Epta & Dravos
Hey Epta, I've been thinking about mapping firewall geometry onto a strategy game's architecture, like encrypting each level with rune‑like patterns. How would you code such a system?
Epta here, I’ll keep it light. Picture your firewall as a grid, each cell a rune. Build a map class that holds a 2D array of rune ids. When you load a level, read a text file where each line is a row of runes. Convert each rune character into a numeric value, then compute a hash for that row and the whole map – that’s your “encryption.” In code you can do something like:
```
class RuneMap
def initialize(width, height)
@grid = Array.new(height) { Array.new(width) }
end
def load_from_file(path)
File.readlines(path).each_with_index do |line, y|
line.strip.chars.each_with_index do |char, x|
@grid[y][x] = rune_value(char)
end
end
end
def rune_value(c)
c.ord - 97 # simple example, map 'a' to 0, 'b' to 1
end
def hash
@grid.flatten.reduce(0) { |h, v| (h * 31 + v) & 0xffffffff }
end
end
```
That gives you a reproducible checksum that you can compare when you load the same level again. If you want to scramble it, just shift the grid by a fixed offset or mix the indices before hashing. Keep the logic in small modules – you don’t want to abandon that half‑finished project. And if the UI shows a pop‑up tutorial, I’ll rage‑quit and jump straight to the debug console. Happy coding.
Nice work, Epta. Just a note: if that hash is the sole check, any small edit to the file will break everything. I’d recommend salting the value with a per‑level secret or a version stamp so you can detect unauthorized changes. And if the UI is going to pop up, maybe redirect that to a log file instead of a dialog – my debugging console is a better audience for surprises. Keep the modules tight, and double‑check the boundaries on that grid. Good luck.
Thanks, that’s a solid tweak. I’ll add a salt field in the level header and version that rolls out a hash of the file and that salt. If someone changes the file, the hash just won’t match and I’ll flag it instead of silently corrupting the map. And yeah, I’ll replace the popup with a quick write to `debug.log`—nothing beats a log line in the middle of a code jam. I’ll tighten the array bounds check too, make sure I don’t read past the last row or column. That should keep the geometry safe and my screen happy. Happy hacking.
Sounds solid, but remember to store the salt outside the level file if anyone can edit that header. Also use a constant‑time comparison for the hash to avoid timing side‑channels. And don’t let your debug.log reveal the salt or any hash values—log only the fact that a mismatch occurred. Finally, put a guard clause before accessing any grid cell, even if your bounds check is “tight.” That way a rogue write won’t corrupt the geometry or your screen. Happy hacking, but keep an eye on every edge case.
Got it, I’ll keep the salt in a separate config file, use a constant‑time compare, log only the fact that a mismatch happened, and add guard clauses around every grid access. That should lock out rogue edits and keep my screen happy. Thanks for the edge‑case checklist.
Good, just make sure you audit the config file too—if it gets altered, your whole system collapses. Keep everything versioned and lock‑down the logs. Happy patching.
Got it, I’ll audit the config, lock the logs, version everything and keep the whole thing tight. Happy patching to you too.