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BOOBS 'N' TRAPS | Reference Implementation of the game at v1.0.0.1
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| #!/usr/bin/tttt -fc | |
| #-------------------------------------------------------------# | |
| #---------[BOOBS 'N' TRAPS] | |
| #---------[VERSION:1.0.0.1] | |
| #---[IP-AUTHORITY: J. Willrich | NUCHWEZI RESEARCH ] | |
| #---[REFERENCE:DOI:0000-0002-0002-4657] | |
| #---[ABOUT:Boobs N Traps is a modern no-ai, text-adventure wartime game] | |
| #-------------------------------------------------------------# | |
| #NOTES: This is the reference implementation of the now | |
| open source standard of the game BOOBS N TRAPS (2025). | |
| Documentation and History about this game accessible via: | |
| https://doi.org/10.6084/m9.figshare.30551081 | |
| #-------------------------------------------------------------# | |
| #show welcome message | |
| v:vORIN | |
| v:vWELCOME:{■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■-■■■■■■ (*)_= BOOBS N TRAPS v1.0.0.1 ■■■■■■■■-■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■-It is an adventure game; avoid traps, collect powers,-and stay alive! Reach the endpoint (=) and WIN!-TO PLAY? Type in a command and click OK or type ENTER-[U R READY TO START!] | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■} | |
| v:vREG:-|h*!:vWELCOME:vREG | |
| d:-|i: | |
| y:vORIN # continue... | |
| #Init Field (fixed-length sequence) | |
| v:vfield:{.........} | |
| y:vfield | |
| y!:vfield | v:vfield_l | |
| #Drone States (symbol set) | |
| v:vstates_init:{>} | |
| v:vstates:{>I^} | |
| #The Drone (Soldier/Player) | |
| a*:vstates_init | d!:^. | v:vavatar | |
| #Field Elements (symbol set) | |
| #v:velements:{.*_=#} | |
| v:vhurdles:{#} #hurdles and obstacles | |
| v:vpowers:{*} #powers and rewards | |
| v:vend:{=} | |
| v:vlevitate:{_} | |
| v:vpath:{.} | |
| #---[BEGIN:METRICS] | |
| v:vscore_tally:{} #first, empty | |
| #---[END:METRICS] | |
| #---[BEGIN:GAME STATE] | |
| #initially, should be able to randomize field automatically | |
| #also shall allow us to init field with avatar in it... | |
| v:vcanRANDOMIZEFIELD:1 | |
| #this other parameter is for determining if we should update | |
| #the field or not. initially, false since we haven't played yet. | |
| v:vcanUPDATEFIELD:0 | |
| v:vlastSTATUS_msg:{Doing well! Can proceed!} | |
| #when we can immediately finish game upon next user move | |
| v:finishONNEXTMOVE:0 | |
| #when we can immediately die on next user move | |
| v:dieONNEXTMOVE:0 | |
| #when we can immediately win on next user move | |
| v:winONNEXTMOVE:0 | |
| #---[END:GAME STATE] | |
| #---***[START GAME LOOP]***---# | |
| #---[BEGIN:ALTER FIELD] | |
| l:lPLAY #START loop | |
| #1: check if we should WIN and finish game | |
| y:winONNEXTMOVE | |
| f:1:lWIN | |
| #2: check if we should finish game | |
| y:finishONNEXTMOVE | |
| f:1:lFINISH | |
| #3: check if we should die and finish game | |
| y:dieONNEXTMOVE | |
| f:1:lDIE | |
| #check if we should alter field? | |
| y:vcanRANDOMIZEFIELD | |
| # initially, we should be able to randomize the field to kickstart game | |
