node{(-2/3,-2/3)}; % \draw[anchor=south east](hex cs:c=-0.67,r=-0.33)circle(.01)node{(-2/3,-1/3)}; % \draw[anchor=south east](hex cs:c=-0.67,r=0)circle(.01)node{(-2/3,0)}; % \draw[anchor=south east](hex cs:c=-0.67,r=0.33)circle(.01)node{(-2/3,1/3)}; % \draw[anchor=north](hex cs:c=-0.33,r=-0.67)circle(.01)node{(-1/3,-2/3)}; % \draw[anchor=north](hex cs:c=-0.33,r=-0.33)circle(.01)node{(-1/3,-1/3)}; % \draw[anchor=south](hex cs:c=-0.33,r=0.33)circle(.01)node{(-1/3,1/3)}; % \draw[anchor=south](hex cs:c=-0.33,r=0.67)circle(.01)node{(-1/3,2/3)}; % \draw[anchor=south](hex cs:c=0.33,r=-0.67)circle(.01)node{(1/3,-2/3)}; % \draw[anchor=south](hex cs:c=0.33,r=-0.33)circle(.01)node{(1/3,-1/3)}; % \draw[anchor=north](hex cs:c=0.33,r=0.33)circle(.01)node{(1/3,1/3)}; % \draw[anchor=north](hex cs:c=0.33,r=0.67)circle(.01)node{(1/3,2/3)}; % \draw[anchor=north west](hex cs:c=0.67,r=-0.33)circle(.01)node{(2/3,-1/3)}; % \draw[anchor=north west](hex cs:c=0.67,r=0)circle(.01)node{(2/3,0)}; % \draw[anchor=north west](hex cs:c=0.67,r=0.33)circle(.01)node{(2/3,1/3)}; % \draw[anchor=north west](hex cs:c=0.67,r=0.67)circle(.01)node{(2/3,2/3)}; % \end{scope} % % \hex(c=2) % \begin{scope}[blue,fill] % \draw[anchor=south west](hex cs:c=2,v=NE,o=0.5)circle(.01)node{NE by 1/2}; % \draw[anchor=south west](hex cs:c=2,v=NE,o=1.0)circle(.01)node{NE by 1}; % \draw[anchor=south west](hex cs:c=2,v=NE,o=1.5)circle(.01)node{NE by 3/2}; % \draw[anchor=south east](hex cs:c=2,v=NW,o=0.5)circle(.01)node{NW by 1/2}; % \draw[anchor=south east](hex cs:c=2,v=NW,o=1.0)circle(.01)node{NW by 1}; % \draw[anchor=south east](hex cs:c=2,v=NW,o=1.5)circle(.01)node{NW by 3/2}; % \draw[anchor=north](hex cs:c=2,v=W,o=0.5)circle(.01)node{W by 1/2}; % \draw[anchor=south](hex cs:c=2,v=W,o=1.0)circle(.01)node{W by 1}; % \draw[anchor=north](hex cs:c=2,v=W,o=1.5)circle(.01)node{W by 3/2}; % \draw[anchor=north east](hex cs:c=2,v=SW,o=0.5)circle(.01)node{SW by 1/2}; % \draw[anchor=north east](hex cs:c=2,v=SW,o=1.0)circle(.01)node{SW by 1}; % \draw[anchor=north east](hex cs:c=2,v=SW,o=1.5)circle(.01)node{SW by 3/2}; % \draw[anchor=north west](hex cs:c=2,v=SE,o=0.5)circle(.01)node{SE by 1/2}; % \draw[anchor=north west](hex cs:c=2,v=SE,o=1.0)circle(.01)node{SE by 1}; % \draw[anchor=north west](hex cs:c=2,v=SE,o=1.5)circle(.01)node{SE by 3/2}; % \draw[anchor=north](hex cs:c=2,v=E,o=0.5)circle(.01)node{E by 1/2}; % \draw[anchor=south](hex cs:c=2,v=E,o=1.0)circle(.01)node{E by 1}; % \draw[anchor=north](hex cs:c=2,v=E,o=1.5)circle(.01)node{E by 3/2}; % \end{scope} % \end{scope} % \end{tikzpicture} % \caption{Relative coordinates} % \label{fig:hex:coords:nb} % \end{figure} % \subsection{Terrains} % \label{sec:hex:terrain} % % Terrains are rendered using tile images or \TikZ{} % \texttt{pic}tures. The available terrains are shown in % \tablename{}s~\ref{tab:hex:terrain:image} % and~\ref{tab:hex:terrain:pic}. Users can provide their own tile % images and select those via \texttt{terrain=\{image=\meta{image}\}} % or defined \TikZ{} \texttt{pic}tures and select those via % \texttt{terrain=\{pic=\meta{pic-name}\}}. In all cases, the terrain % graphics is clipped to the hex. % % The terrain of a hex is selected via the multi-valued key % \spec{terrain}. Sub-keys of this key are % % \begin{description} % \item[\spec{image=}\meta{graphics-file}] Specifies terrain tile % image \meta{graphics-file}. % \item[\spec{pic=}\meta{picture-key}] Specifies terrain tile \TikZ{} % \spec{pic}ture. % \item[\spec{code=}\meta{tikz-code}] Any valid \TikZ{} code % \item[\spec{clip=}\meta{path(s)}] \TikZ{} path specification to clip % the terrain within the hex. % \end{description} % % \begin{table}[htbp] % \centering % \begin{tabular}{|m{2cm}|ll|m{2cm}|ll|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\textbf{Name}} % & {\color{headfg}\texttt{terrain=\{image=\meta{image}\}}} % & {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\textbf{Name}} % & {\color{headfg}\texttt{terrain=\{image=\meta{image}\}}}\\ % \hline % &&&&&\\[-1ex] % \tikz{\hex[](r=0,c=0) } % & Clear % & \texttt{} % & \tikz{\hex[terrain={image=wargame.beach}](r=0,c=0) } % & Beach % & \texttt{\{image=wargame.beach\}}\\ % \tikz{\hex[terrain={image=wargame.light_woods}](r=0,c=0) } % & Light woods % & \texttt{\{image=wargame.light\_woods\}} % & \tikz{\hex[terrain={image=wargame.woods}](r=0,c=0)} % & Woods % & \texttt{\{image=wargame.woods\}}\\ % \tikz{\hex[terrain={image=wargame.rough}](r=0,c=0) } % & Rough % & \texttt{\{image=wargame.rough\}} % & \tikz{\hex[terrain={image=wargame.swamp}](r=0,c=0) } % & Swamp % & \texttt{\{image=wargame.swamp\}}\\ % \tikz{\hex[terrain={image=wargame.mountains}](r=0,c=0) } % & Mountains % & \texttt{\{image=wargame.mountains\}} % & \tikz{\hex[fill=blue!40!white](r=0,c=0) } % & Sea % & \texttt{\{image=wargame.sea\}}\\ % \hline % \end{tabular} % \caption{Terrains specified via tile images} % \label{tab:hex:terrain:image} % \end{table} % % \begin{table}[htbp] % \centering % \begin{tabular}{|m{2cm}|l|l|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\textbf{Name}} % & {\color{headfg}\texttt{terrain=\{pic=\meta{image}\}}}\\ % \hline % &&\\[-1ex] % \tikz{\hex[terrain={pic=hex/terrain/mountain,line width=3pt}](r=0,c=0) } % & Mountains % & \texttt{\{pic=hex/terrain/mountain,line width=3pt\}}\\ % \hline % \end{tabular} % \caption{Terrains specified via \TikZ{} \spec{pic}tures} % \label{tab:hex:terrain:pic} % \end{table} % % The terrain can be clipped by the sub-key \spec{clip}. This can be % useful if the game specifies movement costs in terms of hex-edge % crossing, for example \emph{First Blood}~\cite{fb}. In that case, a % hex may be, for example, a jungle hex, but some edges a clear. Thus % movements across such an edge would count as moving into clear % territory while moving over other edges will count as moving into a % jungle. This is, of course, not how most games count movement % costs, but this package nonetheless facilitates such rules. % \tablename~\ref{tab:hex:terrain:clip} shows a few examples of % predefined clippings of terrain. % % Users can define \TikZ{} \spec{pic}tures that specify clipping paths % as needed. For example, one could add clipping to the terrain to % ensure that other graphics in the hex stands out. % % \begin{table}[htbp] % \centering % \begin{tabular}{|m{2cm}m{.3\linewidth}|m{2cm}m{.3\linewidth}|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\texttt{terrain=\{clip=,...\}}} % & {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\texttt{terrain=\{clip=,...\}}}\\ % \hline % &&&\\ % \tikz{\hex[terrain={woods, % clip={hex/sextant=NE}}](r=0,c=0) } % & \spec{\{hex/sextant=NE\}} % & \tikz{\hex[terrain={woods, % clip={ % hex/large sextant=NE, % hex/large sextant=N}}](r=0,c=0) } % & \spec{\{hex/large sextant=NE,hex/large sextant=N\}}\\ % \hline % \tikz{\hex[terrain={woods, % clip={hex/sextant=N}}](r=0,c=0) } % & \spec{\{hex/sextant=N\}} % & \tikz{\hex[terrain={woods, % clip={hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW}}](r=0,c=0) } % & \spec{\{hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW\}}\\ % \hline % \tikz{\hex[terrain={woods, % clip={hex/sextant=NW}}](r=0,c=0) } % & \spec{\{hex/sextant=NW\}} % & \tikz{\hex[terrain={woods, % clip={hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW}}](r=0,c=0) } % & \spec{\{hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW\}}\\ % \hline % \tikz{\hex[terrain={woods, % clip={hex/sextant=SW}}](r=0,c=0) } % & \spec{\{hex/sextant=SW\}} % & \tikz{\hex[terrain={woods, % clip={hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW, % hex/sextant=S}}](r=0,c=0) } % & \spec{\{hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW, % hex/sextant=S\}}\\ % \hline % \tikz{\hex[terrain={woods, % clip={hex/sextant=S}}](r=0,c=0) } % & \spec{\{hex/sextant=S\}} % & \tikz{\hex[terrain={woods, % clip={hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW, % hex/sextant=S, % hex/sextant=SE}}](r=0,c=0) } % & \spec{\{hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW, % hex/sextant=S, % hex/sextant=SE\}}\\ % \hline % \tikz{\hex[terrain={woods, % clip={hex/sextant=SE}}](r=0,c=0) } % & \spec{\{hex/sextant=SE\}} % & \tikz{\hex[terrain={woods, % clip={hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW, % hex/sextant=S, % hex/sextant=SE, % hex/sextant=C}}](r=0,c=0) } % & \spec{\{hex/sextant=NE, % hex/sextant=N, % hex/sextant=NW, % hex/sextant=SW, % hex/sextant=S, % hex/sextant=SE, % hex/sextant=C\}}\\ % \hline % \tikz{\hex[terrain={woods, % clip={hex/sextant=C}}](r=0,c=0) } % & \spec{\{hex/sextant=C\}} % & \tikz{\hex[terrain={woods, % clip={hex/sextant=NE, % hex/sextant=N, % hex/sextant=S, % hex/sextant=SE, % hex/sextant=C}}](r=0,c=0) } % & \spec{\{hex/sextant=NE, % hex/sextant=N, % hex/sextant=S, % hex/sextant=SE, % hex/sextant=C\}}\\ % \hline % \end{tabular} % \caption{Terrain clipped via \spec{clip} sub-key} % \label{tab:hex:terrain:clip} % \end{table} % % \subsubsection{Styling terrains} % % Terrains use the key \spec{tikz/hex/terrain} to render the % terrains. This is mainly useful for terrains made from \TikZ{} % \spec{pic}tures. % % \subsection{Ridges} % \label{sec:hex:ridges} % % Ridges, or hill or mountain slopes, can be added to a hex via the % keyword \spec{ridges}. The keyword takes a list of hex edges and % generates symbology for the ridge on the chosen edges. Note that % the edges does not have to be continuous, as illustrated in the % bottom right of \tablename~\ref{tab:hex:ridges}, nor in any % particular order. The edges are specified as compass direction % % \begin{Syntax} % north east, north, north west, south west, south, south east.