0.2.3 • Public • Published


Run Human Resource Machine programs in JavaScript

This is a JavaScript runtime for the programs you write in the game Human Resource Machine


Human Resource Machine is a puzzle game. In each level, your boss gives you a job. Automate it by programming your little office worker! If you succeed, you'll be promoted up to the next level for another year of work in the vast office building. Congratulations!


npm install hrm-cpu


Requires node 4.x - uses ES6

Basic Usage

const HrmCpu = require( 'hrm-cpu' )
//source is a string in the Human Resource Machine program format
const source = loadSomeSourceFile()
//the initial state of the inbox - treated as FIFO
const inbox = [ 5, 18 ]
//initial memory state - set just slot 9 to 0
const tiles = {
  9: 0
const outbox = HrmCpu( source, inbox, tiles ).run()
console.log( outbox )

Some levels don't require any floor tiles, in which case you can do:

const outbox = HrmCpu( source, inbox ).run()

Some levels don't require an inbox, but if this is the case they must have floor tiles:

const outbox = HrmCpu( source, [], tiles ).run()

Advanced Usage

Also see examples directory or try running the tests with mocha

Factory overloads
HrmCpu( state ) 
HrmCpu( options )
HrmCpu( source, inbox )
HrmCpu( source, options )
HrmCpu( source, inbox, tiles )
HrmCpu( source, inbox, floor )

HrmCpu is a factory function that returns an object with some properties and the functions run and step

  options: {...},
  state: {...},
  run: ( cb ) => ...,
  step: ( cb ) => ...

Regardless of which overloads you choose, the factory requires a source file, and either of, or both of, inbox and floor state

If run is called synchronously it runs the whole program and returns the outbox

If step is called synchronously it executes a single line of the program, and returns the program state

If run is called asynchronously it runs the whole program and then calls the callback with ( err, outbox, state )

If step is called asynchronously it executes a single line and calls with ( err, state )


The state object when set to the initial defaults looks like:

  program: [], 
  accumulator: null,
  inbox: [],
  outbox: [],
  memory: [],
  counter: 0,  
  steps: 0,
  running: false

Passed in options extend the default options, which are:

  source: '',
  inbox: [],
  tiles: [],
  columns: Infinity,
  rows: Infinity,
  commands: [ 'INBOX', 'OUTBOX', 'COPYFROM', 'COPYTO', 'ADD', 'SUB', 'BUMPUP', 'BUMPDN', 'JUMP', 'JUMPZ', 'JUMPN' ],
  dereferencing: true,
  maxSteps: 5000,
  maxSize: 255,
  minValue: -999,
  maxValue: 999  

These match the constraints of the actual game

source, inbox and tiles are described above

columns and rows describe the floor layout - these determine the valid floor addresses and if set and your program tries to access a tile outside of these, an error will be thrown or sent to your callback, depending on whether you used the sync or async call

commands are the commands allowed for the current program - for example, in the early levels many commands are not yet available

dereferencing is whether or not the program can access memory indirectly eg [12]

maxSteps is the maximum number of steps your program can run

maxSize is the maximum length of a program, not counting labels and comments. A jump only counts as one line

minValue is the minimum value that you can hold in your hand

maxValue is the maximum value that you can hold in your hand

Async example
HrmCpu( source, inbox, tiles ).run( ( err, outbox ) => {
  if( err ){
    console.error( err )
  } else {
    console.log( outbox )
Get program state from run
HrmCpu( source, inbox, tiles ).run( ( err, outbox, state ) => {
  if( err ){
    console.error( err )
  } else {
    console.log( state )

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