| f:0:lconserveFIELD:lalterFIELD | |
| #BEGIN: alter field... | |
| l:lalterFIELD | |
| #but after game started, we should not be able to randomize field, only to update it | |
| y:vcanUPDATEFIELD | |
| f:1:lupdateFIELD | |
| #Alter Drone | |
| #a*!:vstates | d!:.$ | v:vavatar #altered avatar :) | |
| #Inject Agent == place altered avatar on the battlefield | |
| #y:vfield | s*:vfield:vavatar | v:vfield_active #feature request: salt vault with vault | |
| y:vfield | x*:vavatar | a!: | v:vfield_active | |
| #q!: #break point | |
| #Inject Hurdles | |
| #y:vfield | s*:vfield:vavatar | v:vfield_active #feature request: salt vault with vault | |
| #select a hurdle and inject it.. | |
| a*!:vhurdles | d!:.$ | v:vhurdles_chosen | |
| y:vfield_active | x*:vhurdles_chosen | a!: | v:vfield_active | |
| #field now has a hurdle and a drone | |
| #Inject Powers | |
| #select a power and inject it.. | |
| a*!:vpowers | d!:.$ | v:vpowers_chosen | |
| y:vfield_active | x*:vpowers_chosen | a!: | v:vfield_active | |
| #field now has a hurdles, powers and a drone | |
| #Inject an End Point/WIN | |
| y:vfield_active | x*:vend | a!: | v:vfield_active | |
| #field now has a hurdles, powers, a drone and endpoint | |
| #---[END:ALTER FIELD] | |
| #---[BEGIN:EXTEND FIELD] | |
| #init new field | |
| y:vfield | v:vfield_extension | |
| #Inject Hurdles | |
| #select a hurdle and inject it.. | |
| a*!:vhurdles | d!:.$ | v:vhurdles_chosen | |
| y:vfield_extension| x*:vhurdles_chosen | a!: | v:vfield_extension | |
| #field now has a hurdle and a drone | |
| #Inject Powers | |
| #select a power and inject it.. | |
| a*!:vpowers | d!:.$ | v:vpowers_chosen | |
| y:vfield_extension| x*:vpowers_chosen | a!: | v:vfield_extension | |
| #field now has a hurdles, powers and a drone | |
| #SUFFIX End Point/WIN | |
| y:vfield_extension | x*!:vend | v:vfield_extension | |
| #field now has a hurdles, powers, a drone and endpoint (at the extreme right) | |
| #---[END:EXTEND FIELD] | |
| #---[BEGIN:EXTEND ACTIVE FIELD] | |
| g*:{}:vfield_active:vfield_extension | v:vfield_active | |
| #---[END:EXTEND ACTIVE FIELD] | |
| # Field now is ready for game-play! | |
| #---[BEGIN:GAME PLAY] | |
| #BEGIN: update field... | |
| l:lupdateFIELD | |
| v:vlastSTATUS_msg:{UPDATED field...} | |
| #------SKIP--- | |
| j:lconserveFIELD | |
| #Fix Drone State | |
| #One Catch: in case field contains invalid soldier state, fix that... | |
| # can't be stuck before a clear path ;) | |
| y:vfield_active | | |
| f!:{I\.}:lPROCEED1 | |
| r:{I\.}:{>.} | v:vfield_active | y:vavatar | r:I:{>} | v:vavatar | |
| l:lPROCEED1 | |
| # can't be stuck at finish-line | |
| y:vfield_active | | |
| f!:{I=}:lPROCEED2 | |
| r:{I=}:{>=} | v:vfield_active | y:vavatar | r:I:{>} | v:vavatar | |
| l:lPROCEED2 | |
| # can't be normal before a power | |
| y:vfield_active | | |
| f!:{>\*}:lPROCEED3 | |
| r:{>\*}:{I*} | v:vfield_active | y:vavatar | r:>:{I} | v:vavatar | |
| l:lPROCEED3 | |
| # can't be normal before an obstacle | |
| y:vfield_active | | |
| f!:{>#}:lPROCEED4 | |
| r:{>#}:{I#} | v:vfield_active | y:vavatar | r:>:{I} | v:vavatar | |
| l:lPROCEED4 | |
| #-----[END SKIP] | |