\\ % NE, N, NW, SW, S, SE % \end{Syntax} % % \tablename~\ref{tab:hex:ridges} shows some examples. % % \begin{table}[htbp] % \centering % \begin{tabular}{|m{2cm}|c|m{2cm}|c|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\spec{ridges=}} % & {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\spec{ridges=}}\\ % \hline % &&&\\[-1ex] % \tikz{\hex[ridges=NE]} % & \spec{NE} % & \tikz{\hex[ridges={NE,N}]} % & \spec{NE,N}\\ % \tikz{\hex[ridges=N]} % & \spec{N} % & \tikz{\hex[ridges={NE,N,NW}]} % & \spec{NE,N,NW}\\ % \tikz{\hex[ridges=NW]} % & \spec{NW} % & \tikz{\hex[ridges={NE,N,NW,SW}]} % & \spec{NE,N,NW,SW}\\ % \tikz{\hex[ridges=SW]} % & \spec{SW} % & \tikz{\hex[ridges={NE,N,NW,SW,S,line width=3pt}]} % & \spec{NE,N,NW,SW,S,line width=3pt}\\ % \tikz{\hex[ridges=S]} % & \spec{S} % & \tikz{\hex[ridges={NE,N,NW,SW,S,SE,color=brown!70!black}]} % & \spec{NE,N,NW,SW,S,SE,color=brown!70!black}\\ % \tikz{\hex[ridges=SE]} % & \spec{SE} % & \tikz{\hex[ridges={N,S,NW,SE},terrain={rough}]} % & \spec{N,S,NW,SE}\\ % \hline % \end{tabular} % \caption{Ridges} % \label{tab:hex:ridges} % \end{table} % % \subsubsection{Styling ridges} % % Every ridge is drawn with the style \spec{tikz/hex/ridges}. Users % can customise this style. The default is to draw thin black wave % lines (\TikZ{} decoration \spec{waves}). The default style also % takes care to auto scale line widths. % % \subsection{Labels} % \label{sec:hex:label} % % Labels can be placed on the hexes via the keyword \spec{label}. The % label can either be auto-generated or given explicitly. % \tablename~\ref{tab:hex:label} shows the various choices. % % \begin{table}[htbp] % \centering % \begin{tabular}{|m{2cm}|l|c|m{6cm}|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\textbf{Name}} % & {\color{headfg}\textbf{Column/Row}} % & {\color{headfg}\spec{label=}}\\ % \hline % &&&\\[-1ex] % \tikz{\hex[label=none](r=0,c=0) } % & No label % & n/a % & \spec{none}\\ % \tikz{\hex[label={text=B10}](r=0,c=0) } % & User specified % & n/a % & \spec{text=B10}\\ % \tikz{\hex[label={color=blue,text=A1}](r=0,c=0) } % & User specified % & n/a % & \spec{\{color=blue,text=A1\}}\\ % \tikz{\hex[label=auto](r=3,c=9) } % & Two-digit, zero padded numbers % & 9/3 % & \spec{auto}\\ % \tikz{\hex[label={auto=alpha column,font=\noexpand\rmfamily}](r=3,c=2)} % & Column letter, number row % & 2/3 % & \spec{\{auto=alpha column,font=\cs{noexpand}\cs{rmfamily}\}} % \textsuperscript{$\dag$}\\ % \tikz{\hex[label={auto=alpha 2 column,anchor=north east}](r=24,c=6) } % & Two letter column, two digit row % & 6/24 % & \spec{\{auto=alpha 2 column,anchor=north east\}}\\ % \hline % \end{tabular} % \caption{Labels\newline % \textsuperscript{$\dag$}When specifying macros as key values in % the options, for example the value \cs{rmfamily} for the key % \spec{font} above, we have to put a \cs{noexpand} in front if the % macro. This is to prevent early expansion of the macro, which % would cause errors. A minor nuisance.} % \label{tab:hex:label} % \end{table} % % The option \spec{auto=inv y x plus 1} will label the rows % inversely, and add one to the column number. This requires that the % key \spec{tikz/max hex row} has been set to the largest row number % used. % % In addition to the sub-keys \spec{none}, \spec{auto}, and % \spec{text}, one can also specify the following keys % % \begin{description} % \item[\keyval{place}{\meta{coordinates}}] specifies the Location of % label within the hex. The anchor point of the text will be placed % at this point. % \item[\oarg[options]] at the start of the option (but inside braces % \spec{\{\textellipsis\}}) can be used to give additional style % options. % \end{description} % % \subsubsection{Styling labels} % % All labels use the style \spec{tikz/hex/label}. By default, this % places the label at the top of the hex, and renders the text as gray % script sized text. Users can customise this style. If a user does % not want to change the default style, or want to pass the same % option to all labels, then one can set the key \spec{tikz/every % label} to those options. % % % \subsection{Towns} % \label{sec:hex:town} % % Towns in hexes are made via the key \spec{town}. This key takes % several sub-keys, as illustrated in \tablename~\ref{tab:hex:town} % % % \begin{table}[htbp] % \centering % \begin{tabular}{|m{2cm}l|m{2cm}l|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\spec{town=}} % & {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\spec{town=}}\\ % \hline % &&&\\[-1ex] % \tikz{\hex[town](r=0,c=0) } % & \spec{} % & \tikz{\hex[town={name=Copenhagen}](r=0,c=0) } % & \spec{\{name=Copenhagen\}}\\ % \tikz{\hex[town={pic=hex/town/city}](r=0,c=0) } % & \spec{\{pic=hex/town/city\}} % & \tikz{\hex[town={red,pic=hex/town/city}](r=0,c=0) } % & \spec{\{red,pic=hex/town/city\}}\\ % \tikz{\hex[town={fill=red}](r=0,c=0) } % & \spec{\{fill=red\}} % & \tikz{\hex[town={pic=hex/town/city,name=London}](r=0,c=0) } % & \spec{\{name=London\}}\\ % \tikz{\hex[town={color=red,name=Paris}](r=0,c=0) } % & \spec{\{red,name=Paris\}} % &\tikz{\hex[town={above=0.8,name=Berlin}](r=0,c=0) } % & \spec{\{above=0.8,name=Berlin\}}\\ % \tikz{\hex[town={place={(.2,.2)}}](r=0,c=0) } % & \spec{\{place=\{(.2,.2)\}\}} % &\tikz{\hex[town={font=\noexpand\itshape,name=Amsterdam}](r=0,c=0) } % & \spec{\{font=\cs{noexpand}\cs{itshape},name=Amsterdam\}} % \textsuperscript{$\dag$}\\ % \hline % \end{tabular} % \caption{Towns\newline % \textsuperscript{$\dag$}When specifying macros as key values in % the options, for example the value \cs{rmfamily} for the key % \spec{font} above, we have to put a \cs{noexpand} in front if the % macro. This is to prevent early expansion of the macro, which % would cause errors. A minor nuisance.} % \label{tab:hex:town} % \end{table} % % The sub-keys available for the \spec{town} key are % % \begin{description} % \item[\keyval{pic}{\meta{town-pic}}] The name of a \TikZ{} % \spec{pic}ture. Currently defined are \spec{hex/town/town} and % \spec{hex/town/city}. Users can provide alternate definitions or new types % by defining \TikZ{} \spec{pic}tures. % \item[\keyval{place}{\meta{coordinates}}] Location of label within % the hex. The anchor point of the text will be placed at this % point. % \item[\keyval{name}{\meta{name}}] Name of town % \end{description} % % \subsubsection{Styling towns} % % Towns uses two styles: \spec{tikz/hex/town} for the town graphics, % and \spec{tikz/hex/town name} for the name of the town. In addition, % a user may set the key \spec{tikz/every hex town} to contain options % to be passed to all towns. % % \subsection{Extra graphics for hexes} % \label{sec:hex:extra} % % Additional graphics for hexes can be added by the two keys % \spec{extra} and \spec{extra clipped}. The difference between the % two are that graphics specified by \spec{extra clipped} are clipped % (restricted) to the hex, while graphics given by \spec{extra} may % extend beyond the hex. Both keys accept a comma separated list of % arguments, where each element has the syntax % % \begin{Syntax} % \oarg{options}\parg{placement}\meta{picture} % \end{Syntax} % % Both \meta{options} and \meta{placement} are optional, and specifies % keys to draw \meta{picture} with and the relative location in the % hex, respectively. The required argument \meta{picture} must name a % \TikZ{} \spec{pic}ture, for example \spec{hex/fortress}. This can % be useful for marking hexes on the board. For example to mark a % set-up hex for one faction of the game. % % One could for example define the following pictures to define set-up % points for a Sovjet and German faction % % \tikzset{ % setup/sovjet/.pic={ % \path[fill=red,draw=yellow,pic actions] % ( 90:.4)--(126:.15)-- % (162:.4)--(198:.15)-- % (234:.4)--(270:.15)-- % (306:.4)--(342:.15)-- % ( 18:.4)--( 54:.15)--cycle;}, % setup/german/.pic={ % \path[fill,pic actions] % (-.4, -.1) rectangle(.4,.1) % (-.1, -.4) rectangle(.1,.4); % \path[draw,pic actions] % (-.4,-.2) -- (-.2,-.2) -- (-.2,-.4) % (-.4, .2) -- (-.2, .2) -- (-.2, .4) % ( .4, .2) -- ( .2, .2) -- ( .2, .4) % ( .4,-.2) -- ( .2,-.2) -- ( .2,-.4);}, % foo/large/.pic={ % \path[fill=gray,pic