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openttd-client/README.md
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kovagoadiandClaude f9eeae39ed
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Merge branch 'main' into claude/silly-lederberg-231f6c
Conflicted only on the README feature list, where main's list_cargo()
bullet and this branch's bridge bullet were added at the same spot. Kept
both: list_cargo() with the other cargo queries, and the bridge one last,
since it is about what all of them run against.

list_cargo() landing also makes tests/test_gamescript.py's command check
meaningful in the other direction -- the bridge has answered list_cargo
all along with nothing sending it, which is exactly the asymmetry that
check tolerates on purpose.

Co-Authored-By: Claude <[email protected]>
2026-08-31 19:12:41 +02:00

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# OpenTTD Python Client
A high-performance, Object-Oriented Python client for OpenTTD servers, specifically optimized for **JGR Patch Pack (JGRPP)**. This client handles the modern secure handshake, including X25519 PAKE authentication and AEAD stream encryption.
## 🚀 Features
- **Secure Authentication:** Full implementation of X25519 PAKE (Password-Authenticated Key Exchange).
- **Stream Encryption:** Automatic XChaCha20-Poly1305 authenticated encryption for all game traffic.
- **Modular Design:** Separates low-level binary protocol handling from high-level game logic.
- **State Management:** Handles the full join sequence including Map download and synchronization.
- **Comprehensive Testing:** Robustly tested with unit, logic, and E2E tests (including 100% coverage for unit/logic tests).
- **Vehicle Listing:** Query vehicle data via the Admin GameScript channel with `list_vehicles()`.
- **Vehicle Timetables:** Read and modify a vehicle's timetable (`change_timetable()`, `autofill_timetable()`, `set_timetable_start()`, `set_vehicle_on_time()`, `get_vehicle_timetable()`) via real game-protocol commands.
- **Order Editing:** Add and remove a vehicle's orders (`add_order()` inserts a "go to station" stop, `remove_order()` deletes one) via real game-protocol commands.
- **Scheduled Dispatch (JGRPP):** Edit a vehicle's dispatch schedules and departure slots over the game port (`add_dispatch_schedule()`, `add_dispatch_slot()`, `set_dispatch_duration()`, `set_scheduled_dispatch()`, and more), and read them back authoritatively with `OpenTTDAdminClient.get_dispatch()` (via a patched GameScript API + the AdminBridge GS).
- **Authoritative Timetable Reads:** `OpenTTDAdminClient.get_timetable()` fetches the real, current timetable of any vehicle from the running game (via a patched GameScript API + the AdminBridge GS) — no company join needed, works for timetables set before connecting.
- **Station Listing:** Enumerate stations via the Admin GameScript channel with `list_stations()`.
- **Station Cargo Snapshots:** `OpenTTDAdminClient.get_station()` returns a station's live per-cargo state from the running game — both the **real-time** amount waiting and the **planned** flow through the cargodist link graph — over the AdminBridge GS (stock GameScript API, no server patch needed).
- **Cargo Flow Breakdown:** `OpenTTDAdminClient.get_station_cargo()` breaks one cargo type down by **source station** and **next hop** (routing destination) for both waiting (real-time) and planned amounts, with optional `from_station`/`via_station` filters.
- **Cargo Table:** `OpenTTDAdminClient.list_cargo()` names the bare `cargo_id`s the station queries and cargo events return — every cargo type in the running game with its label (`PASS`, `COAL`, …) and freight flag, read live so NewGRF-specific ids resolve correctly.
- **Game Events:** react to the game instead of polling it — `subscribe_events()` streams events over the AdminBridge GS as they happen: a vehicle reaching or leaving a stop (`vehicle_arrive`/`vehicle_depart`, with dwell time and cargo aboard), a station's waiting cargo changing (`cargo_waiting`), plus crashes, industries opening/closing, towns, companies and subsidies. Consume them with `await wait_for_event()` or an `on_event` callback; filter by kind, company, vehicle, station or cargo.
- **Version-checked Server Bridge:** the server-side AdminBridge GameScript that answers all of the above lives in [`gamescript/AdminBridge/`](gamescript/AdminBridge/README.md) and is mounted into the Docker server automatically. `get_bridge_version()` verifies at startup that the running bridge is new enough, so an outdated one fails by name instead of hanging every query.
## 🛠 Setup
### Prerequisites
- Python 3.11+
- A running OpenTTD server (preferably JGRPP)
### Installation
1. Create and activate a virtual environment:
```bash
python3 -m venv venv
source venv/bin/activate # Linux/macOS
```
2. Install dependencies:
```bash
pip install openttd-protocol pymonocypher
```
## 📖 Usage
### Running the default client
The `main.py` script is configured to join the local server and the company "Én transport".
```bash
python3 main.py [Username] [CompanyID]
```
Example:
```bash
python3 main.py MyBot 0
```
### Module Integration
You can use the `openttd` package in your own projects:
```python
from openttd import OpenTTDClient
client = OpenTTDClient(host="127.0.0.1", username="BotName")
await client.connect(server_password="asd")
await client.join_company(company_id=0, company_password="asd123")
await client.joined.wait()
# Your logic here...
```
## 📂 Project Structure
- `main.py`: Main entry point and usage example.
- `lib/openttd/`: Core package containing the protocol and client logic.
- `gamescript/AdminBridge/`: The server-side GameScript the admin client's GameScript channel talks to.
- `docker/`: Dedicated JGRPP server (Dockerfile, compose, and the local server patches in `docker/patches/`).
- `docs/`: Extensive documentation on architecture, protocol, and contributing.
- `tests/`: Comprehensive test suite (Logic, Protocol, E2E).
## 🧪 Testing
We maintain high test coverage. To run normal (non-E2E) tests:
```bash
pytest -m "not e2e"
```
For detailed instructions on E2E testing and coverage reports, see the [Testing Guide](file:///home/kovagoadi/openttd-client/docs/TESTING.md).
## 📜 Documentation
- [Architecture & Design](docs/ARCHITECTURE.md)
- [Protocol Internals (PAKE/Encryption)](docs/PROTOCOL.md)
- [Vehicle Timetables Usage Guide](docs/TIMETABLES.md)
- [Game Events Usage Guide](docs/EVENTS.md)
- [Contributor Guide](docs/CONTRIBUTING.md)