| l:lconserveFIELD | |
| #first, compute current score | |
| y!:vscore_tally | v:vscore_tally_len | |
| #LOAD CURRENT FIELD STATE | |
| y:vfield_active | |
| #INTERACT! | |
| #Build Prompt | |
| x!:{ | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| COMMANDS ■ jump(j) ■ move(m) ■ pick(p) ■ quit(q) | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| } | | |
| x!:{SOLDIER: } | v:vTEMPPROMPT | |
| #Let's process current state of the soldier/drone | |
| #first, let's determine distance left to end of battlefield | |
| h*!:vfield_active:vavatar | k*:vavatar | v:vfield_pending | |
| #| x:{Field Pending: } | q!: | |
| #y:vavatar | r!:\^:{\^} | r!:\*:{\*} | v:vavatar # so we don't process special regex chars | |
| h*!:vfield_active:vavatar | k*:vavatar | d!:^.. | v:vDRONESTATE | v:vDRONESTATE_BACKUP | |
| #---[DEBUG: in case we have an invalid drone-state!] | |
| f:^$:lQ:lNQ | |
| l:lQ | |
| h*!:vfield_active:vavatar | |
| g*:{ and }:vDRONESTATE:vavatar:vfield_active | |
| q!: | |
| l:lNQ | |
| #--[END DEBUG] | |
| f:{>\.}:lSTATE_NORMAL:lSTATE_PROCESS_1 | |
| l:lSTATE_PROCESS_1 | |
| f:{>#}:lSTATE_REAL_STUCKa:lSTATE_PROCESS_7a | |
| l:lSTATE_PROCESS_7a | |
| f:{I\*}:lSTATE_NORMAL_STUCK:lSTATE_PROCESS_2 | |
| l:lSTATE_PROCESS_2 | |
| f:{\^\.}:lSTATE_EMPOWERED:lSTATE_PROCESS_3 | |
| l:lSTATE_PROCESS_3 | |
| f:{\^\*}:lSTATE_EMPOWERED_STUCK:lSTATE_PROCESS_4 | |
| l:lSTATE_PROCESS_4 | |
| f:{\^_}:lSTATE_SUPERPOWERS:lSTATE_PROCESS_5 | |
| l:lSTATE_PROCESS_5 | |
| f:{\^#}:lSTATE_SUPERPOWERS_STUCK:lSTATE_PROCESS_6 | |
| l:lSTATE_PROCESS_6 | |
| f:{I#}:lSTATE_REAL_STUCK:lSTATE_PROCESS_7 | |
| l:lSTATE_PROCESS_7 | |
| #cases when we reached an endpoint... | |
| f:{>=}:lSTATE_FIN_1:lSTATE_PROCESS_8 | |
| l:lSTATE_PROCESS_8 | |
| f:{\^=}:lSTATE_FIN_2:lSTATE_PROCESS_9 | |
| l:lSTATE_PROCESS_9 | |
| # catch-all... | |
| #g*:{ and }:vavatar:vDRONESTATE:vfield_active | |
| #q!: | |
| y:vDRONESTATE | x!:{ (mysterious...)} | v:vDRONESTATE | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_NORMAL | |
| y:vDRONESTATE | x!:{ (normal, can move on, path clear)} | v:vDRONESTATE | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_NORMAL_STUCK | |
| y:vDRONESTATE | x!:{ (normal but stuck, met a power)} | v:vDRONESTATE | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_EMPOWERED | |
| y:vDRONESTATE | x!:{ (empowered, can move on, path clear)} | v:vDRONESTATE | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_EMPOWERED_STUCK | |
| y:vDRONESTATE | x!:{ (empowered but stuck, met more power)} | v:vDRONESTATE | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_SUPERPOWERS | |
| y:vDRONESTATE | x!:{ (superpowers, can levitate, path clear)} | v:vDRONESTATE | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_SUPERPOWERS_STUCK | |
| y:vDRONESTATE | x!:{ (empowered but stuck, met an obstacle)} | v:vDRONESTATE | |
| v:dieONNEXTMOVE:1 | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_REAL_STUCKa | |
| y:vDRONESTATE | x!:{ (normal but stuck, met an obstacle)} | v:vDRONESTATE | |
| v:dieONNEXTMOVE:1 | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_REAL_STUCK | |
| y:vDRONESTATE | x!:{ (normal but stuck, met an obstacle)} | v:vDRONESTATE | |