actions] (-1,-.5) rectangle(1,.5);}, % } % \begin{verbatim} % setup/sovjet/.pic={ % \path[fill=red,draw=yellow,pic actions] % ( 90:.4)--(126:.15)-- % (162:.4)--(198:.15)-- % (234:.4)--(270:.15)-- % (306:.4)--(342:.15)-- % ( 18:.4)--( 54:.15)--cycle;}, % setup/german/.pic={ % \path[fill,pic actions] % (-.4, -.1) rectangle(.4,.1) % (-.1, -.4) rectangle(.1,.4); % \path[draw,pic actions] % (-.4,-.2) -- (-.2,-.2) -- (-.2,-.4) % (-.4, .2) -- (-.2, .2) -- (-.2, .4) % ( .4, .2) -- ( .2, .2) -- ( .2, .4) % ( .4,-.2) -- ( .2,-.2) -- ( .2,-.4);} % foo/large/.pic={ % \path[fill=gray,pic actions] (-1,-.5) rectangle(1,.5);}, % } % \end{verbatim} % % We can place extra graphics in hexes as shown in % \tablename~\ref{tab:hex:extra}. % % \begin{table}[htbp] % \centering % \begin{tabular}{|m{2cm}l|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\spec{extra=}}\\ % \hline % &\\[-1ex] % \tikz{\hex[extra=hex/fortress](r=0,c=0) } % & \spec{hex/fortress}\\ % \tikz{\hex[extra=setup/sovjet](r=0,c=0) } % & \spec{setup/sovjet}\\ % \tikz{\hex[extra=setup/german](r=0,c=0) } % & \spec{setup/german}\\ % \tikz{\hex[extra={setup/german,hex/fortress}](r=0,c=0) } % & \spec{\{setup/german,hex/fortress\}}\textsuperscript{$\dag$}\\ % \tikz{\hex[extra={[{line width=2pt,color=brown}]hex/fortress 2}](r=0,c=0) } % & \spec{\{[\{line width=2pt,brown\}] % fortress 2\}}\textsuperscript{$\ddag$}\\ % \tikz{\hex[extra={[shift={(.2,.2)}]setup/sovjet}](r=0,c=0) } % & \spec{\{[shift=\{(.2,.2)\}]setup/sovjet\}}\textsuperscript{$\ddag$}\\ % \tikz{\hex[extra={[{shift={(.2,.2)},scale=.5,color=gray}]setup/german}](r=0,c=0) } % & \spec{\{[\{shift=\{(.2,.2)\},scale=.5,color=gray\}] % setup/german\}}\textsuperscript{$\ddag$}\\ % \tikz{\hex[extra=foo/large]} & \spec{foo/large}\\ % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & {\color{headfg}\spec{extra clipped=}}\\ % \hline % &\\[-1ex] % \iftrue % \tikz{\hex[extra clipped=foo/large]} & \spec{foo/large}\\ % \fi % \hline % \end{tabular} % \caption{Hex extra graphics. Note that in the last line we use % the graphics \spec{foo/large} with \spec{extra clipped} (compare % to line just above) to restrict the graphics to the hex.\newline% % \textsuperscript{$\dag$}When specifying more than one item, the % list must be enclosed in braces % (\spec{\{\textellipsis\}})\newline% % \textsuperscript{$\ddag$}When an item in the list of \spec{extra} % contains a comma (\spec{,}), for example in a list of graphics % options, then we need to enclose the inner list \emph{and} the % whole list in braces (\spec{\{\textellipsis\}}) to protect against % unwanted expansion.} % \label{tab:hex:extra} % \end{table} % % To finish off this part on hexes and what we can do with those, we % generate a map in \figurename~\ref{fig:hex:placing}. % % \begin{figure}[htbp] % \centering % \begin{tabular}{m{.3\linewidth}m{.68\linewidth}} % \begin{tikzpicture}[scale=.8] % \hex[town={pic=hex/town/city,name=Berlin}](r=0,c=0) % \hex[] (r=0,c=1) % \hex[] (r=0,c=2) % \hex[terrain={swamp},label=auto] (r=0,c=3) % \hex[] (r=1,c=0) % \hex[terrain={light woods}] (r=1,c=1) % \hex[terrain={woods}] (r=1,c=2) % \hex[terrain={swamp}] (r=1,c=3) % \hex[town={name=Freiburg},extra=hex/fortress](r=2,c=0) % \hex[extra=hex/fortress] (r=2,c=1) % \hex[terrain={rough}] (r=2,c=2) % \hex[] (r=2,c=3) % \hex[terrain={mountains}] (r=3,c=0) % \hex[terrain={mountains}] (r=3,c=1) % \hex[terrain={mountains}] (r=3,c=2) % \hex[] (r=3,c=3) % \end{tikzpicture} % & % \begin{verbatim} % \hex[town={pic=hex/town/city,name=Berlin}] (r=0,c=0) % \hex[] (r=0,c=1) % \hex[] (r=0,c=2) % \hex[terrain={swamp},label=auto] (r=0,c=3) % \hex[] (r=1,c=0) % \hex[terrain={light woods}] (r=1,c=1) % \hex[terrain={woods}] (r=1,c=2) % \hex[terrain={swamp}] (r=1,c=3) % \hex[town={name=Freiburg},extra=hex/fortress](r=2,c=0) % \hex[extra=hex/fortress] (r=2,c=1) % \hex[terrain={rough}] (r=2,c=2) % \hex[] (r=2,c=3) % \hex[terrain={mountains}] (r=3,c=0) % \hex[terrain={mountains}] (r=3,c=1) % \hex[terrain={mountains}] (r=3,c=2) % \hex[] (r=3,c=3) % \end{verbatim} % \end{tabular} % \caption{Placing hexes} % \label{fig:hex:placing} % \end{figure} % % \subsection{Rivers, borders, and roads} % % Rivers and borders follow the hex sides and are added to the current % \spec{tikkzpicture} using \cs{river} and \cs{border} macros % respectively. They are specified as regular \TikZ{} paths. It is % useful to utilise the hex coordinate system for this. % % \begin{MacroSyntax}{\river,\border} % \cs{river}\oarg{options} \meta{path};\\ % \cs{border}\oarg{options} \meta{path}; % \end{MacroSyntax} % % Rivers are essentially borders, but are randomized to giver a more % aesthetically pleasing output. % % Roads and railroads typically go from hex--center to hex--center, % and are added using the macro \cs{road}. The road or railroad is % specified via a regular \TikZ{} path. % % \begin{MacroSyntax}{\addriver} % \cs{road}\oarg{options} \meta{path};\\ % \cs{railroad}\oarg{options} \meta{path}; % \end{MacroSyntax} % % Towns and cities conveniently serve as places to split up a road at. % % \begin{figure}[htbp] % \centering % \begin{tikzpicture} % \testmap % \end{tikzpicture} % \caption{Adding rivers, boarders, and roads} % \end{figure} % % \subsubsection{Styling paths} % % Rivers, roads, railroads, and borders are styled by % \spec{hex/river}, \spec{hex/road}, \spec{hex/railroad}, and % \spec{border}, respectively, and the keys \spec{every hex river}, % \spec{every hex road}, \spec{every hex railroad}, and \spec{every % hex border} will also be applied. The latter can be defined by the % user. % % \subsection{Board clipping and frame} % % In the river, border, and road example above, the roads extend beyond % the hexes, which does not look very nice. One way to deal with this, % is to draw a clipping box around the hexes % % \begin{figure}[htbp] % \centering % \begin{tabular}{m{.\linewidth}m{.\linewidth}} % \begin{tikzpicture} % \draw[clip](-.5,-.5) rectangle (5,5); % \testmap % \end{tikzpicture} % & % \begin{verbatim} % \draw[clip](-.5,-.5) rectangle (5,5); % \testmap % \end{verbatim} % \end{tabular} % \caption{Clipping for a manual using a \TikZ{} % \cs{draw}\spec{[clip]} command.} % \label{fig:hex:boxclip} % \end{figure} % % This technique works fine for examples in a manual, it has a % somewhat displeasing effect for a full board. The package therefor % defines the macro \cs{boardclip} which clips the graphics % according to the defined hexes. % % \begin{MacroSyntax}{\boardclip} % \cs{boardclip}\parg{lower-left}\parg{upper-right}\marg{options} % \end{MacroSyntax} % % A clipping path of that spans from the hex at \meta{lower-lest} to % \meta{upper-right}. Note, that both of these arguments should only % specify the column and row keys. If \meta{options} is non-empty, % then the clipping path is drawn with those options. % % \begin{figure}[htbp] % \centering % \begin{tabular}{m{.4\linewidth}m{.4\linewidth}} % \begin{tikzpicture} % \begin{scope} % \boardclip(c=0,r=0)(c=3,r=3){} % \testmap % \end{scope} % \end{tikzpicture} % & % \begin{verbatim} % \begin{scope} % \boardclip(c=0,r=0)(c=3,r=3){} % \testmap % \end{scope} % \end{verbatim} % \end{tabular} % \caption{Snug--fit clipping of board using the macro \cs{boardclip}} % \label{fig:hex:clip} % \end{figure} % % This is particularly useful together with the \cs{boardframe} macro. % This macro will put a frame around the board, optionally with a % margin. % % \begin{MacroSyntax}{\boardframe} % \cs{boardframe}\oarg{margin}\parg{lower-left}{upper-right} % \end{MacroSyntax} % % where \meta{lower-left} and \meta{upper-right} are as for % \cs{boardclip}. The \meta{margin} must be a number, and specifies an % optional margin around the hexes, The argument \meta{options} % specifies how the frame is drawn. The idea is to first draw the % frame, then the clipping shape, and then the hexes. One should take % care to use the \meta{options} argument to \cs{boardclip} to specify % a default background color. The frame is drawn with the style % \spec{hex/board frame} % % \begin{figure}[htbp] % \centering % \begin{tabular}{m{4.\linewidth}m{4.