module SlotMachine # A base class for conditions in SlotMachine # Checks (if in code, compare in assm) jump or not, depending # The logic we choose is closer to the code logic (the asm is reversed) # When we write an if, the true is the next code, so the Check logic is # that if the check passes, no jump happens # This means you need to pass the false label, where to jump to if the # check does not pass # Note: In assembler a branch on 0 does just that, it branches if the condition # is met. This means that the asm implementation is somewhat the reverse # of the SlotMachine names. But it's easier to understand (imho) class Check < Instruction attr_reader :false_jump def initialize(false_jump) @false_jump = false_jump raise "Jump target must be a label #{false_jump}" unless false_jump.is_a?(Label) end end end