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