\linewidth}} % \begin{tikzpicture}[hex/border/.append style={color=red}, % hex/board frame/.style={fill=Tan}] % \begin{scope}[every hex/.style={label=auto}] % \boardframe[0.5](c=0,r=0)(c=3,r=3){0.5} % \boardclip(c=0,r=0)(c=3,r=3){fill=white} % \testmap{} % \end{scope} % \end{tikzpicture} % & % \begin{verbatim} % \begin{scope}[every hex/.style={label=auto}] % \boardframe[0.5](c=0,r=0)(c=3,r=3) % \boardclip(c=0,r=0)(c=3,r=3){fill=white} % \testmap{} % \end{scope} % \end{verbatim} % \end{tabular} % \caption{Combining a frame and clipping} % \label{fig:hex:frame} % \end{figure} % % The \cs{boardframe} macro prints the position of the rectangle to % the log output, if one needs to do some more stuff around the board. % % \subsection{Constructing the physical board} % % If the board is not too large, so that it may fit on a paper format % that can easily be printed (say A4, A3, Letter, or Tabloid), one can % simply print the board and glue it onto a sturdy surface (say % 1\textonehalf\,mm poster carton). However, if the board is large, % meaning it does not fit on a piece of printable paper, then one has % two options. % \begin{description} % \item[\textit{Either}] scale the board down so that it fits. Use % the \TikZ{} key \spec{scale=}\meta{factor} as an argument to the % \spec{tikzpicture} environment in which you create the board. In % this case, you should make sure you also scale the chits by the % same \meta{factor}, again via the \spec{scale} key. % \item[\textit{Or}] you can split the board over several pages. The % package provides a number of tools to help with this. % \end{description} % % \subsubsection{Split the board over multiple sheets} % % First, make sure you produce a standalone PDF of the board only. % % \begin{verbatim} % \documentclass{standalone} % \usepackage{wargame} % \begin{tikzpicture}[scale=SCALE] % % Define the board here. % \end{tikzpicture} % \end{verbatim} % % and that you have created this PDF --- say \texttt{board.pdf}. % % Next, prepare another document in which we will do the calculations. % For example % % \begin{verbatim} % \documentclass[11pt]{standalone} % \usepackage{wargame} % \begin{document} % \splitboard{paper=letter,margin=.7,ncol=2,nrow=2,overlap=1} % \end{document} % \end{verbatim} % % to calculate the split of \spec{board.pdf} over $2\times2$ letter % paper sheets, with a non-printable margin of 7mm, and an overlap % between the segments of 1cm. % % The possible keys for the \cs{splitboard} macro are % % \begin{itemize} % \item \spec{paper}=\meta{format}: Specifies the paper format. One % of \spec{a4}, \spec{a3}, \spec{letter}, \spec{tabloid}. Default % is \spec{a4}. % \item \spec{landscape}: Sets the paper format to be in landscape % mode (default is portrait). % \item \spec{margin}=\meta{size in centimetres}: Size of margins on % each sheet in centimetres \emph{without} unit. That is put % \spec{0.6} for 6mm, \emph{not} \spec{6mm}. Default is \spec{0.6}. % This should be \emph{slightly} larger (by roughly 5\%) than the % \emph{least} margin required by the printer used. \emph{Must} be % given \emph{before} \spec{paper} to have any effect. % \item \spec{ncol}=\meta{number of columns}: Sets the number of % columns of sheets. % \item \spec{nrow}=\meta{number of rows}: Set the number of rows of % sheets. % \item \spec{overlap}=\meta{size in centimetres}: Sets the size of % the overlap between sheets in centimetres \emph{without} unit. % That is put \spec{2} for 2cm, \emph{not} \spec{2cm}. Default is % \spec{2}. % \item \spec{image}=\meta{image file name}: File name of the board % image (a PDF). Default is \spec{board} % \item \spec{output}=\meta{output file name}: File name (without % \spec{.tex} ending) to write calculated split to. % \item \spec{standalone}: Boolean flag. If true, then output file % will be a standalone document (i.e., has a \cs{documentclass}). % \item \spec{scale}=\meta{scale}: Set scale of board. % \end{itemize} % % The macro will produce a file named \meta{output file % name}\spec{.tex} which can be included in another document to % generate the split board PDF. Crop marks will be added to the % board segments to make it easier to align the parts. % % \subsubsection{Foldable board} % % To make a fold-able board use for example the below template to % create grooves and cuts. % % \begin{tikzpicture}[ % cut/.style={red!50!black,thick}, % front groove/.style={green!50!black,dashed,thick}, % back groove/.style={blue!50!black,dash dot,thick}, % ] % \node[minimum width=8.4cm, % minimum height=5.9cm, % inner sep=0pt, % draw, % thick] (a) {}; % \coordinate (middle) at (a); % \coordinate (top) at (a.north); % \coordinate (top left) at ($(a.north west)!.5!(a.north)$); % \coordinate (middle left) at ($(a.west)!.5!(a)$); % \coordinate (bottom left) at ($(a.south west)!.5!(a.south)$); % \coordinate (top right) at ($(a.north)!.5!(a.north east)$); % \coordinate (middle right) at ($(a)!.5!(a.east)$); % \coordinate (bottom right) at ($(a.south)!.5!(a.south east)$); % \coordinate (bottom) at (a.south); % \draw[cut] (middle)--(bottom); % \draw[cut] (top left)--(middle left); % \draw[cut] (top right)--(middle right); % \draw[back groove] (middle)--(top); % \draw[back groove] (bottom left)--(middle left); % \draw[back groove] (bottom right)--(middle right); % \draw[front groove] (a.west)--(a.east); % % \draw[cut] ($(a.south west)+(0,-1)$)--++(2,0) node[anchor=west]{% % Cut through carton}; % \draw[back groove] ($(a.south west)+(0,-1.5)$)--++(2,0) node[anchor=west]{% % Cut groove (\textonehalf{} through) in carton on \emph{back} side}; % \draw[front groove] ($(a.south west)+(0,-2)$)--++(2,0) node[anchor=west]{% % Cut groove (\textonehalf{} through) in carton on \emph{front} side}; % \end{tikzpicture} % % This will fold the board down to a fourth of the size of the full % map. For example, if the board is A1 % ($84\,\mathrm{cm}\times59.4\,\mathrm{cm}$) it will fold down to A4 % ($21\,\mathrm{cm}\times29.7\,\mathrm{cm}$) for easier storage. % % \iffalse % -------------------------------------------------------------------- % % Chits % % -------------------------------------------------------------------- % \fi % % \cleardoublepage % \section{Chits} % % Chits, or playing counters\footnote{Since \TeX{} has the concept of % counters as in `\cs{count}' and \LaTeX{}'s `\cs{newcounter}', we % choose the name `chit' for playing pieces instead.}, can be made % with the macro \cs{chit}. The syntax for rendering a chit is % % \begin{MacroSyntax}{\chit} % \cs{chit}\oarg{key-value-pairs}\parg{location}\parg{name} % \end{MacroSyntax} % % \figurename~\ref{fig:chit:overview} shows an example of a chit. % % \begin{figure}[htbp] % \centering % \begin{tikzpicture}[scale=2] % \firstchit % \pic[draw,transform shape]{wg/x axis={-1,1, -1.2,{0},{-.6,.6}}}; % \pic[draw,transform shape]{wg/y axis={1.2,-1,1, {0},{-.6,.6}}}; % \draw[wg arrow] (-.2,-.4)--(-0.9,-.6) % node[anchor=east]{\spec{factors=\{chit/2 factors=\{4,8\}\}}}; % \draw[wg arrow] (-.5,.2)--(-1.1,.6) % node[anchor=east]{\spec{left=\{chit/identifier=\{1\}\}}}; % \draw[wg arrow] (.5,.2)--(.7,1.2) % node[anchor=south west]{\spec{right=\{chit/identifier=\{2\}\}}}; % \draw[wg arrow] (-.2,.4)--(-1,1) % node[anchor=east]{\spec{symbol=\{\meta{nato app 6(c) spec}\}}}; % \end{tikzpicture} % \caption{An example of a chit. The lines below and to the right % shows two unit lengths. Other global options used are % \spec{color=white} to set the foreground colour, \spec{fill=blue} % for the background, and \spec{text=yellow} to set the font colour % to yellow. The \spec{symbol} key also contains % \spec{frame=\{fill=yellow!50!black} to set the frame fill colour, % and \spec{ultra thick} to set the line width of the NATO App6(C) % symbol. Note that the line width is automatically scaled.} % \label{fig:chit:overview} % \end{figure} % % % The example in \figurename~\ref{fig:chit:overview} shows an infantry % mountaineer army unit with attack factor 4, and movement factor 8. % The NATO App6(c) symbol is given in terms of keywords for the % \cs{natoapp} macro (see \sectionname~\ref{sec:nateoapp6c}). The % other parts of the chit (\spec{factors}, \spec{left}, \spec{right}, % and \spec{below}) are rendered onto the chit via \TikZ{} % \spec{pic}tures. This allows for a great deal of flexibility in % generating chits. For example, above we use the \spec{pic}tures % \spec{chit/identifier} and \spec{chit/2 factors} to render the left- % and right-hand identifiers, and the factors, respectively. % % Full frame chits --- that is chits which are not typically % designating units or faction specific chits, e.g., a turn marker --- % can be made by using the key \spec{full}. In that case, all other % keys (\spec{symbol}, \spec{factors}, \spec{left}, \spec{right}, % and \spec{below}) are ignored. \figurename~\ref{fig:chit:full} shows % such an example. % % \begin{figure}[tbp] % \centering % \begin{tabular}{m{.45\linewidth}m{.45\linewidth}} % \begin{tikzpicture}[scale=2] % \turnchit % \end{tikzpicture} % & % chit made with % \begin{verbatim} % \tikzset{ % wg/big text/.pic={ % \node[font=\sffamily\fontsize{18}{0}% % \selectfont]{#1};}} % \tikz{ % \chit[full={wg/big text={Turn}}, % black,fill=yellow!20!white](0,0)} % \end{tikzpicture} % \end{verbatim} % \end{tabular} % \caption{An example of a full-frame chit. } % \label{fig:chit:full} % \end{figure} % % The size of the chits are $1.2\times1.2$ unit lengths squared. This % is tuned so that the chits will fit within the hexes produced by the % \cs{hex} command (see \sectionname~\label{sec:hex}). In % \figurename~\ref{fig:chit:hex} we illustrate this. Typically the % unit is one centimetre. which means the chits are % $12\,\text{mm}\times12\,\text{mm}$ --- or