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Armok

Programming is fun!


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More formally this is a C implementation of Armok.

Table of Contents

Armok has simple, powerul and, most of all, fun syntax.

Each dwarf performs its instructions at the same time as the other dwarves. Allowing a degree of parellisation.

When all dwarves are dead, the program terminates.

Armok simulates a cave, with any number of dwarves in it.

≈...▓▓▓

  • is lava.
  • . is empty space.
  • is rock. wall

The cave is 256 blocks long at current. All positions from 4 onwards are rock.

There are 7 instructions in Armok, 5 to control dwarves. The other 2 handle the creation of dwarfs and work orders.

There is also support for comments in the style: !! Fun Comment !!

Creates a new dwarf.

The following instructions which are not a + or - are that dwarf's work orders.

A dwarf will continue to perform its work orders until it is dead.

Creates a new work order.

The following instructions which are not a + or - are the instructions for that work order.

Work orders may be issued to a dwarf through the Manager's Office

The dwarf move right one position.

Fun occurs if it moves into a rock wall.

The dwarf moves left one position.

Fun occurs if it moves into lava.

The dwarf mines the tile to the right of it. If it is a rock wall then it is changed into free space with a pile of 64 rocks. The dwarf also picks up a single rock from the tile to the right, if there is enough.

If the dwarf has any, it will dump a rock onto the tile on its left.

The dwarf will construct a workshop or work at an existing one on the current tile.

See the Workshop page for more information.

Fun occurs if the dwarf tries to construct a workshop with no rocks in its inventory.

Does nothing other than to help the poor soul writing armok understand after a few barrels of beer.

Comments are wrapped in !!. Example: + !! Create a new Dwarf !!.

The contents of comments will, naturally, not be interpreted.

There are three workshops in armok:

  1. Trade Depo
  2. Manager's Office
  3. Appraiser

When building a new workshop the number of rocks a dwarf is carrying corresponds to the workshop built (e.g. a dwarf with one rock builds a Trade Depo).

A dwarf which works at a Trade Depo with one or more rocks will output the character correcsponding to the number of rocks it is carrying to the standard output.

A dwarf which works at a Trade Depo with no rocks will recieve a number of rocks equal to the next character from the program's input.

If there is no input left, fun happens.

A dwarf which works at the Manager's Office will start performing a work order equal to the number of rocks dumped in the office.

Note: work orders and dwarves are both instruction sets, so the order in which they are defined in a program file dictates the number assigned to the instruction set, starting at 1.

If you create a dwarf, it will have subroutine number 1. If you then create another subroutine, it will have number 2. Another dwarf? number 3. And so on.

Working at a office with 0 rocks destroys the office.

It is fun to try to call a work order which doesn't exist.

Working at an appraiser will cause dwarves to compair the number of rocks they carry to the number of rocks on the floor. If they are carrying more then they will dump one to the left, otherwise nothing happens.

Becuase using ASCII wouldn't be enough fun, the character set is based off of the Dwarf Fortress character set.

  • If a dwarf enters lava, they die.
  • If a dwarf has no instructions they are striken by melancholy, and die.
  • If a dwarf walks into rock, they die.
  • If a dwarf fails to construct a workshop they go stark raving mad, and die.
  • If a dwarf wants input from a trader, but they have none, they are murdered by backstabbing elves.
  • If a dwarf tries to get a non-existant work order, they break the manager's mandate and are executed.
+ Create a dwarf
- Create a subroutine

> Move right
< Move left
m Mine
d Dump
w Work

Armok is supplied with a standard C makefile.

To run Armok simple call the binary with a filename of your program and any input (surrounded in quotes (")).

Because Armok is such fun, a few examples have been provided to help the uninitiated.

  • HELL - Basic Hello World, or it would be if it wasn't so boring without the use of managers.
  • COPYCAT - Echos the input, up to a point.
  • MANAGER - Echos all input back.
  • HELLO - Proper Hello World.
  • FUN - Having fun

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Because programming is fun!

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