# # # Program name: Colony 3E # # Version: 1.0 # Author: Stefan Makowski, (www.cfx9850g.de.tt) # email: bcgsr@gmx.net # Date: 1999/04/26 # Models: 9750, 9850, 9950 # English Text: mostly taken from Tom Lynn's Webpage (Thanks!) # # Description: # # A two-player "board game". # # This game is played on a hexagonal grid. Players take turns putting 'seeds' # into hexagons. Once a seed has been put into a hexagon, that hexagon is # considered to have been 'colonised' by that player. This means that their # opponent can't put any seeds there. The object of the game is to colonise # the entire board by wiping out all of your opponent's colonies. # # Players can continue putting seeds into a hexgon until it contains the same # number of seeds as it has neighbouring hexagons. When this happens, the # hexagon 'explodes', sending one seed into each neighbouring hexagon. This # leaves the exploded hexagon empty, at which point it can be colonised by # either player again. # # If one of your hexagons explodes into one of your opponent's hexagons, all of # the seeds in that hexagon are converted into your seeds. If when an exploding # hexagon adds a seed to a neighbouring hexagon the neighbouring hexagon becomes # full (ie it has as many seeds as it has neighbours), that hexagon will also # explode. In this way, you can start 'chain reactions', which can annihilate # your opponent at a stroke (if you're lucky). # # * How To Play * # # To add a seed to a hexagon, enter the row number and column letter. You are advised to choose # a small board size while you are learning the game. # After start all the usable keys are shown in the 'keys' menu. # Keys during game: # [1]~[6] and # [A]~[F] select hexagon # [EXE] put 'seed' into selected hexagon ([EXE]-confirmation only when selected on beginning of the game) # [->] save game # [exit] exit game # [F6] emergency exit (saves game, clears screen and shows 'alibi' math problem on screen) # # # * Internals * # # These are the memory areas affected by this program: # # Mat L, Mat M, Mat N, A~Z, \theta, \r # # Mat M and Mat N are only used if you save your game. # # Unlike many programs which use matrices, you don't have to # define any of these matrices beforehand. # # If you want to understand the meaning of the matrix values: # # Abs(Int(10Frac(Mat L[current cell] / 1*10^X) - Y # # where # # X Y # # 1 number of bordering cells # 2 number of current seeds # 3 "explode bit" is set to "1" if cell is full # 4 if "1" means bordering cell on left top # 5 --- " --- top # 6 --- " --- right top # 7 --- " --- right bottom # 8 --- " --- bottom # 9 --- " --- left bottom # 10 number of the player the cell is colonized by # # # Mat L[current cell] 0 means colonized by player 1/empty # # * Known bugs * # # There is a problem with very big chain reactions in big # game fields. If there are more than 3 seeds to much in # a 6-cell-bordering cell the number of seeds in the cell # will be set to 0 (instead to 10) and the number of # borderings cell to 7! That bug can't be fixed without # completely changing of matrix system. I think that # situation happens