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logic
{
  int boardWidth {20}
  int boardHeight {20}

  int TOP_SPACE {10}

  int TILE_EMPTY {0}
  int TILE_ROBOT {2}
  int TILE_MIN_EXPLOSION  {4}

  int playerX {8}
  int playerY {12}

  array board {
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0,
    0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  }

  int numRobots {8}
  array robotX { 2, 4, 19, 15, 13, 8, 9, 17 }
  array robotY { 8, 4, 4, 5, 7, 2, 16, 15 }

  array xMoves { -1, 0, 1, -1, 1, -1, 0, 1 }
  array yMoves { 1, 1, 1, 0, 0, -1, -1, -1 }

  // Generate a random board
  when
  {
    (1 == 1)
  }
  allow
  {
    for y (0 .. (boardHeight - 1))
    {
      for x (0 .. (boardWidth - 1))
      {
        board[x + (y * boardWidth)] = TILE_EMPTY;
      }
    }
    for i (0..(numRobots-1))
    {
      robotX[i] = random[boardWidth];
      robotY[i] = random[boardHeight];
      board[robotX[i] + (robotY[i] * boardWidth)] = board[robotX[i] + (robotY[i] * boardWidth)] + TILE_ROBOT;
    }
    playerX = random[boardWidth];
    playerY = random[boardHeight];
  }
  label
  {
    "Reset"
  }

  for p (0..7)
  {
    // Move player.
    when
    {
          ((playerX + xMoves[p]) >= 0)
      and ((playerX + xMoves[p]) < boardWidth)
      and ((playerY + yMoves[p]) >= 0)
      and ((playerY + yMoves[p]) < boardHeight)
    }
    allow
    {
      playerX = (playerX + xMoves[p]);
      playerY = (playerY + yMoves[p]);
    }
    label
    {
      "Player dx=" xMoves[p] " dy=" yMoves[p] "."
    }
  }

    for r (0 .. (numRobots - 1))
    {
      // Move each robot toward the player, killing him if he's hit.
      when
      {
            (playerX > robotX[r])
        and (playerY > robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)
      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] + 1 + ((robotY[r] + 1) * boardWidth)] = board[robotX[r] + 1 + ((robotY[r] + 1) * boardWidth)] + TILE_ROBOT;
        robotX[r] = robotX[r] + 1;
        robotY[r] = robotY[r] + 1;
      }
      label
      {
        "Robot move"
      }
      when
      {
            (playerX > robotX[r])
        and (playerY == robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)
      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] + 1 + (robotY[r] * boardWidth)] = board[robotX[r] + 1 + (robotY[r] * boardWidth)] + TILE_ROBOT;
        robotX[r] = robotX[r] + 1;
      }
      label
      {
        "Robot move"
      }
      when
      {
            (playerX > robotX[r])
        and (playerY < robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)
      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] + 1 + ((robotY[r] - 1) * boardWidth)] = board[robotX[r] + 1 + ((robotY[r] - 1) * boardWidth)] + TILE_ROBOT;
        robotX[r] = robotX[r] + 1;
        robotY[r] = robotY[r] - 1;
      }
      label
      {
        "Robot move"
      }
      when

      {
            (playerX == robotX[r])
        and (playerY > robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)
      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] + ((robotY[r] + 1) * boardWidth)] = board[robotX[r] + ((robotY[r] + 1) * boardWidth)] + TILE_ROBOT;
        robotY[r] = robotY[r] + 1;
      }
      label
      {
        "Robot move"
      }
      when
      {
            (playerX == robotX[r])
        and (playerY < robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)

      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] + ((robotY[r] - 1) * boardWidth)] = board[robotX[r] + ((robotY[r] - 1) * boardWidth)] + TILE_ROBOT;
        robotY[r] = robotY[r] - 1;
      }
      label
      {
        "Robot move"
      }
      when
      {
            (playerX < robotX[r])
        and (playerY > robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)
      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] - 1 + ((robotY[r] + 1) * boardWidth)] = board[robotX[r] - 1 + ((robotY[r] + 1) * boardWidth)] + TILE_ROBOT;
        robotX[r] = robotX[r] - 1;
        robotY[r] = robotY[r] + 1;
      }
      label
      {
        "Robot move"
      }
      when
      {
            (playerX < robotX[r])
        and (playerY == robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)
      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] - 1 + (robotY[r] * boardWidth)] = board[robotX[r] - 1 + (robotY[r] * boardWidth)] + TILE_ROBOT;
        robotX[r] = robotX[r] - 1;
      }
      label
      {
        "Robot move"
      }
      when
      {
            (playerX < robotX[r])
        and (playerY < robotY[r])
        and (board[robotX[r] + (robotY[r] * boardWidth)] == TILE_ROBOT)
      }
      allow
      {
        board[robotX[r] + (robotY[r] * boardWidth)] = TILE_EMPTY;
        board[robotX[r] - 1 + ((robotY[r] - 1) * boardWidth)] = board[robotX[r] - 1 + ((robotY[r] - 1) * boardWidth)] + TILE_ROBOT;
        robotX[r] = robotX[r] - 1;
        robotY[r] = robotY[r] - 1;
      }
      label
      {
        "Robot move"
      }
    }
}

