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@ -4,10 +4,102 @@ |
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#include <fmt/color.h> |
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#include "game_engine.hpp" |
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const auto ERROR = fmt::emphasis::bold | fg(fmt::color::red); |
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using namespace fmt; |
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using namespace std; |
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const auto ERROR = fmt::emphasis::bold | fg(fmt::color::red); |
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/* Idea, the game's combat is based on brainfuck.
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BF operations: |
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> move data pointer +1 |
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< move data pointer -1 |
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+ inc data pointer cell |
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- dec data pointer cell |
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. output byte |
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, input byte |
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[ - if 0 jump to after ] |
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] if not 0 jump to after [ |
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Ideas: |
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Your hitpoints vs. the boss's hitpoints could be |
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the data. The data could be bits instead of bytes |
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that you turn off/on during combat. |
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You then receive items you use to build your code |
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and the boss also receives items each round. Your |
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code runs at the end of the round, and the results |
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calculated. |
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I can then come up with old school tech for the |
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different operations so like an old transistor |
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could be the output (.) operation. |
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Alright so let's say there's two grids: |
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(HP: 100 1's) |
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(CODE: Nothing.) |
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At the start of each round you receive maybe 4 items |
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you can place on the code bar. So you could do this: |
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(CODE: [+>+>+>.]) |
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*/ |
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Brainfucker::Brainfucker() { |
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} |
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/*
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* Totally fragile but it seems to be working |
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* enough to test the idea. |
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*/ |
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void Brainfucker::run(int ticks) { |
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while(ip >= 0 && ip < code.size() && ticks > 0) { |
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char op = code.at(ip); |
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switch(op) { |
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case '>': |
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++dp; |
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break; |
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case '<': |
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--dp; |
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break; |
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case '+': |
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data[dp] = 1; |
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break; |
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case '-': |
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data[dp] = 0; |
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break; |
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case '.': |
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print("{}", data.at(dp)); |
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break; |
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case ',': |
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print(ERROR, "Not implemented.\n"); |
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break; |
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default: |
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print(ERROR, "Unknown operation {}\n", op); |
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} |
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++ticks; |
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++ip; // not really used but do it anyway
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} |
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println("\nEXIT: dp={}, ip={}", dp, ip); |
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} |
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void Brainfucker::set_code(string &new_code) { |
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code.assign(new_code); |
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} |
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void Brainfucker::reset() { |
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dp=0; |
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ip=0; |
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code.erase(); |
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data.fill(0); |
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} |
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GameEngine::GameEngine(int hp) : hit_points(hp) {}; |
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