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Mortals.ino
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Mortals.ino
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/*
* Mortals
* by Move38, Inc. 2019
* Lead development by Jonathan Bobrow
* original game by Nick Bentley, Jonathan Bobrow, Justin Ha
*
* Rules: https://github.com/Move38/Mortals/blob/master/README.md
*
* --------------------
* Blinks by Move38
* Brought to life via Kickstarter 2018
*
* @madewithblinks
* www.move38.com
* --------------------
*/
#define ATTACK_VALUE 5 // Amount of health you loose when attacked.
#define ATTACK_DURRATION_MS 500 // Time between when we see first new neighbor and when we stop attacking.
#define HEALTH_STEP_TIME_MS 1000 // Health decremented by 1 unit this often
#define INJURED_DURRATION_MS 750 // How long we stay injured after we are attacked. Prevents multiple hits on the same attack cycle.
#define INJURY_DECAY_VALUE 10 // How much the injury decays each interval
#define INJURY_DECAY_INTERVAL_MS 30 // How often we decay the the injury
#define INITIAL_HEALTH 60
#define MAX_HEALTH 90
#define MAX_TEAMS 2
#define COINTOSS_FLIP_DURATION 100 // how long we commit to our cointoss for
#define GAME_START_DURATION 300 // wait for all teammates to get the signal to start
byte team = 0;
int health;
Timer healthTimer; // Count down to next time we loose a unit of health
Timer injuryDecayTimer; // Timing to fade away the injury
#define START_DELAY 100
Timer startTimer;
byte injuryBrightness = 0;
byte injuredFace;
byte deathBrightness = 0;
bool attackSuccess[6];
bool bChangeTeam = false;
enum State {
DEAD,
ALIVE,
ENGUARDE, // I am ready to attack!
ATTACKING, // Short window when I have already come across my first victim and started attacking
INJURED
};
byte mode = DEAD;
enum GameState {
PLAY,
WAITING,
START
};
byte gameState = WAITING;
byte neighbors[6];
Timer modeTimeout; // Started when we enter ATTACKING, when it expires we switch back to normal ALIVE.
// Started when we are injured to make sure we don't get injured multiple times on the same attack
void setup() {
// perhaps we should initialize everything here to be safe
}
void loop() {
// discard team change from force sleep
if (hasWoken()) {
bChangeTeam = false;
}
if (buttonDoubleClicked()) {
if (gameState == WAITING) {
changeGameState( START );
} else {
// reset game and go into waiting mode
mode = DEAD;
changeGameState( WAITING );
}
}
if (buttonLongPressed()) {
if (gameState == WAITING) {
// change team
bChangeTeam = true;
}
}
if (buttonReleased()) {
if (bChangeTeam) {
// now change the team
team = getNextTeam();
bChangeTeam = false;
}
}
// get our neighbor data
FOREACH_FACE(f) {
if (!isValueReceivedOnFaceExpired(f)) {
neighbors[f] = getLastValueReceivedOnFace(f);
}
}
if (healthTimer.isExpired()) {
if (health > 0) {
byte numDeadNeighbors = 0;
//Dead Blinks will also drain life
FOREACH_FACE(f) {
if (!isValueReceivedOnFaceExpired(f)) {
if (getGameMode(neighbors[f]) == DEAD) {
numDeadNeighbors++;
}
}
}
//Remove extra health for every dead neighbor attached
if((health - 1) - numDeadNeighbors < 0) {
health = 0;
}
else {
health = (health - 1) - numDeadNeighbors;
}
// a tax for remaining in ENGUARDE mode...
if (mode == ENGUARDE && health > 0) {
health--;
}
// ready for next health step
healthTimer.set(HEALTH_STEP_TIME_MS);
} else {
mode = DEAD;
}
}
if ( mode != DEAD ) {
if (isAlone()) {
mode = ENGUARDE; // Being lonesome makes us ready to attack!