display
{
  stringtable items
  {
    " ", "", "♗", "^", "✴", "✴", "✷", "✷", "✸", "✸", "✸", "✸", "✹", "✹", "✹", "✹", "✹", "✹", "✹" 
  }

  box
  {
    content { "Robots!" }
  }
  newline
  sprite
  {
    position { absolute; left: 0em; top: (TOP_SPACE) em }
    border { 1px solid black }
    height { 20em }
    width { 20em }
  }
  for r (0 .. (numRobots-1))
  {
    sprite
    {
      position { absolute; left: (robotX[r]) em; top: (robotY[r] + TOP_SPACE) em }
      width { 1em } 
      height { 1em }

      content { items[board[robotX[r] + (robotY[r] * boardWidth)]] }
    }
  }
  box
  {
    position { absolute; left: (playerX) em; top: (playerY + TOP_SPACE) em }
    width { 1em } 
    height { 1em }
    content { "☺" }
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action{ "Robot move" }
    }
    if (board[playerX + (playerY * boardWidth)] != TILE_EMPTY)
    {
      content { "☹" }
    }
  }
  newline
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=-1 dy=-1." }
      while_active {
        position { absolute; left: (playerX - 1) em; top: (playerY + TOP_SPACE - 1) em }
        width { 1em }
        height { 1em }
        if (board[playerX - 1 + ((playerY - 1) * boardWidth)] == TILE_EMPTY) {
          content { "↖" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=0 dy=-1." }
      while_active {
        position { absolute; left: (playerX) em; top: (playerY + TOP_SPACE - 1) em }
        width { 1em }
        height { 1em }
        if (board[playerX  + ((playerY - 1) * boardWidth)] == TILE_EMPTY) {
          content { "↑" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=1 dy=-1." }
      while_active {
        position { absolute; left: (playerX + 1) em; top: (playerY + TOP_SPACE - 1) em }
        width { 1em }
        height { 1em }
        if (board[playerX + 1 + ((playerY - 1) * boardWidth)] == TILE_EMPTY) {
          content { "↗" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  newline
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=-1 dy=0." }
      while_active {
        position { absolute; left: (playerX - 1) em; top: (playerY + TOP_SPACE) em }
        width { 1em }
        height { 1em }
        if (board[playerX - 1 + (playerY * boardWidth)] == TILE_EMPTY) {
          content { "←" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=1 dy=0." }
      while_active {
        position { absolute; left: (playerX + 1) em; top: (playerY + TOP_SPACE) em }
        width { 1em }
        height { 1em }
        if (board[playerX + 1 + (playerY * boardWidth)] == TILE_EMPTY) {
          content { "→" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  newline
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=-1 dy=1." }
      while_active {
        position { absolute; left: (playerX - 1) em; top: (playerY + TOP_SPACE + 1) em }
        width { 1em }
        height { 1em }
        if (board[playerX - 1 + ((playerY + 1) * boardWidth)] == TILE_EMPTY) {
          content { "↙" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=0 dy=1." }
      while_active {
        position { absolute; left: (playerX) em; top: (playerY + TOP_SPACE + 1) em }
        width { 1em }
        height { 1em }
        if (board[playerX + ((playerY + 1) * boardWidth)] == TILE_EMPTY) {
          content { "↓" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      bind_action { "Player dx=1 dy=1." }
      while_active {
        position { absolute; left: (playerX + 1) em; top: (playerY + TOP_SPACE + 1) em }
        width { 1em }
        height { 1em }
        if (board[playerX + 1 + ((playerY + 1) * boardWidth)] == TILE_EMPTY) {
          content { "↘" }
        }
      }
      bind_action { "Robot move" }
    }
  }
  box
  {
    if (board[playerX + (playerY * boardWidth)] == TILE_EMPTY)
    {
      content { "Make your escape!" }
    }

    if (board[playerX + (playerY * boardWidth)] != TILE_EMPTY)
    {
      content { "Game over!" }
    }
  }
  newline
  box
  {
    border { 1px solid black }
    content { "Regenerate" }
    bind_action { "Reset" }
  }
}


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Last edited October 13, 2005 1:52 pm (viewing revision 40, which is the newest) (diff)
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