roughly $1/2"\times1/2"$, % which is a fairly good size for most games. % % \begin{figure}[tbp] % \centering % \begin{tikzpicture} % \hex % \firstchit(hex cs:r=0,c=0) % \hex(c=1,r=0) % \secondchit(hex cs:r=0,c=1) % \hex(c=2,r=0) % \thirdchit(hex cs:r=0,c=2) % \end{tikzpicture} % \caption{Example of chits fit within hexes. } % \label{fig:chit:hex} % \end{figure} % % Just as \cs{hex} is really a wrapper around \TikZ{}'s \cs{node} % macro, so it is with \cs{chit}. This means that an alternative way % of making a chit is to do % % \begin{MacroSyntax}{\chit} % \cs{node}[chit=\marg{key-value-pairs}] \parg{name} at \parg{location}; % \end{MacroSyntax} % % Since chits are really \TikZ{} \texttt{node}s we can use anchors % on the chit. Unlike for \cs{hex} where there are additional % features available when using the dedicated macro, there really % isn't much difference between \cs{chit} and % \cs{node}\texttt{[chit=\textellipsis]}. % % % \subsection{Styling chits} % % Typical \TikZ{} options can be passed to the \cs{chit} macro. For % example, if you want to draw the chit with a red foreground, simply pass % \spec{draw=red} in the \oarg{optional} arguments to % \cs{chits}. Individual parts of the hexes can be styled separately. % % \paragraph{Important:} To set the colours of the various elements, % % one should use % \begin{description} % \item[\spec{color}=\meta{foreground and text}] Selects the % foreground colour of lines, text, and so on, including for the % NATO App6(C) symbol. % \item[\spec{fill}=\meta{background}] Selects the background colour % of the full chit. By default this is transparent. % \item[\spec{text}=\meta{text foreground}] Selects the colour used % for text in the chit. This overrides \spec{color} for text. % \item[\spec{draw}=\meta{foreground}] This sets the colour for % foreground elements, excluding text. % \end{description} % \TikZ{} allows one to pass a \meta{colour} as arguments for drawing % and understands that as giving the foreground and text colours. % However, that key is \emph{deprecated} for this library, as it does % not properly propagate through\footnote{The colour % \spec{pgfstrokecolor} is not modified by that.}. % % The styles used by the \spec{left}, \spec{right}, \spec{setup}, % \spec{factors}, and \spec{symbol} elements are % \spec{tikz/chit/left}, \spec{tikz/chit/right}, \spec{tikz/setup}, % \spec{tikz/factors}, and \spec{tikz/symbol} respectively. A user can % redefine these to change the appearance of the chits. For example, % one could make the symbol larger by setting a different % \spec{scale}, move the factors to the side by changing \spec{shift}, % and so on. % % Pictures used by these elements are also styled by % similar keys. For example, the picture \spec{chit/identifier} is % styled by \spec{tikz/chit/identifier}. % % % A bevel (or ``shadow-effect'') can be added to chits using the key % \spec{bevel}, with a value that specifies where the light comes from % (e.g., north west or NW). The percentage of the half width of a % chit of the bevel can be specified by the key \spec{bevel fraction} % (default 10\%). This can be used for both symbol or full chits. % % In addition, one can define the key \spec{tikz/every chit} to be the % default options for all chits. % % By default, the outer ``frame'' of a chit is drawn with the same % graphics options as the chit it self (i.e., same fill and stroke % colour). To change that, one can pass \spec{frame}=\marg{options} % as part of the chit options. % % \subsection{Defining preset chit types} % % One can conveniently pre-define some chit styles. For example, % given the style definition % % \begin{verbatim} % \tikzset{ % my chit/.style={/chit/symbol={[ % faction=friendly, % command=land, % main=armoured]}, % /chit/left={chit/identifier={Mine}}, % /chit/factors={chit/2 factors={2,4}}}} % \end{verbatim} % % We can use that to make different chits with some commonalities % defined by that style. For example % % \begin{tikzpicture} % \chit[my chit](0,-2) % \chit[my chit,color=white,fill=red,right={chit/identifier=1}](2,-2) % \end{tikzpicture} % % where, in the second example, we have passed additional options to % \cs{chit}. Note that we \emph{must} give the full path to the % \spec{chit} keys when defining a style like this. % % \iffalse % -------------------------------------------------------------------- % % NATO App6(c) symbols % % -------------------------------------------------------------------- % \fi % % \cleardoublepage % \section{NATO App 6(c) symbols} % \label{sec:nateoapp6c} % % The NATO markers are designed to fit within the template shown in % \figurename~\ref{fig:natoapp:template}. The template is serves as a % placement guide of the the various parts of the NATO marker as % illustrated in \figurename~\ref{fig:natoapp:usage}. % % \begin{figure}[htbp] % \centering % \begin{tikzpicture}[scale=2] % \node[natoapp6c={command=base}] {}; % \end{tikzpicture} % \caption{Template for NATO symbols} % \label{fig:natoapp:template} % \end{figure} % % \begin{MacroSyntax}{\natoapp} % \cs{natoapp}\oarg{key-value-pairs}\parg{location}\parg{name} % \end{MacroSyntax} % % where all arguments are optional. % Keys are defined to fill in the various parts of the markers. These % keys are % \begin{description} % \item[\keyval{faction}{\meta{faction}}] Selects the faction used for % the symbol. See also % \sectionname~\ref{sec:natoapp:faction:command}. % \item[\keyval{command}{\meta{command}}] Selects the command used for % the symbol. See also % \sectionname~\ref{sec:natoapp:faction:command}. % \item[\keyval{main}{\meta{mains}}] Specifies the main symbol(s). % This can be a comma separated list of specifiers (delimited by % braces \marg{first,second,\textellipsis}), and each symbol can be % preceeded by an optional argument to shift, scale, rotate, etc., % the individual symbols. \ifShowSymbols See also % \sectionname~\ref{sec:natoapp:mains}\fi. % \item[\keyval{left}{\meta{lefts}}, \keyval{right}{\meta{rights}}, % \keyval{top}{\meta{tops}}, \keyval{bottom}{\meta{bottoms}}, % \keyval{below}{\meta{belows}}] Specifies the left-, right-hand, % top, bottom, and lower symbol(s). The format of the arguments % \meta{lefts}, \meta{rights}, \meta{tops}, \meta{bottoms}, and % \meta{belows} has the same format as \meta{mains}. % \end{description} % % \begin{figure}[htbp] % \begin{tabular}{m{.45\linewidth}m{.45\linewidth}} % \begin{center} % \begin{tikzpicture}[scale=2] % \natoapp[ % faction=none, % command=base, % echelon=army, % main={text=M}, % top={text=T}, % bottom={text=B}, % left={text=L}, % right={text=R}, % below={text=V}] % \pic[draw,transform shape]{wg/x axis={-.5,.5,-.7,,}}; % \pic[draw,transform shape]{wg/y axis={.7,-.62,.74,,{-.5,.5,-.2,.2}}}; % \end{tikzpicture} % \end{center} % & The figure is typeset by % \begin{verbatim} % \natoapp[faction=none, % command=base, % echelon=army, % main={text=M}, % top={text=T}, % bottom={text=B}, % left={text=L}, % right={text=R}, % below={text=V}] % \end{verbatim} % \end{tabular} % \caption{Main keys of \cs{natoapp}. The bottom and right hand % bars indicate one unit of length.} % \label{fig:natoapp:usage} % \end{figure} % % Other keys are available to further customise the appearance of the % symbols % % \begin{description} % \item[\keyval{echelon}{\meta{size}}] The size of the unit described. % Possible values are \spec{team}, \spec{squad}, \spec{section}, % \spec{platoon}, \spec{company}, \spec{battalion}, \spec{regiment}, % \spec{brigade}, \spec{division}, \spec{corps}, \spec{army}, % \spec{army group}, \spec{theatre}, and \spec{command}. % \item[\keyval{frame}{\meta{keys}}] Extra keys for frame. % \end{description} % % \subsection{Faction and Command Selection} % \label{sec:natoapp:faction:command} % % Table~\ref{tab:frames} shows the various bases used for the various % {\ttfamily{\itshape faction}/{\itshape command}} combinations. Also % shown in the table is the base template for main identifiers. % % \makeatletter % \def\tabledata{} % \foreach \c in {air,land,equipment,installation,sea surface,sub surface,space,activity}{% % \protected@xappto\tabledata{\spec{\c}} % \foreach \f in {friendly,hostile,neutral,unknown}{% % \protected@xappto\tabledata{ % &\noexpand\tikz[scale=.8]{% % \noexpand\path (-.75,-.75) rectangle (.75,.75); % \noexpand\node[natoapp6c={faction=\f,command=\c},fill=\f]{}; % \noexpand\node[natoapp6c={command=base},draw=lightgray]{}; % }}} % \protected@xappto\tabledata{\\ \noexpand\hline}} % \makeatother % % \begin{table}[htbp] % \centering % \begin{tabular}{|l|m{2cm}m{2cm}m{2cm}m{2cm}|} % \hline % \rowcolor{headbg} % & \multicolumn{4}{c|}{{\color{headfg}\meta{faction}}}\\ % \rowcolor{headbg} % {\color{headfg}\meta{command}} % & {\color{headfg}\spec{friendly}} % & {\color{headfg}\spec{hostile}} % & {\color{headfg}\spec{neutral}} % & {\color{headfg}\spec{unknown}} % \\ % \hline % \tabledata % \end{tabular} % \caption{Frames for various combinations of \meta{faction} and % \meta{command} combinations. These are drawn with the % \spec{pic} given by % \spec{natoapp6c/\meta{faction}/\meta{command}} with the options % \spec{draw=blue,fill=\meta{faction}}. If no \spec{fill} is % specified, then the background will be transparent. Note, the % template for main identifiers is also shown on top of each frame.