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#include <stddef.h>
#include <wren.h>
#ifndef PUZZLE_H
#define PUZZLE_H
/// The amount of seconds granted is calculated as (test_count * uniq(test_signatures).length) * DIFF_MODIFIER
static const size_t DIFF_MODIFIER = 30;
// This is a param that would be placed in a slot
// https://wren.io/embedding/slots-and-handles.html#writing-slots
typedef struct {
WrenType type;
// We store this value as void * to generalize. The downside of this approach
// is an extencive allocation
void *value;
} PuzzleIO;
// Represents a WREN_TYPE_LIST in PuzzleIO
typedef struct {
size_t length;
PuzzleIO *elements;
} PuzzleListIO;
typedef struct {
// https://wren.io/embedding/calling-wren-from-c.html#setting-up-a-receiver
char *RecieverName;
// https://wren.io/embedding/calling-wren-from-c.html#getting-a-method-handle
char *MainMethodSignature;
size_t argc;
PuzzleIO *argv;
PuzzleIO ExpectedResult;
} Test;
enum PUZZLE_TEST_RESULT {
RESULT_OK = 0,
RESULT_WRONG_ANSWER,
RESULT_COMPTIME_NO_ENTRY,
RESULT_COMPTIME_ERR,
RESULT_RUNTIME_ERR,
// TODO: add async evaluation to prevent `while (true)` situation
RESULT_TIMEOUT,
RESULT_INIT_ERROR,
};
typedef struct {
enum PUZZLE_TEST_RESULT res;
char *message;
} TestResult;
/// The user submitted code should be evaluated by this point.
/// The entry point should be registered and the absence of the
/// Main method signatire will be concidered an error
TestResult RunTest(Test *test, WrenVM *vm, size_t max_op);
typedef struct {
char *Name;
char *Description;
char *InitialCode;
/// The tests that are accessible for an end user
size_t TestC;
Test *Tests;
} Puzzle;
/// A prebuilt puzzle. Used for debuging
Puzzle *GetTestPuzzle();
Puzzle *ReadPuzzleFromFile(const char *path);
typedef struct {
char *stdout_sb;
enum PUZZLE_TEST_RESULT result;
} SubmitionResult;
/// Don't put anything in out_res, it will be overriten.
/// The stdout of the VM will be there
SubmitionResult *SubmitSolution(Puzzle *self, char *script);
void PrintPuzzle(Puzzle *puzzle);
void FreeSunmitionResult(SubmitionResult *res);
void FreePuzzle(Puzzle *self);
/// The puzzle that will pop up every now and then
typedef struct {
Puzzle *puzzle;
/// Seconds granted by the puzzle completion
size_t SecondsGranted;
} DistractionPuzzle;
DistractionPuzzle *GetRandomDistraction();
void FreeDistrationPuzzle(DistractionPuzzle *puzzle);
#endif // PUZZLE_H
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