space starts or stops the wave. left-click moves the player. t drops tofu. c drops crackers. w drops worms. 1 picks up tofu. 2 picks up crackers. 3 picks up worms. l picks up logs. r repairs a trap. p pauses/unpauses. s saves state (pauses). y loads state (must be running) (pauses).
Runner movements: Forced runner movements. For example, 'ww-e-s' for first runner west west, second runner east, third runner south.
These specify only the non-food-targeting movements of runners: for example, if the input is "we-e-s" and the first runner only make one movement
before targeting a food, then that movement will be west. If the runner later has no food target, then it will move east for the first such movement.
Food calls: If specified, then this is the order of defender food calls. For example, 'twcw' for tofu worms cracker worms. You may specify the same food repeatedly, e.g. 'tttt' will result in four consecutive tofu calls.
Tile marker mode: Click to switch between movement and tile marker mode.
While in tile marker mode, left-clicking an unmarked tile will mark it and left-clicking a marked tile will unmark it.
Click the colored rectangle to change the color of marked tiles.
Team Commands: For each player, you can enter a list of positions to click to move to at specified ticks.
Each line of the input should be a single command, of the format "tick:x,y", specifying that the player should click
to move to position (x,y) at the given tick.
For example:
5:20,21
10:30,30
10:29,25
would be a valid input. A command can not have a tick that is less than the tick of the previous command (but there can be more than one command for the same tick).
For the defender only: inputs of the form "tick:t/c/w/1/2/3/l/r" will perform the action associated with pressing the specified key at the specified tick.
Player to control: Specify which player to control manually. All other players will behave according to their commands input.
Controlled commands: As you control a player, the commands associated with the movements you perform manually will be output here. This allows you to simply control a player
then copy this output into that player's commands input instead of having to type out each command by hand.
Runner movements to check: The runner movements to check with the simulator. Similar to the input to "Runner movements", but in addition to "s", "w", and "e";
you can also specify "x" to indicate that all directions should be checked for that movement. Any unspecified movements will be random. For example, "wx-s-e" will
simulate against "ww-s-e", "ws-s-e", and "we-s-e" once each, with all unspecified movements (i.e. third and later movements for the first runner and second and later movements
for the second and third runner) being random.
Runners dead by tick: The tick to check if all runners are dead in the simulation.
Runners do not die with movements: A list of runner movements from the "Runner movements to check" input for which not all runners died by the "Runners dead by tick" input.
Save/Load:
Save with s, load with y while sim is running (started). After loading, unpause with p.
It is always assumed the defender has a hammer equipped - there is no need to pick up the hammer.
First food is always tofu (for convenience), changes to random new food every 50 ticks (52, 102, 152, etc.).
Please let me know if anything is not working correctly. -McLovin1981