#!/usr/bin/env BQN # SPDX-License-Identifier: AGPL-3.0-or-later # SPDX-FileCopyrightText: 2023 Rampoina ⟨FindIdx,SplitOnEmpty⟩←•Import "utils.bqn" Game⇐{ # The Game function creates a game object 𝕊 n‿levelPath‿dchars‿chars‿colors: # from parameters: # n: starting level # levelPath: the path of the file containing the levels # dchars: the characters to use for drawing # chars: the characters that are used in the level representation # colors: a list with colors # Game representation: # ------------------------------------------------------------------------------- # The game has the following objects represented as consecutive integers: ⟨floor,player,box,machine,pmachine,wall,lmirror,rmirror,hbeam,vbeam,xbeam,llaser,rlaser,ulaser,dlaser⟩⇐↕≠chars mirrors⇐lmirror‿rmirror # the mirrors to reflect beams←hbeam‿vbeam‿xbeam # the laser beams lasers←llaser‿rlaser‿ulaser‿dlaser # shot by the laser # Each with every possible orientation # There are *movable* objects like the following: movables←player‿box∾mirrors # player, box and mirrors # And *opaque* objects which don't reflect lasers: opaque←player‿box‿machine‿wall∾lasers # *Empty* objects can contain other ones on top: empties←floor∾beams # We use a list of game objects (ints) to represent each tile lTiles←{⊑𝕩∊movables ? 𝕩‿floor; # the movables are on top of the floor (list of 2 elements) ≍𝕩 # And the rest are a list of just that element }¨↕≠chars # We transform each character into its tile representation and we transform # it into a 2d matrix # the matrix is padded to ensure that that we can always get 3 tiles # centered on the player and pointing to the current direction Ascii2Matrix←{(⊑chars⊐𝕩)⊑lTiles}¨(⊢↑˝·≍⟜¬2+≢) # 𝕩 : Matrix of characters # Rules: # ------------------------------------------------------------------------------- # # --- Rule 1: ------------------------------------------------------------------- # - The player can push but not pull any movable object one tile away in the # current direction to an empty tile: # 𝕩: ⟨⟨1,0⟩,⟨0⟩⟩ (2 tiles) | result: ⟨⟨0⟩,⟨1,0⟩⟩ # (Try to) 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←{a‿b:⟨1↓a,(⊑a)∾b⟩}⍟{∨´(⥊movables≍⌜empties)≡⌜<⊑¨𝕩} # 𝕩: ⟨⟨1,0⟩,⟨2,0⟩,⟨0,0)⟩ (3 tiles) | result: ⟨⟨0⟩,⟨1,0⟩,⟨2,0)⟩ # Given 3 tiles try to Push the second tile (possibly a movable object) # and afterwards try to move the first one (the player) if possible Push←Move⌾(2↑⊢)Move⌾(1↓⊢) # 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) # We (try to) push the tile in front of the player Step←{Push⌾((𝕨 Tiles ⊑player FindIdx ⊑¨𝕩)⊸⊑)𝕩} # 𝕨 S 𝕩 | 𝕨: direction | 𝕩:level | Step the game # - The lasers shoot lasers beams that get intercepted by opaque objects and # bounce on mirrors: # 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←{(w‿d)S x:{ # Base case: ⊑opaque∊˜⊑w⊑x? # When the beam touches an opaque object (not a mirror): (machine=⊑w⊑x)◶⟨ # if it's not a machine: x, # we do nothing ⟨pmachine⟩˙⌾(w⊸⊑)x # and if it is, we change it to a powered machine ⟩@; # and the recursion stops ⊑empties∊˜⊑w⊑x ? # When the beam passes through an empty space: # we draw the laser beam and recurse to the next: ⟨w+d,d⟩S{ # we choose the type of laser beam to draw cTile←(floor‿hbeam‿vbeam‿xbeam⊐𝕩) # depending on the current tile: # floor hbeam vbeam xbeam | floor hbeam vbeam xbeam cBeam← ((×⊑d) ⊑ ⟨hbeam‿hbeam‿xbeam‿xbeam , vbeam‿xbeam‿vbeam‿xbeam⟩) # and beam direction Horizontal | Vertical cTile⊏cBeam }⌾(w⊸⊑)x; # When the beam touches a mirror: d←⌽d×-⊸¬lmirror=⊑w⊑x # calculate the mirror bounce direction ⟨w+d,d⟩S x # and recurse to the next position } } # We find each laser machine and shoot a beam in its direction # Shoot 𝕩 | 𝕩: map | calculates the bounces for each laser Shoot←{𝕩 {𝕨Bounce´⌽𝕩} ∾⟨<0‿¯1,<0‿1,<¯1‿0,<1‿0⟩(⊣⋈˜¨+)¨ FindIdx⟜(⊑¨𝕩)¨ lasers} # --- Rule 2: ------------------------------------------------------------------- # - The Player wins when all machines are powered: Win←{¬∨´∨˝machine=⊑¨Shoot 𝕩}# 𝕩: level | Win condition, no unpowered machines after shooting laser # Drawing: # ------------------------------------------------------------------------------- # Colors: # The parameter 'color' is a list of colors passed to the Game function to alter the cols←(≠chars)⥊<(⊑colors) # base color, cols (1⊑colors)˙⌾(pmachine⊸⊑)↩ # the color for the powered machine cols (2⊑colors)¨⌾(mirrors⊸⊏)↩ # the color for the mirrors cols (3⊑colors)¨⌾(beams⊸⊏)↩ # the color for the laser beams Color⇐{(𝕩⊑cols)∾𝕩⊑dchars} # 𝕩: game Object (int) | draw object with color DrawLevel←{∾´¨<˘Color¨+´¨Shoot 𝕨 Step´ ⌽𝕩} # 𝕨 Draw 𝕩 | 𝕨: levels | 𝕩: moves | Draw the game in ASCII # State and state mutating functions: # ------------------------------------------------------------------------------- moves⇐⟨0‿0⟩ # list of moves, each move is a direction, we start without moving currentLevel⇐n-1 "Invalid number of fchars" ! 15=≠chars "Invalid number of chars" ! 15=≠dchars "The level file contains illegal characters" ! ∧´chars∊˜∾´•Flines levelPath levels←Ascii2Matrix¨>¨SplitOnEmpty•FLines levelPath # Load file containing levels "Some levels don't contain any player" ! ¬∨´0=≠¨{player FindIdx ⊑¨𝕩}¨levels "Some levels don't contain any machine" ! ¬∨´0=≠¨{machine FindIdx ⊑¨𝕩}¨levels "The starting level is higher than the number of levels" ! currentLevel<≠levels Next⇐{moves↩moves∾<𝕩} Undo⇐{𝕊:moves↩(-1<≠)⊸↓moves} Draw⇐{𝕊:•Out¨ (currentLevel⊑levels) DrawLevel moves} WinLevel⇐{𝕊:Win(currentLevel⊑levels)Step´⌽moves} Reset⇐{𝕊:moves↩⟨0‿0⟩} NextLevel⇐{𝕊:currentLevel↩currentLevel+1⋄Reset @} Over⇐{𝕊:currentLevel<≠levels} # has the user beaten all of the levels? }