| v:dieONNEXTMOVE:1 | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_FIN_1 | |
| y:vDRONESTATE | x!:{ (normal, at finish-line)} | v:vDRONESTATE | |
| v:finishONNEXTMOVE:1 | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_FIN_2 | |
| y:vDRONESTATE | x!:{ (empowered, at finish-line)} | v:vDRONESTATE | |
| v:finishONNEXTMOVE:1 | |
| j:lSTATE_PROCESSED | |
| l:lSTATE_PROCESSED | # can proceed... | |
| #resume building prompt... | |
| y:vTEMPPROMPT | |
| x*!:vDRONESTATE | |
| x!:{ | SCORE: } | |
| x*!:vscore_tally_len | |
| x!:{ | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| } | |
| | | |
| x*!:vlastSTATUS_msg | |
| x!:{ | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| } | |
| #prompt user for command | |
| i: | v:vcmd_input | |
| #if 'end' or 'q', force quit | |
| f:end:lEND | f:q:lEND | |
| #---[BEGIN:UPDATE METRICS] | |
| #did we get correct command? if yes, score, otherwise reduce! | |
| y:vcmd_input | |
| f!:^[jmp]$:lLOSS | |
| #only jumping or moving should score by default.. | |
| f!:^[jm]$:lNO_MOVE_SCORE | |
| #if we jumped -- score +1 (we wasted energy) | |
| f:^[j]$:lSCORE_JUMP:lSCORE_MOVE | |
| l:lSCORE_JUMP | |
| y:vscore_tally | x!:{1} | v:vscore_tally #increment 1 | |
| # update status | |
| v:vlastSTATUS_msg:{SCORED +1. Please proceed!} | |
| j:lNO_MOVE_SCORE | |
| l:lSCORE_MOVE #otherwise score +2 (slower, but safer) | |
| y:vscore_tally | x!:{11} | v:vscore_tally #increment 2 | |
| # update status | |
| v:vlastSTATUS_msg:{SCORED +2. Please proceed!} | |
| j:lNO_MOVE_SCORE | |
| l:lNO_MOVE_SCORE | |
| #Also, update the position of the drone/avatar/soldier.. | |
| #first, we shall move forward just one step --- unless command was PICK! | |
| y:vcmd_input | |
| f!:^[jm]$:lDONTMOVE | |
| #it is just a swap/mirror of drone state | |
| y:vDRONESTATE_BACKUP | m!: | v:vUPDATED_DRONESTATE | |
| #then replace the original drone state in active field | |
| #with updated state | |
| #g*:{ |and| }:vfield_active:vDRONESTATE_BACKUP:vUPDATED_DRONESTATE | |
| #q!: | |
| j:lPROCESSFIELDUPDATE | |
| l:lDONTMOVE | |
| #essentially, process PICK | |
| f!:^[p]$:lNOTHING_TO_PICK | |
| y:vDRONESTATE_BACKUP | |
| f:{\*}:lPICK_POWER:lNOTHING_TO_PICK | |
| l:lPICK_POWER | |
| r:{\*}:{_} | |
| v:vUPDATED_DRONESTATE | |
| #q!: #inspect... drone-state post-pick power | |
| y:vscore_tally | x!:{11111} | v:vscore_tally #increment | |
| v:vlastSTATUS_msg:{ACQUIRED POWERS +5. Please proceed!} | |
| j:lPOST_PICK | |
| l:lNOTHING_TO_PICK | |
| v:vlastSTATUS_msg:{NOTHING to PICK! Please proceed!} | |
| y:vDRONESTATE_BACKUP | v:vUPDATED_DRONESTATE | |
| l:lPOST_PICK | |
| l:lPROCESSFIELDUPDATE | |
| y:vDRONESTATE_BACKUP | r!:\^:{\^} | r!:\*:{\*} | v:vDRONESTATE_BACKUP_safe # so we don't process special regex chars | |
| r*:vfield_active:vDRONESTATE_BACKUP_safe:vUPDATED_DRONESTATE | v:vfield_active_new | |
| y:vUPDATED_DRONESTATE | |
| f!:_:lSKIPCHECK_vUPDATED_DRONESTATE | |
| #g*:{|and|}:vfield_active:vDRONESTATE_BACKUP_safe:vUPDATED_DRONESTATE:vfield_active_new | |
| #q!: | |
| l:lSKIPCHECK_vUPDATED_DRONESTATE | |
| # also update actual drone state | |
