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2026-04-12 08:41:30 -05:00
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.zig-cache/
zig-out/
*.o
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# Grome
Game where you are a slime mold, your goal is to survive as long as possible.
A text based game where you start out as a single cell. Your goal is to consume the things around you, grow and evolve
```text
∙ ∙
⋅⋅ ∙⋅ ∙
∙ ≈ Φ
Φ ∙
∙ ⋅∙
⋅ ∙ ≈
Θ <-- you
∙ ∙
Φ ∙ ⋅ <-- Nutrient
∙ ═
∙ ∙ ≈ ▐Θ▌ <-- Another Player
⋅ ∙ ═
∙∙ ∙
∙ Φ ⋅ ⋅
∙ ∙∙
```
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const std = @import("std");
// Although this function looks imperative, it does not perform the build
// directly and instead it mutates the build graph (`b`) that will be then
// executed by an external runner. The functions in `std.Build` implement a DSL
// for defining build steps and express dependencies between them, allowing the
// build runner to parallelize the build automatically (and the cache system to
// know when a step doesn't need to be re-run).
pub fn build(b: *std.Build) void {
// Standard target options allow the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
// It's also possible to define more custom flags to toggle optional features
// of this build script using `b.option()`. All defined flags (including
// target and optimize options) will be listed when running `zig build --help`
// in this directory.
// This creates a module, which represents a collection of source files alongside
// some compilation options, such as optimization mode and linked system libraries.
// Zig modules are the preferred way of making Zig code available to consumers.
// addModule defines a module that we intend to make available for importing
// to our consumers. We must give it a name because a Zig package can expose
// multiple modules and consumers will need to be able to specify which
// module they want to access.
const mod = b.addModule("grome", .{
// The root source file is the "entry point" of this module. Users of
// this module will only be able to access public declarations contained
// in this file, which means that if you have declarations that you
// intend to expose to consumers that were defined in other files part
// of this module, you will have to make sure to re-export them from
// the root file.
.root_source_file = b.path("src/root.zig"),
// Later on we'll use this module as the root module of a test executable
// which requires us to specify a target.
.target = target,
});
// Here we define an executable. An executable needs to have a root module
// which needs to expose a `main` function. While we could add a main function
// to the module defined above, it's sometimes preferable to split business
// logic and the CLI into two separate modules.
//
// If your goal is to create a Zig library for others to use, consider if
// it might benefit from also exposing a CLI tool. A parser library for a
// data serialization format could also bundle a CLI syntax checker, for example.
//
// If instead your goal is to create an executable, consider if users might
// be interested in also being able to embed the core functionality of your
// program in their own executable in order to avoid the overhead involved in
// subprocessing your CLI tool.
//
// If neither case applies to you, feel free to delete the declaration you
// don't need and to put everything under a single module.
const exe = b.addExecutable(.{
.name = "grome",
.root_module = b.createModule(.{
// b.createModule defines a new module just like b.addModule but,
// unlike b.addModule, it does not expose the module to consumers of
// this package, which is why in this case we don't have to give it a name.
.root_source_file = b.path("src/main.zig"),
// Target and optimization levels must be explicitly wired in when
// defining an executable or library (in the root module), and you
// can also hardcode a specific target for an executable or library
// definition if desireable (e.g. firmware for embedded devices).
.target = target,
.optimize = optimize,
// List of modules available for import in source files part of the
// root module.
.imports = &.{
// Here "grome" is the name you will use in your source code to
// import this module (e.g. `@import("grome")`). The name is
// repeated because you are allowed to rename your imports, which
// can be extremely useful in case of collisions (which can happen
// importing modules from different packages).
.{ .name = "grome", .module = mod },
},
}),
});
// This declares intent for the executable to be installed into the
// install prefix when running `zig build` (i.e. when executing the default
// step). By default the install prefix is `zig-out/` but can be overridden
// by passing `--prefix` or `-p`.
b.installArtifact(exe);
// This creates a top level step. Top level steps have a name and can be
// invoked by name when running `zig build` (e.g. `zig build run`).
// This will evaluate the `run` step rather than the default step.
// For a top level step to actually do something, it must depend on other
// steps (e.g. a Run step, as we will see in a moment).
const run_step = b.step("run", "Run the app");
// This creates a RunArtifact step in the build graph. A RunArtifact step
// invokes an executable compiled by Zig. Steps will only be executed by the
// runner if invoked directly by the user (in the case of top level steps)
// or if another step depends on it, so it's up to you to define when and
// how this Run step will be executed. In our case we want to run it when
// the user runs `zig build run`, so we create a dependency link.
const run_cmd = b.addRunArtifact(exe);
run_step.dependOn(&run_cmd.step);
// By making the run step depend on the default step, it will be run from the
// installation directory rather than directly from within the cache directory.
run_cmd.step.dependOn(b.getInstallStep());
// This allows the user to pass arguments to the application in the build
// command itself, like this: `zig build run -- arg1 arg2 etc`
if (b.args) |args| {
run_cmd.addArgs(args);
}
// Creates an executable that will run `test` blocks from the provided module.