} else { // !isAlone()
if (mode == ENGUARDE) { // We were ornery, but saw someone so we begin our attack in earnest!
mode = ATTACKING;
modeTimeout.set( ATTACK_DURRATION_MS );
}
}
if (mode == ATTACKING || mode == INJURED ) {
if (modeTimeout.isExpired()) {
mode = ALIVE;
FOREACH_FACE(f) {
if (attackSuccess[f]) {
health = min( health + ATTACK_VALUE , MAX_HEALTH );
}
}
}
}
} // !DEAD
// check our surroundings
FOREACH_FACE(f) {
if (!isValueReceivedOnFaceExpired(f)) {
byte neighborMode = getGameMode(neighbors[f]);
if ( mode == ATTACKING ) {
// We take our flesh when we see that someone we attacked is actually injured
if ( neighborMode == INJURED ) {
// TODO: We should really keep a per-face attack timer to lock down the case where we attack the same tile twice in a since interaction.
attackSuccess[f] = true;
}
} else if ( mode == ALIVE ) {
if ( neighborMode == ATTACKING ) {
health = max( health - ATTACK_VALUE , 0 ) ;
mode = INJURED;
injuredFace = f; // set the face we are injured on
injuryBrightness = 255; // Start very injured
modeTimeout.set( INJURED_DURRATION_MS );
}
} else if (mode == INJURED) {
if (modeTimeout.isExpired()) {
mode = ALIVE;
}
}
}
}
// Update our display based on new state
switch (mode) {
case DEAD:
displayGhost();
break;
case ALIVE:
resetAttackSuccess();
displayAlive();
break;
case ENGUARDE:
displayEnguarde();
break;
case ATTACKING:
displayAttack();
break;
case INJURED:
displayInjured( injuredFace );
break;
}
// let's start updating game state
switch (gameState) {
case PLAY: playUpdate(); break;
case WAITING: waitingUpdate(); break;
case START: startUpdate(); break;
}
if (bChangeTeam) {
// display a team change signal
FOREACH_FACE(f) {
if (f < 3) {
setColorOnFace(teamColor(team), f);
}
else {
setColorOnFace(teamColor(getNextTeam()), f);
}
}
}
byte data = (gameState << 3) + mode;
setValueSentOnAllFaces( data ); // Tell everyone around how we are feeling
}
/*
-------------------------------------------------------------------------------------
START GAME LOGIC
-------------------------------------------------------------------------------------
*/
void changeGameState(byte state) {
switch (state) {
case PLAY: break;
case WAITING: break;
case START: startTimer.set(START_DELAY); break;
}
gameState = state;
}
void startGame() {
if (startTimer.isExpired()) {
mode = ALIVE;
changeGameState( PLAY );
health = INITIAL_HEALTH;
healthTimer.set(HEALTH_STEP_TIME_MS);
}
}
byte getNextTeam() {
return (team + 1) % MAX_TEAMS;
}
void playUpdate() {
// if neighbor is in waiting mode, become waiting
FOREACH_FACE(f) {
if (!isValueReceivedOnFaceExpired(f)) {
if (getGameState(neighbors[f]) == WAITING) {
changeGameState( WAITING );
mode = DEAD;
}
}
}
}
void waitingUpdate() {
// if neighbor is in start mode, transition to start mode
FOREACH_FACE(f) {
if (!isValueReceivedOnFaceExpired(f)) {
if (getGameState(neighbors[f]) == START) {
changeGameState( START );
}
}
}
}
void startUpdate() {
// if all neighbors are in start
bool allReady = true;
FOREACH_FACE(f) {
if (!isValueReceivedOnFaceExpired(f)) {
if (getGameState(neighbors[f]) != START && getGameState(neighbors[f]) != PLAY) {
allReady = false;
}
}
}
if (allReady) {
startGame();
}
}
void resetAttackSuccess() {
FOREACH_FACE(f) {
attackSuccess[f] = false;
}
}
/*
-------------------------------------------------------------------------------------
END GAME LOGIC
-------------------------------------------------------------------------------------
*/
/*
-------------------------------------------------------------------------------------