too seldom to make a change neccessary because # it occurs only with very big chain reaction where the player # wins anyway. # @@ Program "Colony3" # intro ClrText Locate 1, 1, "~~~~~~~~~~~~~~~~~~~~~" Locate 1, 3, "~~~~~~~~~~~~~~~~~~~~~" Locate 8, 2, "COLONY 3" Locate 1, 6, "(C) Stefan Makowski , " Locate 5, 7, "bcgsr@gmx.net" Do LpWhile Not GetKey Norm BG-None 0->\r 0->U~W (-)1->Z ViewWindow 1, 127, 0, 63, 1, 0 Lbl 0 ClrText Locate 2, 2, "[1] New Game" Locate 2, 4, "[2] Restore Savegame" Locate 2, 6, "[3] keys" Do GetKey->A LpWhile A <> 72 And A <> 62 And A <> 52 # show keys If A = 52 Then ClrText "[A~F] And [1~6]" " Select Cell" "[EXE] Confirm Input" "[EXIT] EXIT" "[->] Save Game" "[F6] 'Emergency Save' (Save And Exit)" Do LpWhile Not GetKey IfEnd A = 52 => Goto 0 # restore savegame If A = 62 Then Mat M->Mat L 1->W Mat N[1, 1]->U (-)Mat N[1, 2]->Z Mat N[2, 1]->V Dim Mat L List Ans[1]->G IfEnd # start new game If W = 0 Then ClrText Locate 1, 1, "Confirm every input" Locate 1, 2, "with [EXE]? [1\/0]" Do GetKey->B LpWhile B <> 72 And B <> 71 B = 72 => 1->U Do ClrText " " Locate 1, 1, "Size (2(-)6)" ?->G LpWhile G > 6 Or G < 2 Or G <> Int G IfEnd # display game field .5(64 - 10G) + 1->E For 1->C To G 10(5.8 + C - 1->A E + 5(C - 1)->B C = 1 => Orange Text B - 2, A + 16, "A" C = 2 => Orange Text B - 2, A + 16, "B" C = 3 => Orange Text B - 2, A + 16, "C" C = 4 => Orange Text B - 2, A + 16, "D" C = 5 => Orange Text B - 2, A + 16, "E" C = 6 => Orange Text B - 2, A + 16, "F" Next For 1->C To G For 1->D To G 10(5.8 + C - D->A E + 5(C - 1) + 5(D - 1)->B C = 1 => Orange Text B - 2, A - 4, D F-Line A, B + 5, A + 5, B F-Line A + 5, B, A + 10, B F-Line A + 10, B, A + 15, B + 5 C = G => F-Line A + 15, B + 5, A + 10, B + 10 C = G And D <> G => F-Line A + 10, B + 10, A + 5, B + 10 D = G => F-Line A + 10, B + 10, A + 5, B + 10 D = G => F-Line A + 5, B + 10, A, B + 5 Next Next Green Text 1, 1, "CELL: " Green Text 56, 1, "WAIT..." Green Text 56, 1, "PLAYER: " # create matrix If W = 0 Then .Identity G->Mat L For 1->H To G For 1->I To G 0->F H > 1 => F + 1*10^9 + 1*10^6->F H > 1 And I > 1 => F + 1*10^9 + 1*10^5->F I > 1 => F + 1*10^9 + 1*10^4->F H < G => F + 1*10^9 + 1*10^3->F H < G And I < G => F + 1*10^9 + 1*10^2->F I < G => F + 1*10^9 + 1*10^1->F F->Mat L[I, H] Next Next IfEnd # put "seeds" if restore savegame If W = 1 Then 9->S For 1->O To G For 1->N To G Goto S Lbl P Next Next 0->W IfEnd # start of mainloop Lbl 1 0->\th V + 1->V (-)Z->Z ; change player (player=1=>Z=1; player=2=>Z=-1) Text 56, 32, Not (Z + 1) + 1 ; display player number Lbl 2 0->H~I Text 1, 21, " " # ask for key/cell Lbl 3 PxlOn 1, 2 U = 0 => H <> 0 And I <> 0 => Goto 8 Do GetKey->M LpWhile M = 0 Frac .1M = .6 => Goto 4 ; (A~F) M = 31 => Goto 8 ; (confirm input with [exe]) M = 72 Or M = 62 Or M = 52 Or M = 73 Or M = 63 Or M = 53 => Goto 5 ; (1~6) M = 47 => Goto 6 ; (exit?) M = 25 Or M = 29 => Goto 7 ; ("save" or "emergency save") Goto 3 Lbl 4 6 - (.1M - 2.6)->H If H > G Then 0->H Goto 3 IfEnd H = 1 => Text 1, 22, "A" H = 2 => Text 1, 22, "B" H = 3 => Text 1, 22, "C" H = 4 => Text 1, 22, "D" H = 5 => Text 1, 