} % \label{tab:frames} % \end{table} % % The fill color of the frame is set by the key \spec{frame}. If % this is or contains the special value \spec{faction}, then the % frame fill colour will be the standard for the faction as % illustrated in figure~\ref{fig:faction:color}. % % \begin{figure}[htbp] % \centering % \begin{tikzpicture} % \foreach[count=\i] \f in {friendly,hostile,neutral,unknown}{ % \natoapp[frame=faction,faction=\f, % command=space,main={infantry}](2*\i-2,0)} % \end{tikzpicture} % \caption{Illustration of using the special value \spec{faction} % for the \spec{frame} key} % \label{fig:faction:color} % \end{figure} % % Elements of the frame can be controlled by the key \spec{frame}. % \begin{description} % \item[\keyval{frame}{\meta{keys}}] Additional keys to pass to the % frame drawing. The special option \spec{faction} will make the % frame be filled with the standard faction color. % \end{description} % % \tablename~\ref{tab:frame:color} illustrates this. % \begin{table}[htbp] % \centering % \begin{tabular}{|c|cccc|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Example}} % & {\color{headfg}\textbf{\spec{frame=\{color,...\}}}} % & {\color{headfg}\textbf{\spec{frame=\{fill,...\}}}} % & {\color{headfg}\textbf{\spec{frame=\{draw,...\}}}} % & {\color{headfg}\textbf{\spec{frame=\{line width,...\}}}} % \\ % \hline % \cellcolor{white} % \tikz{\natoapp[main={fixed wing},command=air]} % & % & % & % & % \\ % \hline % \rowcolor{altcol} % \cellcolor{white} % \tikz{\natoapp[main={fixed wing},command=air,color=red, % frame={line width=2pt}]} % & \spec{red} % & % & % & \spec{thick} % \\ % \hline % \cellcolor{white} % \tikz{\natoapp[main={fixed wing},command=air, % frame={fill=yellow,line width=.5pt}]} % & % & \spec{yellow} % & % & \spec{thin} % \\ % \hline % \rowcolor{altcol} % \cellcolor{white} % \tikz{\natoapp[main={fixed wing},command=air,frame={blue}]} % & % & % & \spec{blue} % & % \\ % \hline % \cellcolor{white} % \tikz{\natoapp[main={fixed wing},command=air,frame={fill=pink,magenta}]} % & % & \spec{pink} % & \spec{magenta} % & % \\ % \hline % \rowcolor{altcol} % \cellcolor{white} % \tikz{\natoapp[main={fixed wing},command=air,color=red, % frame={fill=green,draw=blue,line width=3pt}]} % & \spec{red} % & \spec{green} % & \spec{blue} % & \spec{ultra thick} % \\ % \hline % \end{tabular} % \caption{Illustration of frame colour choices} % \label{tab:frame:color} % \end{table} % % \subsection{Unit Size (\spec{echelon})} % % The size of a unit a marker represents is given by the % \spec{echelon} keyword. \tablename~\ref{tab:natoapp6c:echelon} % shows the various markers and approximate unit sizes. % % \let\foo\empty % \begin{table}[htbp] % \centering % \begin{tabular}{|m{1.2cm}|cr@{--}lm{.27\linewidth}m{.27\linewidth}|} % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Example}} % & {\color{headfg}\spec{echelon}} % & \multicolumn{2}{c}{{\color{headfg}\textbf{Approx.~size}}} % & \foo{} {\color{headfg}\textbf{Sub-units}} % & \foo{} {\color{headfg}\textbf{Officer}} % \\ % \hline % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=team,lower=airborne]} % & \spec{team} % & 3 % & 5 % & \foo{} none % & \foo{} Corporal or Sergeant % \\ % \hline % \rowcolor{altcol} % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=squad]} % & \spec{squad} % & 5 % & 10 % & \foo{} 1--2 teams % & \foo{} Sergeant % \\ % \hline % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=section]} % & \spec{section} % & 7 % & 13 % & \foo{} 2--3 teams % & \foo{} Sergeant % \\ % \hline % \rowcolor{altcol} % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=platoon]} % & \spec{platoon} % & $25$ % & $40$ % & \foo{} Several squads/sections % & \foo{} Second Lieutenant % \\ % \hline\tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=company]} % & \spec{company} % & $60$ % & $250$ % & \foo{} Several platoons % & \foo{} Captain % \\ % \hline % \rowcolor{altcol} % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=battalion]} % & \spec{battalion} % & $300$ % & $1\,000$ % & \foo{} 2--6 companies % & \foo{} Lieutenant colonel % \\ % \hline % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=regiment]} % & \spec{regiment} % & $500$ % & $2\,000$ % & \foo{} 3--7 battalions % & \foo{} Colonel % \\ % \hline % \rowcolor{altcol} % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=brigade]} % & \spec{brigade} % & $2\,000$ % & $5\,000$ % & \foo{} Several battalions % & \foo{} Colonel % \\ % \hline % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=division]} % & \spec{division} % & $10\,000$ % & $20\,000$ % & \foo{} Several brigades/regiments % & \foo{} Major General % \\ % \hline % \rowcolor{altcol} % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=corps]} % & \spec{corps} % & $30\,000$ % & $60\,000$ % & \foo{} Several divisions % & \foo{} Lieutenant General % \\ % \hline % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=army]} % & \spec{army} % & \multicolumn{2}{c}{$100\,000$} % & \foo{} Several corps (5--10 divisions) % & \foo{} General % \\ % \hline % \rowcolor{altcol} % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=army group]} % & \spec{army group} % & $120\,000$ % & $500\,000$ % & \foo{} Several armies % & \foo{} Field Marshal % \\ % \hline % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=theatre]} % & \spec{theatre} % & \multicolumn{2}{c}{$250\,000+$} % & \foo{} Several army groups % & \foo{} Field Marshal % \\ % \hline % \rowcolor{altcol} % \tikz[scale=.8]{\natoapp[command=land,faction=friendly,main=infantry,echelon=command]} % & \spec{command} % & \multicolumn{4}{c|}{Not a unit size, but designator} % \\ % \hline % \end{tabular} % \caption{Illustration of echelon values. Approximate sizes and % command officer titles are typical modern day United States of % America army values and identifiers. Historically the unit % sizes have changed, as has officer titles. Furthermore, both % the unit sizes, names, and command officer titles may vary from % country to country, even across command.} % \label{tab:natoapp6c:echelon} % \end{table} % % \subsection{Unit type identification} % % % See \tablename~\ref{tab:natoapp6c:abbr}. % % \begin{table} % \centering% % \def\typemark#1{% % \tikz[scale=.3]{\natoapp[faction=friendly,command=land,#1]}} % \def\sizemark#1{% % \tikz[scale=.2]{\pic{natoapp6c/s/echelon=#1};}} % \begin{tabular}{|clc|} % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & \multicolumn{2}{c|}{\color{headfg}\textbf{Type \& Abbreviation}} % \\ % \hline % \typemark{upper=air assault} % & Air assault % & AA\\ % \rowcolor{altcol} % \typemark{upper=air defence} % & Air defence % & ADA\\ % \typemark{lower=airborne} % & Airborne % & AB\\ % \rowcolor{altcol} % \typemark{lower=amphibious} % & Amphibious % & AM\\ % \typemark{main=anti tank anti armour} % & Anti tank/armoured % & AT\\ % \rowcolor{altcol} % \typemark{main=armoured} % & Armoured % & AR\\ % \typemark{main=chemical biological radiological nuclear} % & Chemical biological radiological nuclear % & CB\\ % \rowcolor{altcol} % \typemark{main=combined arms} % & Combined arms % & CAR\\ % \typemark{main=engineer} % & Engineer % & ENG\\ % \rowcolor{altcol} % \typemark{main={[fill=pgfstrokecolor]artillery}} % & Field artillery % & FA\\ % \typemark{main=infantry} % & Infantry % & IN\footnote{Sometimes just `I'}\\ % \rowcolor{altcol} % \typemark{main={infantry,armoured}} % & Mechanised infantry % & M\\ % \typemark{lower=mountain} % & Mountaineer % & MTN\\ % \rowcolor{altcol} % \typemark{upper=naval} % & Naval % & N\\ % \typemark{main=reconnaissance} % & Reconnaissance % & REC\\ % \rowcolor{altcol} % \typemark{main={text=sof}} % & Special Operations Forces % & SOF\\ % \hline % \rowcolor{headbg} % {\color{headfg}\textbf{Symbol}} % & \multicolumn{2}{c|}{\color{headfg}\textbf{Echelon \& Abbreviation}} % \\ % \hline % \sizemark{army group} % & Army group % & AG\\ % \rowcolor{altcol} % \sizemark{army} % & Army % & A\\ % \sizemark{corps} % & Corps % & -\\ % \rowcolor{altcol} % \sizemark{division} % & Division % & D\footnote{Sometimes `DIV'}\\ % \sizemark{brigade} % & Brigade % & BD\\ % \rowcolor{altcol} % \sizemark{regiment} % & Regiment % & REGT\\ % \sizemark{battalion} % & Battalion % & BN\\ % \rowcolor{altcol} % \sizemark{company} % & Company % & COY\\ % \sizemark{platoon} % & Platoon % & PLT\\ % \rowcolor{altcol} % \sizemark{section} % & Section % & \\ % \sizemark{squad} % & Squad % & \\ % \hline % \end{tabular} % \caption{Some abbreviations of unit type