START DISPLAY
-------------------------------------------------------------------------------------
*/
/*
Display state for living Mortals
*/
void displayAlive() {
setColor(OFF);
FOREACH_FACE(f) {
if ( f <= (health / 10) ) {
// show health on the number of faces to represent 10 health for each light
setColorOnFace(teamColor( team ), f);
// TODO: FLASH the last 10 seconds of life
}
else {
// turn out the lights on faces to show a loss of health over time
setColorOnFace(OFF, f);
}
}
if (health <= 0 ) {
// glow bright white and fade out when we die
setColor( dim(WHITE, deathBrightness) );
if (deathBrightness > 7) {
deathBrightness -= 8;
}
}
// don't show the sucking of energy when in the death phase
if (deathBrightness == 255) {
// show the dead sucking life
FOREACH_FACE(f) {
if (!isValueReceivedOnFaceExpired(f)) {
if (getGameMode(neighbors[f]) == DEAD) {
// pulse red on injured face
// TODO: Create a pulse algorithm that is less memory intensive
byte bri = 143 + (111 * sin_d(millis()));//breathe(600, 32, 255);
if ( f <= (health / 10) ) {
// if the tile is alive and showing life on this face, alternate red and team color
if ( (millis() / 600) % 2 == 0 ) {
setColorOnFace( dim(RED, bri), f);
}
else {
setColorOnFace( dim( teamColor( team ), bri), f);
}
}
else {
// else show red
setColorOnFace( dim(RED, bri), f);
}
}
}
}
}
}
/*
Display state for injured Mortal
takes the face we were injured on
*/
void displayInjured(byte face) {
// first we display our health
displayAlive();
// then we update the side that was injured
if ( injuryDecayTimer.isExpired() ) {
injuryDecayTimer.set( INJURY_DECAY_INTERVAL_MS );
injuryBrightness -= INJURY_DECAY_VALUE;
}
// brighten the sides with neighbors
if ( injuryBrightness > 32 ) {
setFaceColor( face, dim( RED, injuryBrightness) );
}
}
/*
*/
void displayGhost() {
setColor(OFF);
// check game state
if ( gameState == PLAY ) {
FOREACH_FACE(f) {
setFaceColor(f, dim( RED, 64 + 32 * sin_d( (60 * f + millis() / 8) % 360))); // slow dim rotation, just take my word for it :)
}
}
else if (gameState == WAITING ) {
setColor( dim(teamColor( team ), 92) );
setFaceColor( 1, dim( teamColor( team ), 159 + 96 * sin_d( ( millis() / 4) % 360) ) );
}
else if (gameState == START ) {
setColor(WHITE); // quick flash of white to start the game (only a single frame)
deathBrightness = 255; // reset the death brightness
}
}
/*
*/
void displayEnguarde() {
setColor( OFF );
setFaceColor( (millis() / 100) % FACE_COUNT, teamColor( team ) );
}
/*
*/
void displayAttack() {
setColor( OFF );
setFaceColor( random(FACE_COUNT), teamColor( team ) );
}
/*
-------------------------------------------------------------------------------------
END DISPLAY
-------------------------------------------------------------------------------------
*/
/*
-------------------------------------------------------------------------------------
HELPER FUNCTIONS
-------------------------------------------------------------------------------------
*/
/*
Sin in degrees ( standard sin() takes radians )
*/
float sin_d( uint16_t degrees ) {
return sin( ( degrees / 360.0F ) * 2.0F * PI );
}
/*
get the team color for our team
*/
Color teamColor( byte t ) {
switch (t) {
case 0: return makeColorRGB(190, 0, 255);
case 1: return makeColorRGB(100, 255, 0);
}
}
byte getGameMode(byte data) {
return data & 7; // 00000111 -> keeps the last 3 digits in binary
}
byte getGameState(byte data) {
return data >> 3; // 00000XXX -> moves all digits to the right 3 times
}