22, "E" H = 6 => Text 1, 22, "F" Goto 3 Lbl 5 M = 72 => 1->I M = 62 => 2->I M = 52 => 3->I M = 73 => 4->I M = 63 => 5->I M = 53 => 6->I If I > G Then 0->I Goto 3 IfEnd Text 1, 28, I Goto 3 # exit? Lbl 6 Text 50, 100, "EXIT?" Text 57, 100, "[F6] OK" PxlOn 1, 2 Do GetKey->C LpWhile C = 0 C = 29 => Goto Z Text 50, 100, " " Text 57, 100, " " Goto 3 # save game Lbl 7 Mat L->Mat M .Identity 2->Mat N U->Mat N[1, 1] Z->Mat N[1, 2] V->Mat N[2, 1] M = 29 => Goto Z ClrText "Game saved!" Goto 3 Lbl 8 H = 0 Or I = 0 => Goto 3 ; current cell is now Mat L[I,H] # check if cell is already colonized by other player 0->\r Int (10Frac (Mat L[I, H] / 1*10^9)) = 0 => Goto 9 ; if cell is empty procede after Lbl 9 If (Mat L[I, H] < 0 And Z > 0) Or (Z < 0 And Mat L[I, H] > 0) Then Text 1, 20, "ALREADY" Text 8, 1, "COLONIZED\!" PxlOn 1, 2 For 1->M To 200 Next Text 8, 1, " " Text 1, 20, " " 1->\r IfEnd Lbl 9 \r = 1 => Goto 2 Text 56, 32, "(-)" # put one more seed into cell Z(Abs (10Int (.1Mat L[I, H])) + Not (Z + 1) + 1->Mat L[I, H] Abs (Int (10Frac (Mat L[I, H] / 1*10^9->L 10(5.8 + H - I)->A E + 5(H - 1) + 5(I - 1)->B L = 0 => 5->J L = 0 Or L = 1 => 2->K L = 1 => 8->J L = 2 => 11->J L = 2 => 4->K L = 3 => 9->J L = 3 Or L = 4 => 7->K L = 4 => 6->J L = 5 => 3->J L = 5 => 5->K PxlOn B + K, A + J Z = 1 => PxlOn B + K + 1, A + J Z = (-)1 => PxlOn B + K, A + J + 1 Z(Abs (Mat L[I, H]) + 1*10^8->Mat L[I, H] ; put one more seed in matrix PxlOn 1, 2 ; (I hate to have to use that!!!) # check for explosion Lbl A # ----------------------- ALL ONE LINE: -------------- (don't enter the \) Abs (Int (10Frac (Mat L[I, H] / 1*10^10))) > \ (Abs (Int (10Frac (Mat L[I, H] / 1*10^9)))) = Goto T # ------------------------------------------------------------------------ ; procede after Lbl T if no explosion Text 1, 100, "BANG\!" PxlOn 1, 2 For 1->M To 100 Next Text 1, 100, " " PxlOn 1, 2 H->N I->O 0->T Goto R Lbl B # ----------------------- ALL ONE LINE: -------------- (don't enter the \) (L + 1) > (Abs (Int (10Frac (Mat L[I, H] / 1*10^10)))) => \ (Abs (Int (10Frac (Mat L[I, H] / 1*10^10)))) - 1->L # ------------------------------------------------------------------------ Abs (Mat L[I, H]) - (L + 1) * 10 ^ 8->Mat L[I, H] H->N I->O 0->S Goto S Lbl C # ----------------------- ALL ONE LINE: -------------- (don't enter the \) Abs (Int (10Frac (Mat L[I, H] / 1*10^9))) = 0 => \ 10Int (.1Mat L[I, H]->Mat L[I, H] # ------------------------------------------------------------------------ If Abs (Int (10Frac (Mat L[I, H] / 1*10^7))) = 1 Then H - 1->N I->O 1->T Goto R Lbl D # put one more seed in every bordering cell Z(Abs (Mat L[O, N]) + 1*10^8)->Mat L[O, N] 1->S Goto S Lbl E IfEnd If Abs (Int (10Frac (Mat L[I, H] / 1*10^6))) = 1 Then H - 1->N I - 1->O 2->T Goto R Lbl F Z(Abs (Mat L[O, N]) + 1*10^8)->Mat L[O, N] 2->S Goto S Lbl G IfEnd If Abs (Int (10Frac (Mat L[I, H] / 1*10^5))) = 1 Then H->N I - 1->O 3->T Goto R Lbl H Z(Abs (Mat L[O, N]) + 1*10^8)->Mat L[O, N] 3->S Goto S Lbl I IfEnd If Abs (Int (10Frac (Mat L[I, H] / 1*10^4))) = 1 Then H + 1->N I->O 4->T Goto R Lbl J Z(Abs (Mat L[O, N]) + 1*10^8)->Mat L[O, N] 4->S Goto S Lbl