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netrek-server-swift

I am running an operational "Empire Mode" Swift Netrek server at netrek.networkmom.net (IPv4 + IPv6)

Playing via IPv6 requires an IPv6-capable client, such as my MacOS or iOS clients available for free in the Apple AppStore.

Full game: Thursday 7/30 6PM Pacific.

This is a new alpha Netrek Server written in Swift!

This does not use any Apple-specific frameworks. It is developed on MacOS and runs on Linux.

It supports IPv4 and IPv6! If you run an IPv6-capable Netrek client (such as the MacOS-Swift or iOS-Swift client), you can play Netrek over IPv6!

How to build / run:

(alternatively, you can build and run in Xcode on a mac)

It supports Bronco mode with a command-line-option

It supports a new Empire mode by default:

  • 28-32 total players (starting with 28 robots)
  • Four active teams
  • Each player is assigned a homeworld randomly
  • Each time you spawn, you join the team that owns your homeworld
  • As teams gain planets, they gain ships
  • Your team wins when you control 75% of the galaxy

Not currently implemented:

  • Robots do not bomb or planet take
  • Launching robots when attacking 3rd party planets
  • Observers
  • Special starbase operations (docking, transwarp, rank requirements, spawn limitations, orbit limitations)
  • advanced cloaking visibility (1 per second, hiding far away ships)
  • hiding far away ships (PFSEEN flag?)
  • UDP sockets
  • Short packets
  • Coups
  • War logic (you are always at war with other teams)

Supported, but everything needs more testing:

  • IPv6 (and IPv4) TCP Sockets!
  • Rank logic
  • Messages
  • Speed / direction
  • Laser
  • Plasma
  • Torpedos
  • Refitting ships at homeworld
  • Metaserver submissions
  • shields
  • Remembering statistics between server restarts
  • repair
  • orbit
  • Robots dogfight
  • planet lock
  • player lock
  • bombing
  • beaming up/down
  • basic cloaking
  • Detting friendly and enemy torps
  • Tractor/pressor beam
  • Logic around t-mode and genocide.

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