| y:vUPDATED_DRONESTATE | v:vDRONESTATE | |
| #then override active field | |
| y:vfield_active_new | v:vfield_active | |
| #allow update field | |
| v:vcanUPDATEFIELD:1 | |
| j:lDONEMETRICS | |
| # if loss / also, don't change field? | |
| l:lLOSS | |
| v:vcanUPDATEFIELD:0 #prevent update of field on gibberish | |
| v:finishONNEXTMOVE:0 #also prevent finish | |
| # update status | |
| v:vlastSTATUS_msg:{ENTERED INVALID command. NO UPDATE.} | |
| # we penalize because we don't process gibberish | |
| y:vscore_tally | d:.$ | v:vscore_tally #decrement | |
| # update status | |
| y:vlastSTATUS_msg | x!:{ | |
| PENALIZED BY -1. Please proceed carefully!} | v:vlastSTATUS_msg | |
| l:lDONEMETRICS | |
| #---[END:UPDATE METRICS] | |
| # we have played at least once. So field shouldn't be randomized anymore. | |
| v:vcanRANDOMIZEFIELD:0 | |
| # check if we WON/can WIN | |
| y:finishONNEXTMOVE | |
| f:1:lPROCESSWIN:ldonePROCESSWIN | |
| l:lPROCESSWIN | |
| y:vcmd_input | |
| f:^[jm]$:lmakeWIN:ldonePROCESSWIN | |
| l:lmakeWIN | |
| #in case the field still has distance till end | |
| #and player chose to jump an endpoint, don't FINISH/WIN yet | |
| y:vfield_pending | |
| f:^...+$:lPROCESS_JUMP:lSKIP_PROCESS_JUMP | |
| l:lPROCESS_JUMP | |
| y:vcmd_input | |
| f!:^[j]$:ldonePROCESSWIN | |
| #prevent finishing the game, so we can proceed.. | |
| v:finishONNEXTMOVE:0 | |
| v:winONNEXTMOVE:0 | |
| y:vscore_tally | x!:{11} | v:vscore_tally #increment | |
| v:vlastSTATUS_msg:{JUMPED END-POINT (Bonus +3) | |
| So, CONTINUE on BATTLEFIELD!} | |
| j:ldonePROCESSWIN | |
| l:lSKIP_PROCESS_JUMP | |
| v:winONNEXTMOVE:1 | |
| l:ldonePROCESSWIN | |
| #check in case we were going to die, | |
| #but player jumped the obstacle, then we must continue | |
| y:dieONNEXTMOVE | |
| f:1:lPROCESSDIE:ldonePROCESSDIE | |
| l:lPROCESSDIE | |
| y:vcmd_input | |
| f!:^[j]$:ldonePROCESSDIE | |
| #prevent finishing the game, so we can proceed.. | |
| v:finishONNEXTMOVE:0 | |
| v:dieONNEXTMOVE:0 | |
| y:vscore_tally | x!:{1111} | v:vscore_tally #increment | |
| v:vlastSTATUS_msg:{JUMPED a TRAP! (Bonus +4) | |
| DID not DIE *\0/* Please proceed!} | |
| j:ldonePROCESSDIE | |
| l:ldonePROCESSDIE | |
| j:lPLAY #loop | |
| #---[END:GAME PLAY] | |
| l:lDIE | |
| y:vfield_active | x:{■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| YOU DIED ON BATTLEFIELD! | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| } | v:vfield_active | j:lFINISH | |
| l:lWIN | |
| y:vfield_active | x:{■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| CONGS! YOU WON ON BATTLEFIELD! | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| } | v:vfield_active | j:lFINISH | |
| l:lFINISH | |
| l:lEND | |
| #FINALY show state of field | |
| y:vfield_active | |
| #Build END Prompt | |
| x!:{ | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| YOUR FINAL SCORE ■ } | | |
| x*!:vscore_tally_len | |
| x!:{ | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| Thanks for Playing BOOBS N Traps! | |
| ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ | |
| } | v:vFIN_MSG | |
| #prompt user for command | |
| i: | y:vFIN_MSG | q!: |
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