K IfEnd If Abs (Int (10Frac (Mat L[I, H] / 1*10^3))) = 1 Then H + 1->N I + 1->O 5->T Goto R Lbl L Z(Abs (Mat L[O, N]) + 1*10^8)->Mat L[O, N] 5->S Goto S Lbl M IfEnd If Abs (Int (10Frac (Mat L[I, H] / 1*10^2))) = 1 Then H->N I + 1->O 6->T Goto R Lbl N Z(Abs (Mat L[O, N]) + 1*10^8)->Mat L[O, N] 6->S Goto S Lbl O IfEnd Goto T Lbl R # remove seeds from cell after explosion # ----------------------- ALL ONE LINE: -------------- (don't enter the \) T <> 0 => (Z = (-)1 And Mat L[O, N] < 0) Or \ (Z = 1 And Mat L[O, N] > 0) => Goto Q # ------------------------------------------------------------------------ Abs (Int (10Frac (Mat L[O, N] / 1*10^9->C 10(5.8 + N - O)->A E + 5(N - 1) + 5(O - 1)->B For 0->L To (C - 1) L = 0 => 5->J L = 0 Or L = 1 => 2->K L = 1 => 8->J L = 2 => 11->J L = 2 => 4->K L = 3 => 9->J L = 3 Or L = 4 => 7->K L = 4 => 6->J L = 5 => 3->J L = 5 => 5->K PxlOff B + K, A + J PxlOff B + K + 1, A + J PxlOff B + K, A + J + 1 Next PxlOn 1, 2 Lbl Q T = 0 => Goto B T = 1 => Goto D T = 2 => Goto F T = 3 => Goto H T = 4 => Goto J T = 5 => Goto L T = 6 => Goto N # put new seeds in cell after explosion Lbl S Abs (Int (10Frac (Mat L[O, N] / 1*10^9->M 10(5.8 + N - O->A E + 5(N - 1) + 5(O - 1)->B W = 0 => Z(Abs (10Int (.1Mat L[O, N])) + Not (Z + 1) + 1->Mat L[O, N] For 0->L To (M - 1) L = 0 => 5->J L = 0 Or L = 1 => 2->K L = 1 => 8->J L = 2 => 11->J L = 2 => 4->K L = 3 => 9->J L = 3 Or L = 4 => 7->K L = 4 => 6->J L = 5 => 3->J L = 5 => 5->K PxlOn B + K, A + J Mat L[O, N] > 0 => PxlOn B + K + 1, A + J Mat L[O, N] < 0 => PxlOn B + K, A + J + 1 Next PxlOn 1, 2 # ----------------------- ALL ONE LINE: -------------- (don't enter the \) If (Abs (Int (10Frac (Mat L[O, N] / 1*10^10)))) <= (Abs (Int (10Frac (Mat L[O, N] / 1*10^9)))) # ------------------------------------------------------------------------ Then 1 + \th->\th Abs (Mat L[O, N]) + 1*10^7->Mat L[O, N] IfEnd S = 0 => Goto C S = 1 => Goto E S = 2 => Goto G S = 3 => Goto I S = 4 => Goto K S = 5 => Goto M S = 6 => Goto O S = 9 => Goto P Lbl T # check if somebody has won V <= 2 => Goto X 0->C~D For 1->A To G For 1->B To G Abs (Int (10Frac (Mat L[B, A] / 10->F F = 1 => C + 1->C F = 2 => D + 1->D C >= 1 And D >= 1 => Break Next C >= 1 And D >= 1 => Break Next C >= 1 And D >= 1 => Goto X Goto Y # check for chain reactions Lbl X \th = 0 => Goto 1 0->Q For 1->D To G For 1->C To G If Abs (Int (10Frac (Mat L[D, C] / 1*10^8))) >= 1 Then \th - 1->\th 1->Q ; "chain reaction indicator" (Abs (Mat L[D, C]) - 1*10^7)->Mat L[D, C] C->H D->I Break IfEnd Next Q = 1 => Break Next Q = 1 => Goto A ; goto "check for explosion" Q = 0 => Goto 1 ; goto start of main routine # display winner Lbl Y Text 56, 32, Not (Z + 1) + 1 Text 56, 38, "WINS" Text 56, 100, "[EXE].."_ # end of game, delete matrix, reset ViewWindow Lbl Z ViewWindow (-)6.3, 6.3, 1, (-)3.1, 3.1, 1 [[0]]->Mat L ClrText Cls " " M = 29 => 8sin 156 ; if emergency exit then display "alibi" # ======================================================================== # CTF compliant. See http://www.york.ac.uk/~tw104/casio/ for details. #
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