// Here `mod` needs to define a target, which is why earlier we made sure to
// set the releative field.
const mod_tests = b.addTest(.{
.root_module = mod,
});
// A run step that will run the test executable.
const run_mod_tests = b.addRunArtifact(mod_tests);
// Creates an executable that will run `test` blocks from the executable's
// root module. Note that test executables only test one module at a time,
// hence why we have to create two separate ones.
const exe_tests = b.addTest(.{
.root_module = exe.root_module,
});
// A run step that will run the second test executable.
const run_exe_tests = b.addRunArtifact(exe_tests);
// A top level step for running all tests. dependOn can be called multiple
// times and since the two run steps do not depend on one another, this will
// make the two of them run in parallel.
const test_step = b.step("test", "Run tests");
test_step.dependOn(&run_mod_tests.step);
test_step.dependOn(&run_exe_tests.step);
// Just like flags, top level steps are also listed in the `--help` menu.
//
// The Zig build system is entirely implemented in userland, which means
// that it cannot hook into private compiler APIs. All compilation work
// orchestrated by the build system will result in other Zig compiler
// subcommands being invoked with the right flags defined. You can observe
// these invocations when one fails (or you pass a flag to increase
// verbosity) to validate assumptions and diagnose problems.
//
// Lastly, the Zig build system is relatively simple and self-contained,
// and reading its source code will allow you to master it.
}
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.{
// This is the default name used by packages depending on this one. For
// example, when a user runs `zig fetch --save <url>`, this field is used
// as the key in the `dependencies` table. Although the user can choose a
// different name, most users will stick with this provided value.
//
// It is redundant to include "zig" in this name because it is already
// within the Zig package namespace.
.name = .grome,
// This is a [Semantic Version](https://semver.org/).
// In a future version of Zig it will be used for package deduplication.
.version = "0.0.0",
// Together with name, this represents a globally unique package
// identifier. This field is generated by the Zig toolchain when the
// package is first created, and then *never changes*. This allows
// unambiguous detection of one package being an updated version of
// another.
//
// When forking a Zig project, this id should be regenerated (delete the
// field and run `zig build`) if the upstream project is still maintained.
// Otherwise, the fork is *hostile*, attempting to take control over the
// original project's identity. Thus it is recommended to leave the comment
// on the following line intact, so that it shows up in code reviews that
// modify the field.
.fingerprint = 0x82063877f5513f93, // Changing this has security and trust implications.
// Tracks the earliest Zig version that the package considers to be a
// supported use case.
.minimum_zig_version = "0.16.0-dev.3146+0606af509",
// This field is optional.
// Each dependency must either provide a `url` and `hash`, or a `path`.
// `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
// Once all dependencies are fetched, `zig build` no longer requires
// internet connectivity.
.dependencies = .{
// See `zig fetch --save <url>` for a command-line interface for adding dependencies.
//.example = .{
// // When updating this field to a new URL, be sure to delete the corresponding
// // `hash`, otherwise you are communicating that you expect to find the old hash at
// // the new URL. If the contents of a URL change this will result in a hash mismatch
// // which will prevent zig from using it.
// .url = "https://example.com/foo.tar.gz",
//
// // This is computed from the file contents of the directory of files that is
// // obtained after fetching `url` and applying the inclusion rules given by
// // `paths`.
// //
// // This field is the source of truth; packages do not come from a `url`; they
// // come from a `hash`. `url` is just one of many possible mirrors for how to
// // obtain a package matching this `hash`.
// //
// // Uses the [multihash](https://multiformats.io/multihash/) format.
// .hash = "...",
//
// // When this is provided, the package is found in a directory relative to the
// // build root. In this case the package's hash is irrelevant and therefore not
// // computed. This field and `url` are mutually exclusive.
// .path = "foo",
//
// // When this is set to `true`, a package is declared to be lazily
// // fetched. This makes the dependency only get fetched if it is
// // actually used.
// .lazy = false,
//},
},
// Specifies the set of files and directories that are included in this package.
// Only files and directories listed here are included in the `hash` that
// is computed for this package. Only files listed here will remain on disk
// when using the zig package manager. As a rule of thumb, one should list
// files required for compilation plus any license(s).
