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#include <iostream> #include <string> #include <unistd.h> #include <cstdlib> #include <ctime> #include <vector> #include <cmath> #include <termios.h> #include <cstdio> #include <algorithm> const int GRID_SIZE = 23; const std::string EMPTY = "--"; const std::string WALL = "##"; const std::string ENEMY = "xD"; const std::string ELITE = ";)"; const std::string RX = "RX"; const std::string MINE = "@@"; // ===================== Colors ===================== const std::string RESET = "\033[0m"; const std::string RED = "\033[31m"; const std::string GREEN = "\033[32m"; const std::string YELLOW = "\033[33m"; const std::string BLUE = "\033[34m"; const std::string MAGENTA = "\033[35m"; const std::string CYAN = "\033[36m"; const std::string WHITE = "\033[37m"; const std::string PINK = "\033[38;2;255;105;180m"; std::vector<std::string> COLORS = {RED, GREEN, YELLOW, BLUE, MAGENTA, CYAN, WHITE}; std::string colorA1 = WHITE; std::string colorRX = CYAN; std::string randomColor() { return COLORS[rand() % COLORS.size()]; } // ===================== Globals ===================== std::string currentDialogue = "//WASD//1 = PUNCH ;) 2 = M1SS1LES xD //3 = R0B0S0AR UPG."; bool missileActive = false; std::vector<std::pair<int,int>> missiles; int xdKills = 0; int eliteMoveTick = 0; int rxMoveTick = 0; int mineSpawnTick = 0; // RX / Binary Beam bool rxAbilityUnlocked = false; bool rxConsumed = false; bool binaryBeamActive = false; int lastDX = 0; int lastDY = -1; struct BeamSeg { int x, y; std::string prev; }; std::vector<BeamSeg> binaryBeam; // Mines tracking std::vector<std::pair<int,int>> mines; // ===================== Helpers ===================== int sign(int v) { return (v > 0) - (v < 0); } std::string missileGlyph(int mx, int my, int tx, int ty) { int dx = sign(tx - mx); int dy = sign(ty - my); if (abs(dx) >= abs(dy)) return (dx > 0) ? ">>" : "<<"; else return (dy > 0) ? "vv" : "^^"; } // =====================