#!/usr/bin/env BQN # SPDX-License-Identifier: AGPL-3.0-or-later # SPDX-FileCopyrightText: 2022 Rampoina # # Sokobqn # The level is a 2d matrix of lists (tiles) # Each list contains the objects of the game: # 0: floor, 1: player, 2: box, 3: goal, 4: wall # 4: player on goal, 5: box on goal # # Example: ASCII: # ┌─ ┌─ # ╵ ⟨ 4 ⟩ ⟨ 4 ⟩ ⟨ 4 ⟩ ⟨ 4 ⟩ ⟨ 4 ⟩ ╵"##### # ⟨ 4 ⟩ ⟨ 1 0 ⟩ ⟨ 2 0 ⟩ ⟨ 0 ⟩ ⟨ 4 ⟩ #@*.# # ⟨ 4 ⟩ ⟨ 4 ⟩ ⟨ 4 ⟩ ⟨ 4 ⟩ ⟨ 4 ⟩ #####" # ┘ ┘ moves←⟨0‿0⟩ # list of moves, each move is a direction, we start without moving chars←" @$.+*#" # legal characters SplitOnEmpty←{𝕩⊔˜(⊢-˜+`׬)0=≠¨𝕩} Ascii2Matrix←{(⊑chars⊐𝕩)⊑⟨≍0,1‿0,2‿0,≍3,1‿3,2‿3,≍6⟩}¨(⊢↑˝·≍⟜¬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) Player←{⊑/○⥊⟜(↕≢)1⍷⊑¨𝕩} # Player 𝕩 | 𝕩:level | returns the coordinate of the [P]layer # 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 Player/Box -> Floor/Goal # the second tile can't be a box because we moved it previously # if it is it means that the box was unmovable (next to a wall) so we do nothing Move←{a‿b:⟨1↓a,(⊑a)∾b⟩}⍟{∨´(⥊1‿2≍⌜0‿3)≡⌜<⊑¨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 Push←Move⌾(2↑⊢)Move⌾(1↓⊢) S←{Push⌾((𝕨 Tiles Player 𝕩 )⊸⊑)𝕩} # 𝕨 S 𝕩 | 𝕨: direction | 𝕩:level | Step the game Draw←{chars⊏˜+´¨𝕨 S´ ⌽𝕩} # 𝕨 Draw 𝕩 | 𝕨: levels | 𝕩: moves | Draw the game in ASCII W←{(2≡¨⊑¨𝕩) =○(+´⥊) (<2‿3)≡¨𝕩} # W 𝕩 | 𝕩: level | [W]in condition N←{moves↩moves∾<𝕩} Undo←{𝕊:moves↩(-1<≠)⊸↓moves} While ← {𝕨{𝕊∘𝔾⍟𝔽𝕩}𝕩@}´ # Main loop levels←Ascii2Matrix¨>¨SplitOnEmpty•FLines "levels" # Load file containing levels currentLevel←0 •term.RawMode 1 # set terminal to raw mode •Out "[?25l" # Cursor to origin, hide it and clear screen clear←"" While {𝕤⋄currentLevel<≠levels}‿{𝕤 # Loop until the user wins •Out "" # Cursor to origin •Out "Level: "∾•Repr 1+currentLevel •Out "7" # Save cursor position •Out "Controls: (hjkl) to move, u to undo, r to reset level" •Out˘ (currentLevel⊑levels) Draw moves key←•term.CharB @ {𝕤⋄N ⊑("hjkl"=key)/⟨0‿¯1,1‿0,¯1‿0,0‿1⟩}⍟(⊑key∊"hjkl")@ {𝕤⋄Undo @}⍟(key='u')@ {𝕤⋄•Out "[?12l[?25h"⋄•Exit 0}⍟(key='q')@ {𝕤⋄moves↩⟨0‿0⟩}⍟(key='r')@ {𝕤⋄clear↩""}⍟(((1⊸+>○(⌊1+10⋆⁼1⌈⊢)⊢)¯1+≠moves)∧key='u')@ •Out "8" # Restore cursor position {𝕤⋄•Out clear∾"Controls: (hjkl) to move, u to undo, r to reset level"}⍟(⊑key∊"hjkluqr")@ {𝕤⋄•Out "Invalid key: (hjkl) to move, u to undo, r to reset level"}⍟(¬⊑key∊"hjkluqr")@ •Out˘ (currentLevel⊑levels) Draw moves •Out "Moves: "∾•Repr ¯1+≠moves {𝕤⋄•Out ""⋄currentLevel↩currentLevel+1⋄moves↩⟨0‿0⟩}⍟(W (currentLevel⊑levels) S´⌽moves)@ } •Out "Well played, you win!" •Out "[?12l[?25h"