// Paths are relative to the build root. Use the empty string (`""`) to refer to
// the build root itself.
// A directory listed here means that all files within, recursively, are included.
.paths = .{
"build.zig",
"build.zig.zon",
"src",
// For example...
//"LICENSE",
//"README.md",
},
}
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const std = @import("std");
const mem = std.mem;
const Allocator = mem.Allocator;
/// Matrix is a part of the game board
pub fn Matrix(comptime T: type, comptime width: usize, comptime height: usize) type {
const size = width * height;
const MatrixRowIterator = RowIterator(T, width);
return struct {
/// data is the game board itself.
data: []T,
/// init creates the chunk, storing the bytes in memory.
pub fn initZero(gpa: Allocator) !@This() {
const data = try gpa.alloc(T, size);
@memset(data, mem.zeroes(T));
return .{ .data = data };
}
/// init creates the chunk, storing the bytes in memory.
pub fn init(gpa: Allocator, zero: T) !@This() {
const data = try gpa.alloc(T, size);
@memset(data, zero);
return .{ .data = data };
}
/// deinit frees the memory utilized to create the chunk
pub fn deinit(self: *@This(), gpa: Allocator) void {
gpa.free(self.data);
}
// set sets the value of the specified location in memory
pub fn set(self: *@This(), x: usize, y: usize, val: T) void {
const index = (width * y) + x;
self.data[index] = val;
}
// set sets the value of the specified location in memory
pub fn get(self: *const @This(), x: usize, y: usize) T {
const index = (width * y) + x;
return self.data[index];
}
pub fn row_iterator(self: *@This()) MatrixRowIterator {
return .init(self.data);
}
};
}
test "TestMatrix" {
const testing = std.testing;
var mat = try Matrix(u64, 10, 10).init(testing.allocator);
defer mat.deinit(testing.allocator);
mat.set(1, 1, 100);
try testing.expectEqual(100, mat.get(1, 1));
}
pub fn RowIterator(comptime T: type, comptime width: usize) type {
return struct {
_index: usize,
/// data is a reference to the board game data, now we will return it as
/// each row
_data: []T,
fn init(data: []T) @This() {
return .{
._index = 0,
._data = data,
};
}
/// next returns the next row until we have exhausted the slice
pub fn next(self: *@This()) ?[]T {
if (self._index >= self._data.len) {
return null;
}
// increment a line at a time
defer self._index += width;
return self._data[self._index .. self._index + width];
}
};
}
test "TestRowIterator" {
const testing = std.testing;
var chunk = try Matrix(usize, 10, 10).init(testing.allocator);
defer chunk.deinit(testing.allocator);
for (0..10) |x| {
chunk.set(x, x, x);
}
var iter = chunk.row_iterator();
var x: usize = 0;
while (iter.next()) |row| {
const v: @Vector(10, usize) = row[0..10].*;
try testing.expectEqual(x, @reduce(.Add, v));
x += 1;
}
}
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const std = @import("std");
const Io = std.Io;
const grome = @import("grome");
pub fn main(init: std.process.Init) !void {
// This is appropriate for anything that lives as long as the process.
const arena: std.mem.Allocator = init.arena.allocator();
// Initialize the stdout writer
var stdout_buffer: [1024]u8 = undefined;
var stdout_file_writer: Io.File.Writer = .init(.stdout(), init.io, &stdout_buffer);
const stdout_writer = &stdout_file_writer.interface;
// alright lets play with the matrix
const width = 50;
const height = 50;
var matrix = try grome.Matrix(u8, width, height).init(arena, ' ');
var iter = matrix.row_iterator();
const density = (width * height) / 100;
for (0..density) |_| {
var buf: [3]u8 = undefined;
init.io.random(&buf);
matrix.set(@intCast(buf[0] % width), @intCast(buf[1] % height), @intCast((buf[2] % 50) + 93));
}
_ = try stdout_writer.write(" ┌─");
for (0..width) |_| {
_ = try stdout_writer.write("");
}
_ = try stdout_writer.write("─┐ \n");
while (iter.next()) |row| {
_ = try stdout_writer.print(" │ {s} │ \n", .{row});
}
_ = try stdout_writer.write(" └─");
for (0..width) |_| {
_ = try stdout_writer.write("");
}
_ = try stdout_writer.write("─┘ \n");
try stdout_writer.flush();
}
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const std = @import("std");
pub const matrix = @import("grome/matrix.zig");
pub const Matrix = matrix.Matrix;
test {
std.testing.refAllDecls(@This());
}