Arc/arc.bqn

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BQN
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#!/usr/bin/env BQN
# SPDX-License-Identifier: AGPL-3.0-or-later
# SPDX-FileCopyrightText: 2023 Rampoina <rampoina@protonmail.com>
#
# Arc
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# The level is a 2d matrix of lists (tiles)
# Each list contains the objects of the game represented as ints
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ansi•Import "ansi.bqn"
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moves00 # list of moves, each move is a direction, we start without moving
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chars" λ$⊕⭍#/\-|+<>^v" # legal characters
floor,player,box,machine,pmachine,wall,lmirror,rmirror,hbeam,vbeam,xbeam,llaser,rlaser,ulaser,dlaserchars
beamshbeamvbeamxbeam
mirrorslmirrorrmirror
lasersllaserrlaserulaserdlaser
movablesplayerboxmirrors # player, box and mirrors
opaqueplayerboxmachinewalllasers # non laser reflecting
emptiesfloorbeams # floor and laser beams
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colors(chars)<ansi.defaultB # start with all glyphs being the default color
colors ansi.yellow˙(pmachine)
colors ansi.cyan¨(lmirrorrmirror)
colors ansi.red¨(hbeamvbeamxbeam)
Colorize{𝕩˜colors˜chars𝕩} # 𝕩: character | Turn character into color+character
lTiles{𝕩movables ? 𝕩floor; 𝕩}¨chars # list of all the possible tiles as lists of numbers
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# Turns the level from ascii strings into a 2d matrix of lists
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Ascii2Matrix{(chars𝕩)lTiles}¨(˝·¬2+)
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# 𝕨 Tiles 𝕩 | 𝕩: object coordinate (3‿1) | 𝕨: direction vector (¯1‿0)
# result: ⟨ ⟨ 3 1 ⟩ ⟨ 2 1 ⟩ ⟨ 1 1 ⟩ ⟩
# returns 3 tiles in the specified direction from the
Tiles{𝕩,𝕩+𝕨,𝕩+2×𝕨} # given object (including itself)
# Move 𝕩 | 𝕩: ⟨⟨1,0⟩,⟨0⟩⟩ (2 tiles) | result: ⟨⟨0⟩,⟨1,0⟩⟩
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# Move the first object in the first tile to the second tile.
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# Only move Movable tile -> Empty tile
# the second tile can't be a movable object because we moved it previously
# if it is it means that the object was unmovable (next to a wall) so we do nothing
Move{ab:1a,(a)b}{´(movablesempties)<¨𝕩}
# Push 𝕩 | 𝕩: ⟨⟨1,0⟩,⟨2,0⟩,⟨0,0)⟩ (3 tiles) | result: ⟨⟨0⟩,⟨1,0⟩,⟨2,0)⟩
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# Given 3 tiles try to [P]ush the second tile (possible box)
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# and afterwards try to move the first one (player) if possible
PushMove(2)Move(1)
FindIdx/()
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# w‿d Bounce x | x: map | w‿d: w: current position, d: direction of the laser
# Calculates the bounces of a laser beam recursively
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Bounce{(wd)S x:{
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opaque˜wx?(machine=wx)x,pmachine˙(w)x@; # laser hits a non-mirror
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empties˜wx ? # Empty space
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w+d,dS{((×d)hbeamhbeamxbeamxbeam,vbeamxbeamvbeamxbeam)˜floorhbeamvbeamxbeam𝕩}(w)x; # Draw laser and recurse
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# laser hits a mirror
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dd×-¬lmirror=wx # calculate the mirror bounce direction
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w+d,dS x } # recurse to the next position
}
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# Shoot 𝕩 | 𝕩: map | calculates the bounces for each laser
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Shoot{𝕩 {𝕨Bounce´𝕩} <0¯1,<01,<¯10,<10(˜¨+)¨ FindIdx(¨𝕩)¨ lasers}
Step{Push((𝕨 Tiles player FindIdx ¨𝕩))𝕩} # 𝕨 S 𝕩 | 𝕨: direction | 𝕩:level | Step the game
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Draw{´¨<˘Colorize¨chars˜+´¨Shoot 𝕨 Step´ 𝕩} # 𝕨 Draw 𝕩 | 𝕨: levels | 𝕩: moves | Draw the game in ASCII
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Win{¬´˝3=¨Shoot 𝕩}# W 𝕩 | 𝕩: level | [W]in condition, no unpowered goals after shooting laser
Next{movesmoves<𝕩}
Undo{𝕊:moves(-1<)moves}
# Main loop
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SplitOnEmpty{𝕩˜(-˜+`׬)0=¨𝕩}
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levelsAscii2Matrix¨>¨SplitOnEmpty•FLines "levels" # Load file containing levels
currentLevel0
eansi.e
•term.RawMode 1 # set terminal to raw mode
•Out e"[?25l"e"[2J"e"[H" # Cursor to origin, hide it and clear screen
clear""
{𝕤 # Loop until the user wins
•Out e"[H" # Cursor to origin
•Out "Level: "•Repr 1+currentLevel
•Out e"7" # Save cursor position
•Out ansi.yellow"⭍"ansi.defaultB" Power the machines (⊕) by moving the mirrors ("ansi.cyan"\/"ansi.defaultB") "
•Out "Controls: (hjkl or wasd) to move, u to undo, r to reset level, q to quit"
•Out¨ (currentLevellevels) Draw moves
key•term.CharB @
{𝕤Next ("hjkl"=key)/0¯1,10,¯10,01}(key"hjkl")@
{𝕤Next ("aswd"=key)/0¯1,10,¯10,01}(key"aswd")@
{𝕤Undo @}(key='u')@
{𝕤•Out e"[?12l"e"[?25h"•Exit 0}(key='q')@
{𝕤moves00}(key='r')@
{𝕤cleare"[2J"}(((1+>(1+101))¯1+moves)key='u')@
•Out e"8" # Restore cursor position
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{𝕤•Out clearansi.yellow"⭍"ansi.defaultB" Power the machines (⊕) by moving the mirrors ("ansi.cyan"\/"ansi.defaultB")"(@+10)"Controls: (hjkl or wasd) to move, u to undo, r to reset level, q to quit"}(key"wasdhjkluqr")@
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{𝕤•Out "Invalid key: (hjkl or wasd) to move, u to undo, r to reset level"}(¬key"wasdhjkluqr")@
•Out¨ (currentLevellevels) Draw moves
•Out "Moves: "•Repr ¯1+moves
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{𝕤
•Out "Good job!, press any key to continue to the next level"
•term.CharB @
•Out e"[H"e"[0J"
currentLevelcurrentLevel+1moves00
}(Win (currentLevellevels) Step´moves)@
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}•_While_{𝕤currentLevel<levels}@
•Out "Well played, you win!"
•Out e"[?12l"e"[?25h"