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// Copyright 2020 Arthur Sonzogni. All rights reserved.
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// Use of this source code is governed by the MIT license that can be found in
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// the LICENSE file.
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#include <chrono> // for operator""s, chrono_literals
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#include <iostream> // for cout, ostream
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#include <locale>
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#include <codecvt>
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#include <fstream>
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#include <memory> // for allocator, shared_ptr
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#include <string> // for string, operator<<
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#include <thread> // for sleep_for
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#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/component.hpp>
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#include <ftxui/component/loop.hpp>
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#include <ftxui/screen/color.hpp>
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#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
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#include <SFML/Window.hpp>
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#include <SFML/System.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Audio.hpp>
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#include <fmt/core.h>
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#include "fsm.hpp"
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#include "map.hpp"
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#include "dbc.hpp"
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using std::string;
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using namespace fmt;
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using namespace std::chrono_literals;
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enum class Value {
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BLACK=0, DARK_DARK, DARK_MID,
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DARK_LIGHT, MID, LIGHT_DARK, LIGHT_MID,
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LIGHT_LIGHT, WHITE, TRANSPARENT
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};
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std::array<sf::Color, 10> VALUES{
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sf::Color{1, 4, 2}, // black
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sf::Color{9, 29, 16}, // dark dark
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sf::Color{14, 50, 26}, // dark mid
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sf::Color{0, 109, 44}, // dark light
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sf::Color{63, 171, 92}, // mid
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sf::Color{161, 217, 155}, // light dark
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sf::Color{199, 233, 192}, // light mid
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sf::Color{229, 245, 224}, // light light
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sf::Color{255, 255, 255}, // white
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sf::Color::Transparent, // white
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};
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enum class EntityState {
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START, HUNTING, DEAD
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};
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enum class EntityEvent {
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GO, HIT
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};
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class Entity : public DeadSimpleFSM<EntityState, EntityEvent> {
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public:
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Point location;
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int hp = 20;
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int damage = 10;
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Entity(Point loc) : location(loc) {
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};
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// disable copy
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Entity(Entity &e) = delete;
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void move(Point loc) {
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location = loc;
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}
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void event(EntityEvent ev) {
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switch(_state) {
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FSM_STATE(EntityState, START, ev);
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FSM_STATE(EntityState, HUNTING, ev);
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FSM_STATE(EntityState, DEAD, ev);
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}
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}
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void START(EntityEvent ev) {
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state(EntityState::HUNTING);
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}
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void HUNTING(EntityEvent ev) {
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switch(ev) {
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case EntityEvent::HIT:
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hp -= damage;
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break;
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default:
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state(EntityState::HUNTING);
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}
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if(hp <= 0) {
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state(EntityState::DEAD);
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} else {
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state(EntityState::HUNTING);
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}
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}
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void DEAD(EntityEvent ev) {
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state(EntityState::DEAD);
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}
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};
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sf::SoundBuffer g_hit_buf;
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sf::Sound g_hit_sound;
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int main() {
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using namespace ftxui;
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auto c = Canvas(60 * 2, 20 * 4);
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int res = g_hit_buf.loadFromFile("./hit.wav");
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dbc::check(res, "faile to load hit.wav");
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g_hit_sound.setBuffer(g_hit_buf);
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Map game_map(50, 20);
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game_map.generate();
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Matrix &walls = game_map.walls();
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Room &start = game_map.room(0);
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Room &bad_room = game_map.room(1);
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Room &gold_room = game_map.room(game_map.room_count() - 1);
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Entity me({.x=start.x+1, .y=start.y+1});
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Entity enemy({.x=bad_room.x+1, .y=bad_room.y+1});
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Point goal{.x=gold_room.x+1, .y=gold_room.y+1};
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string status_text = "NOT DEAD";
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bool show_paths = false;
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bool bomb = false;
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auto map = Renderer([&] {
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game_map.set_target(me.location);
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game_map.make_paths();
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Matrix &paths = game_map.paths();
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if(me.in_state(EntityState::DEAD)) {
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status_text = "DEAD!";
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}
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for(size_t x = 0; x < walls[0].size(); ++x) {
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for(size_t y = 0; y < walls.size(); ++y) {
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string tile = walls[y][x] == 1 ? "#" : format("{}", paths[y][x]);
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if(tile == "#") {
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c.DrawText(x*2, y*4, tile);
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} else if(show_paths) {
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//int pnum = paths[y][x];
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c.DrawText(x*2, y*4, tile);
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} else {
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c.DrawText(x*2, y*4, ".");
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}
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}
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}
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if(bomb) {
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/// draw
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bomb = false;
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c.DrawPointCircle(me.location.x*2, me.location.y*4, 4);
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}
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c.DrawText(enemy.location.x*2, enemy.location.y*4, "!");
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c.DrawText(me.location.x*2, me.location.y*4, "@");
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c.DrawText(goal.x*2, goal.y*4, "$");
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return canvas(c);
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});
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auto document = Renderer([&]{
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return hbox({
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hflow(
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vbox(
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text(format("HP: {}", me.hp)) | border,
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text(status_text) | border
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) | xflex_grow
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),
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separator(),
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hbox(map->Render()),
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});
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});
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auto screen = Screen::Create(Dimension::Full());
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sf::RenderWindow window(sf::VideoMode(1600,900), "Roguish");
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sf::Font font;
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font.loadFromFile("./unifont-16.0.01.otf");
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sf::Text text;
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text.setFont(font);
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text.setCharacterSize(30);
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text.setFillColor(VALUES[size_t(Value::LIGHT_LIGHT)]);
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while(window.isOpen()) {
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Render(screen, document->Render());
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std::string screen_out = screen.ToString();
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
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std::wstring utf8 = converter.from_bytes(screen_out);
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text.setString(utf8);
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text.setPosition({0,0});
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window.clear();
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window.draw(text);
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window.display();
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sf::Event event;
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while(window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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window.close();
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} else if(event.type == sf::Event::KeyPressed) {
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size_t x = me.location.x;
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size_t y = me.location.y;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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x -= 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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x += 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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y -= 1;
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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y += 1;
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}
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if(game_map.inmap(x,y) && !game_map.iswall(x,y)) {
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game_map.clear_target(me.location);
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me.move({x, y});
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} else {
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g_hit_sound.play();
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}
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// move enemy here
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bool found = game_map.neighbors(enemy.location, true);
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if(!found) {
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status_text = "ENEMY STUCK!";
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}
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if(enemy.location.x == me.location.x && enemy.location.y == me.location.y) {
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me.event(EntityEvent::HIT);
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} else if(goal.x == me.location.x && goal.y == me.location.y) {
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status_text = "YOU WIN!";
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}
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}
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}
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}
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return 0;
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}
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