Arc/logic.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>
Game{
𝕊 levelPathcharscolors:
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moves00 # list of moves, each move is a direction, we start without moving
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
cols(chars)<(colors) # start with all glyphs being the default color
cols (1colors)˙(pmachine)
cols (2colors)¨(mirrors)
cols (3colors)¨(beams)
Colorize{𝕩˜cols˜chars𝕩} # 𝕩: character | Turn character into color+character
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lTiles{𝕩movables ? 𝕩floor; 𝕩}¨chars # list of all the possible tiles as lists of numbers
# Turns the level from ascii strings into a 2d matrix of lists
Ascii2Matrix{(chars𝕩)lTiles}¨(˝·¬2+)
# 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⟩⟩
# Move the first object in the first tile to the second tile.
# 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)⟩
# Given 3 tiles try to [P]ush the second tile (possible box)
# and afterwards try to move the first one (player) if possible
PushMove(2)Move(1)
FindIdx/()
# w‿d Bounce x | x: map | w‿d: w: current position, d: direction of the laser
# Calculates the bounces of a laser beam recursively
Bounce{(wd)S x:{
opaque˜wx?(machine=wx)x,pmachine˙(w)x@; # laser hits a non-mirror
empties˜wx ? # Empty space
w+d,dS{((×d)hbeamhbeamxbeamxbeam,vbeamxbeamvbeamxbeam)˜floorhbeamvbeamxbeam𝕩}(w)x; # Draw laser and recurse
# laser hits a mirror
dd×-¬lmirror=wx # calculate the mirror bounce direction
w+d,dS x } # recurse to the next position
}
# Shoot 𝕩 | 𝕩: map | calculates the bounces for each laser
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
DrawLevel{´¨<˘Colorize¨chars˜+´¨Shoot 𝕨 Step´ 𝕩} # 𝕨 Draw 𝕩 | 𝕨: levels | 𝕩: moves | Draw the game in ASCII
Win{¬´˝machine=¨Shoot 𝕩}# W 𝕩 | 𝕩: level | [W]in condition, no unpowered machines after shooting laser
Next{movesmoves<𝕩}
Undo{𝕊:moves(-1<)moves}
Draw{𝕊:•Out¨ (currentLevellevels) DrawLevel moves}
WinLevel{𝕊:Win(currentLevellevels)Step´moves}
Reset{𝕊:moves00}
NextLevel{𝕊:currentLevelcurrentLevel+1Reset @}
Over{𝕊:currentLevel<levels}
SplitOnEmpty{𝕩˜(-˜+`׬)0=¨𝕩}
levelsAscii2Matrix¨>¨SplitOnEmpty•FLines levelPath # Load file containing levels
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currentLevel0
}