identifications} % \label{tab:natoapp6c:abbr} % \end{table} % % % \ifShowSymbols % \subsection{Symbols Available} % \label{sec:natoapp:mains} % % \tablename~\ref{tab:natoapp6c:main:symbols} lists all the symbols % defined. Note, these do \emph{not} correspond to \emph{all} the % symbols defined in NATO APP-6(C) \cite{app6c}. However, using % combinations of these symbols one can construct \emph{all} of % those symbols (and so more if so desired). % % \ifShowCompat % See also % Appendix~\ref{app:natoapp6c:compat} for compatibility charts % between this library and \textsf{milsymb} \cite{milsymb}. % \fi % % {\makeatletter\SymbolTable{land}{\n@to@pp@s@ll}} % \fi % % \begin{thebibliography}{99} % \bibitem{fb} Hanover,C., Hendrix,C.E., \& Llewelyn,S., % \textit{First Blood}, 1997, \url{https://grognard.com/fb/}. See % also implementation using this package at % \url{https://gitlab.com/wargames_tex/firstblood_tex}. % \bibitem{app6c} \textit{NATO Joint Military Symbology}, APP-6(C), % May 2011, % \url{https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology}. % \bibitem{app6d} \textit{NATO Joint Military Symbology}, APP-6(D), % October 2017, % \url{https://nso.nato.int/nso/nsdd/main/standards/ap-details/1912/EN} % \bibitem{milsymb} \textsf{milsymb} package, % \url{https://www.ctan.org/pkg/MilSymb}. % \end{thebibliography} % % \StopEventually{} % % % \iffalse % ==================================================================== % % Implementation % % ==================================================================== % % The wargame main package % % -------------------------------------------------------------------- % \fi % % \section{Implementation} % \label{sec:impl} % % \input{package.dtx} % \input{util/core.dtx} % \input{hex/core.dtx} % \input{chit/core.dtx} % \input{natoapp6c/core.dtx} % % \appendix % % \iffalse % ==================================================================== % % Appendices % % ==================================================================== % % Compat tables % % -------------------------------------------------------------------- % \fi % % \ifShowCompat % \section{Compatibility tables} % \label{app:natoapp6c:compat} % % The following tables provides compatibility with the the % \textsf{milsymb} package available from CTAN. % % \let\CompatSection\subsection % \let\CompatSubSection\subsubsection % \input{cmp_air} % \input{cmp_missile} % \input{cmp_land} % \input{cmp_equipment} % \input{cmp_installation} % \input{cmp_seasurface} % \input{cmp_subsurface} % \input{cmp_seamine} % \input{cmp_space} % \input{cmp_activity} % \fi % % \iffalse % ==================================================================== % % Draft VASSAL module % % -------------------------------------------------------------------- % \fi % \section{Generate draft VASSAL module} % \label{app:vassal} % % We can use the code you wrote for your game pieces (counters, maps, % tables), to generate a draft VASSAL module. To that end, use the % document class \textsf{wgexport}, and some simple macros to export % your graphics to a single PDF. A provided Python script then % processes this to generate the draft VASSAL module. % % The generated VASSAL module is not the final thing, but it is a good % start. % % \subsection{Example} % % Suppose we have defined counters and markers like % \begin{verbatim} % allied 1 id axis 1 ad out of supply % allied 2 ad axis 2 ad game turn % allied 3 abid axis 3 ic % \end{verbatim} % via Tikz styles. Also assume that we have macros % \begin{verbatim} % \board \oob \charts \front % \end{verbatim} % which produces \textsf{tikzpicture}s to the board, OOBs, charts, and % cover, respectively. All this is defined in our package % \texttt{mygame}. Of course that we have our rules in the file % \texttt{game.pdf}. % % We prepare a simple \LaTeX{} source file % % \begin{verbatim} % \documentclass{wgexport} % \usepackage{mygame} % \begin{document} % \begin{imagelist} %% Records image meta info % \chitimages{{% % {allied 1 id,allied 2 ad,allied 3 abid}/Allied,% % {axis 1 ad,axis 2 ad,axis 3 ic}/Axis,% % {out of supply, game turn}/Markers}} % \info{Board}{board}{} \board % \info{OOB}{oob}{} \oob % \info{Charts}{chart}{}\chart % \info{Cover}{front}{} \front % \end{imagelist} % \end{document} % \end{verbatim} % % When we run \LaTeX{} on this, we will get a PDF where each page is a % separate image and the page is cropped to image. \emph{In addition} % we will get a CSV (comma-separated-values) file \texttt{export.csv} % which contains some meta information about each page. In % particular, it identifies the name of each page, the category, and % sub category of the image. % % For chits, the name of the image is the style name (e.g., \texttt{game % turn}). For other images, it is the first argument to \cs{info} % above. % % The category is for chits is always \texttt{counter}. For other % images, it is the second argument to the \cs{info} macro (e.g., % \texttt{board}). % % The category of an image is important later on when we generate the % VASSAL module. Recognised categories are % % \begin{itemize} % \item \texttt{counter} for counter images. Such an image will % trigger the creation of a VASSAL game piece. % \item \texttt{board} for board images. Images of this kind will % result in VASSAL board (or Map) elements. % \item \texttt{oob} for Order of Battle tables. This will also % result in a VASSAL map being created, but one that is displayed as % a pop-up and with a rectangular grid. This is useful for placing % units in an Order of Battle chart. % \item \texttt{chart} for charts. These images will be made VASSAL % charts --- i.e., pop-up windows which contains some graphics for the % players reference. % \item \texttt{front} for the cover image. This will become the % module splash image. Only one such image (the first) will be used. % \end{itemize} % % Other categories may be used, and the corresponding image will be % added to the VASSAL module. However, they will no be processed in % any specific way. % % The \emph{sub-category} is mainly used for counters. Above, we gave % the sub-categories \texttt{Allied}, \texttt{Axis}, and % \texttt{Markers}. The sub-categories will help to identify the % factions of the game, and counter prototypes will be made for each % category. The sub-categories of \texttt{board}, \texttt{charts}, % \texttt{oob}, and \texttt{front} has no or little effect. % % One we have processed the file above to generate our PDF (Say % \texttt{export.pdf}), then we can process it (and the CSV file) with % a Python script to make our draft VASSAL module % % \begin{verbatim} % export.py export.pdf export.csv -o Game.vmod -t Game -v 0.1 \ % -d "My game" -r rules.pdf % \end{verbatim} % % This will generate the draft module \texttt{Game.vmod}. Note that % we add the rules (\texttt{-r rules.pdf}) to the module so that the % module is complete. % % Once the module has been generated, one can open it in the VASSAL % editor and further customise it. For example, the grids used in % the boards needs to be adjusted, and one may want to make initial % set-ups or add all counters to the OOB. % % Of course, running the Python script will overwrite all changes, so % perhaps it is a good idea to work on a copy of the output file. % % \iffalse % This is the package used by the documentation %<*docsty> \ProvidesPackage{wgdoc} \DeclareOption{noterrainpic}{% \PassOptionsToPackage{noterrainpic}{wargame}} \ProcessOptions\relax % \RequirePackage{etoolbox} \RequirePackage{wargame} \RequirePackage{longtable} \RequirePackage{colortbl} \RequirePackage{hyperref} \RequirePackage{textcomp} \RequirePackage{float} \RequirePackage[a4paper,right=1cm,left=2cm]{geometry} % \usetikzlibrary{external} \tikzexternalize[mode=graphics if exists,prefix=.cache-] % \newcommand\TikZ{{\mdseries Ti{\itshape k}Z}} \newcommand\sectionname{Section} \let\subsubsubsection\paragraph % \colorlet{headbg}{LightSlateGrey!50} \colorlet{headfg}{black} \colorlet{altcol}{LightSteelBlue!50} \newcommand\spec[1]{{\obeyspaces\ttfamily #1}} \newcommand\tspec[1]{{\ttfamily\footnotesize\obeyspaces #1}} \newcommand\keyval[2]{\spec{#1}=#2} % \setlength{\parindent}{0pt} \setlength{\parskip}{1ex} \setlength\hfuzz{15pt} \hbadness=7000 % \tikzset{ cc name/.pic={ \draw[fill=pgfstrokecolor,draw=none,even odd rule] (0,0) circle(.5) circle(.41) node[fill=none,transform shape, font=\sffamily\bfseries\fontsize{16}{0}\selectfont] {cc} ; }, cc by/.pic={ \draw[fill=pgfstrokecolor,draw=none,even odd rule] (0,0) circle(.5) circle(.41) (0,.26) circle(.07) (0,.15) --++(.11,0) to[bend left] ++(.02,-.02) --++(0,-.20) --++(-.05,0) --++(0,-.25) --++(-.15,0) --++(0,.25) --++(-.05,0) --++(0,.2) to[bend left] ++(.02,.02) --cycle ; }, cc sa/.pic={ \draw[fill=pgfstrokecolor,draw=none,even odd rule] (0,0) circle(.5) circle(.41) (-.22,-.08) to[bend right=40] ++(.23,-.20) to[bend right=40] ++(.23, .20) to[bend right=10] ++(0, .16) to[bend right=40] ++(-.23, .20) to[bend right=40] ++(-.23, -.20) --++(-.05,0) --++(-45:.15) --++( 45:.15) --++(-.05,0) to[bend left=40] ++(.12, .1) to[bend left=40] ++(.12, -.1) to[bend left=10] ++(0, -.16) to[bend left=40] ++(-.12, -.1) to[bend left=40] ++(-.12, .1) --cycle ; }, cc by sa/.pic={ \pic at(-1,0) {cc name}; \pic at( 0,0) {cc by}; \pic at( 1,0) {cc sa}; } } % \newcommand\Continued[1]{\multicolumn{#1}{c}{% \textit{\small continued from previous page}}\\} \newcommand\Continues[1]{\multicolumn{#1}{c}{% \textit{\small continues on next page}}\\} \newcommand\SymbolTable[3][]{% \setlength{\LTcapwidth}{\linewidth} \def\tabledata{} \foreach \m in #3{% \protected@xappto\tabledata{\spec{\m}} \foreach \f in {friendly,hostile,neutral,unknown}{% \protected@xappto\tabledata{ &\noexpand\tikz[scale=.8]{% \noexpand\natoapp[faction=\f,% command=#2,% main={\m},% frame={faction},% #1]}}} \protected@xappto\tabledata{\\ \noexpand\hline}} \def\colheaders{% \hline% & \multicolumn{4}{c|}{\meta{faction}}\\% \meta{symbol}% & \spec{friendly}% & \spec{hostile}% & \spec{neutral}% & \spec{unknown}% \\% \hline} \begin{longtable}{|l| m{.1\linewidth} m{.1\linewidth} m{.1\linewidth} m{.1\linewidth}|} \caption{Symbols\label{tab:natoapp6c:main:symbols}}\\ \colheaders \endfirsthead \Continued{5} \colheaders \endhead \Continues{5} \endfoot \endlastfoot \tabledata \end{longtable} } % \def\CompatSection#1{} \def\CompatSubSection#1{} \newcommand\CompatTable[3]{% command, where, list \CompatSubSection{\spec{#2}} \setlength{\LTcapwidth}{\linewidth} \def\tabledata{} \foreach \m/\s in #3{% \n@to@pp@dbg{2}{Compatibility: `\m' -> `\s'} \protected@xappto\tabledata{\tspec{\m} & \tspec{\s}} \foreach \f in {{none,frame={draw=lightgray}},% friendly,hostile,neutral,unknown}{% \protected@xappto\tabledata{ &\noexpand\tikz[scale=.5]{% \noexpand\natoapp[faction=\f,command=#1,\s,frame={faction}]}}} \protected@xappto\tabledata{\\ \noexpand\hline}} \def\colheaders{% \hline% & & \multicolumn{5}{c|}{\meta{faction}}\\% \textsf{milsymb}% &\textsf{wargame}% & \spec{none}% & \spec{friendly}% & \spec{hostile}% & \spec{neutral}% & \spec{unknown}% \\% \hline} \begin{longtable}{| m{.15\linewidth}| m{.20\linewidth}| m{.08\linewidth} m{.08\linewidth} m{.08\linewidth} m{.08\linewidth} m{.08\linewidth}|} \caption{Compatibility with \textsf{milsymb} \spec{#1},\spec{#2} symbols\label{tab:compat:#1:#2}}\\ \colheaders \endfirsthead \Continues{7} \colheaders \endhead \Continues{7} \endfoot \endlastfoot \tabledata \end{longtable} } % \newenvironment{Syntax}{% \par \vspace{1ex} \hspace*{-1cm} \ttfamily \begin{tabular}{|>{\columncolor{altcol}}p{.8\textwidth}|} \hline}{\\\hline\end{tabular}\par\vskip 1ex} \def\MacroSyntax{% \leavevmode\begingroup% %\catcode`\\12 \MakePrivateLetters\M@croSyntax} \def\M@croSyntax#1{\endgroup% \foreach \k in {#1}{\expandafter\Special@Usage@Index\k} \Syntax} \let\endMacroSyntax\endSyntax % \@ifundefined{SpecialIndex@}{ \gdef\SpecialIndex@#1#2{% \@SpecialIndexHelper@#1\@nil \def\@tempb{ }% \ifcat \@tempb\@gtempa \special@index{\quotechar\space\actualchar \string\verb\quotechar*\verbatimchar \quotechar\bslash\quotechar\space\verbatimchar#2}% \else \def\@tempb##1##2\relax{\ifx\relax##2\relax \def\@tempc{\special@index{\quotechar##1\actualchar \string\verb\quotechar*\verbatimchar \quotechar\bslash\quotechar##1\verbatimchar#2}}% \else \def\@tempc{\special@index{##1##2\actualchar \string\verb\quotechar*\verbatimchar \bslash##1##2\verbatimchar#2}}% \fi}% \expandafter\@tempb\@gtempa\relax \@tempc \fi}}{} % \def\Special@Usage@Index#1{\@bsphack {\let\special@index\index\SpecialIndex@{#1}{}}% \@esphack} % \def\Speci@lIndex#1#2#3#4{% \@bsphack\special@index{% #1\actualchar {\string\ttfamily\space#1} (#3)% \encapchar main}% \special@index{#4:\levelchar#2\actualchar{% \string\ttfamily\space#2}\encapchar main}\@esphack} % \def\SpecialHexKeyIndex#1#2{\Speci@lIndex{#1}{#2}{key}{Hex keys}} \def\SpecialNatoSymbolIndex#1#2{% \Speci@lIndex{#1}{#2}{symbol}{NATO App6(c) symbols}} \def\SpecialNatoFrameIndex#1#2{\Speci@lIndex{#1}{#2}{frame}{NATO App6(c) frame}} \def\SpecialNatoKeyIndex#1#2{\Speci@lIndex{#1}{#2}{key}{NATO App6(c) keys}} \def\SpecialKeyIndex#1{\Speci@lIndex{#1}{#1}{key}{TikZ keys}} % \def\get@third #1/#2/#3/{\gdef\curr@third{#3}} \def\get@second #1/#2/#3/{\gdef\curr@second{#2}} % \def\KeyT@ble#1#2{ \leavevmode \par \vspace{1ex} \hspace*{-1cm} \begin{tabular}{#1} \hline #2 \hline \end{tabular}\par} % \def\ShowKeyT@ble#1{ \KeyT@ble{|p{.1\textwidth}|>{\columncolor{altcol}}p{.7\textwidth}|}{#1}} % \def\Macro{% \begingroup% \catcode`\\12 \MakePrivateLetters\M@cro} % \def\M@cro#1{% \endgroup \def\tabledata{} \foreach \k in {#1}{% \protected@xappto\tabledata{% \noexpand\spec{\noexpand\string\k}\noexpand\SpecialMainIndex{\k}\\}} \KeyT@ble{|>{\columncolor{altcol}}p{.8\textwidth}|}{\noexpand\tabledata}} \def\endMacro{} % \newenvironment{NatoAppSymbol}[1]{% \def\tabledata{} \foreach \k in {#1}{% \expandafter\get@third\k/ \protected@xappto\tabledata{% \noexpand\tikz[scale=.5]{\noexpand\natoapp[main=\curr@third, faction=none,command=base,frame={draw=lightgray}]} &\noexpand\spec{\k} \noexpand\SpecialNatoSymbolIndex{\k}{\curr@third}\\}} \ShowKeyT@ble{\tabledata}}{} \newenvironment{NatoAppFrame}[1]{% \def\tabledata{} \foreach \k in {#1}{% %\expandafter\get@third\k/ %\expandafter\get@second\k/ \protected@xappto\tabledata{% \noexpand\tikz[scale=.5]{\noexpand\node[shape=\k] {};} &\noexpand\spec{\k} \noexpand\SpecialNatoFrameIndex{\k}{\k}\\}} \ShowKeyT@ble{\tabledata}}{} \newenvironment{NatoAppKey}[1]{% \def\tabledata{} \foreach \k in {#1}{% \expandafter\get@second\k// \protected@xappto\tabledata{% \noexpand\spec{\k}\noexpand\SpecialNatoKeyIndex{\k}{\curr@second}\\}} \KeyT@ble{|>{\columncolor{altcol}}p{.8\textwidth}|}{\tabledata}}{} % \newenvironment{HexKey}[1]{% \def\tabledata{} \foreach \k in {#1}{% \expandafter\get@second\k// \protected@xappto\tabledata{% \noexpand\spec{\k}\noexpand\SpecialHexKeyIndex{\k}{\curr@second}\\}} \KeyT@ble{|>{\columncolor{altcol}}p{.8\textwidth}|}{\tabledata}}{} \newenvironment{HexKey*}[1]{% \def\tabledata{} \foreach \k in {#1}{% \expandafter\get@second\k/ \expandafter\get@third\k/ \protected@xappto\tabledata{% \noexpand\spec{\k}\noexpand\SpecialHexKeyIndex{\k}{\curr@second/\curr@third}\\}} \KeyT@ble{|>{\columncolor{altcol}}p{.8\textwidth}|}{\tabledata}}{} % \newenvironment{TikzKey}[1]{% \def\tabledata{} \foreach \k in {#1}{% \protected@xappto\tabledata{% \noexpand\spec{\k}\noexpand\SpecialKeyIndex{\k}\\}} \KeyT@ble{|>{\columncolor{altcol}}p{.8\textwidth}|}{\tabledata}}{} % \tikzset{ pics/wg/x axis/.style args={#1,#2,#3,#4,#5}{ code={ \begin{scope}[/pgf/number format/.cd,fixed,precision=2] \path[pic actions] (#1,#3)--(#2,#3) \foreach \t in {#1,#2,#4}{ \ifx\t\@empty\else (\t,#3)--++(0,-.2) node[anchor=north]{$\pgfmathprintnumber{\t}$}\fi} \foreach \t in {#5}{ \ifx\t\@empty\else (\t,#3)--++(0,-.1) node[anchor=north,font=\small]{$\pgfmathprintnumber{\t}$}\fi}; \end{scope}}}, pics/wg/y axis/.style args={#1,#2,#3,#4,#5}{ code={ \begin{scope}[/pgf/number format/.cd,fixed,precision=2] \path[pic actions] (#1,#2)--(#1,#3) \foreach \t in {#2,#3,#4}{ \ifx\t\@empty\else (#1,\t)--++(.2,0) node[anchor=west]{$\pgfmathprintnumber{\t}$}\fi} \foreach \t in {#5}{ \ifx\t\@empty\else (#1,\t)--++(.1,0) node[anchor=west,font=\small]{$\pgfmathprintnumber{\t}$}\fi}; \end{scope}}}, pics/wg/xaxis/.style args={#1,#2,#3,#4}{% code={ \pic[draw]{wg/x axis={-#1,#1,#2,#3,#4}};}}, pics/wg/yaxis/.style args={#1,#2,#3,#4}{% code={ \pic[draw]{wg/y axis={#1,-#2,#2,#3,#4}};}}, } % % % \iffalse % -------------------------------------------------------------------- % % Symbols documentation driver % % -------------------------------------------------------------------- % \fi % % Driver for symbols only document %<*symbols> \title{The \textsf{wargame} package\\ Symbols} \author{Christian Holm Christensen} \date{\today} \begin{document} \maketitle % \natoappdbglvl=3 {\makeatletter\SymbolTable{land}{\n@to@pp@s@ll}} \end{document} % % % % % % % \iffalse % -------------------------------------------------------------------- % % Compatibility documentation driver % % -------------------------------------------------------------------- % \fi % % %<*compat> % Driver for compatibility only document \title{The \textsf{wargame} package\\ \textsf{milsymb} Compatibility} \author{Christian Holm Christensen} \date{\today} \begin{document} \newgeometry{margin=1cm} \maketitle % \natoappdbglvl=1 \let\CompatSection\section \let\CompatSubSection\subsection \input{cmp_air} \input{cmp_missile} \input{cmp_land} \input{cmp_equipment} \input{cmp_installation} \input{cmp_seasurface} \input{cmp_subsurface} \input{cmp_seamine} \input{cmp_space} \input{cmp_activity} \restoregeometry \end{document} % % \fi % % \PrintIndex % \Finale % % % % \iffalse % EOF % Local Variables: % TeX-command-extra-options: "-shell-escape" % End: % \fi