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Demo with: stack run -- --scenario Challenges/Ranching/gated-paddock --autoplay The primary element of this scenario is "testing for a closed loop" in the objective condition. As written, this test is performed every "tick", and introduces noticeable rendering lag at higher "ticks / s" speeds. What may be better is for the player to "ask" for the condition to be checked, perhaps by standing somewhere specific, picking up a particular object, or even with `say "Ready!"`.
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@@ -3,3 +3,4 @@ teleport.yaml | |
2048.yaml | ||
hanoi.yaml | ||
Mazes | ||
Ranching |
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gated-paddock.yaml |
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data/scenarios/Challenges/Ranching/_gated-paddock/enclosure-checking.sw
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// Algorithm: | ||
// ---------- | ||
// Maintain current direction until a wall is encountered. | ||
// Then enter "wall-following mode". | ||
// This mode presumes the wall is not a loop. | ||
// Wall-following mode exploits recursion to keep track of how many left turns were made | ||
// and then unwinds them again by ensuring each is paired with a right turn. | ||
// Once the recursion is fully unwound, the robot proceeds along its original direction | ||
// (though it may now be laterally displaced). | ||
// | ||
// (If it was a loop, then an "oriented breadcrumb" would need to be left. | ||
// The breadcrumb is oriented in case a single-width passage is backtracked | ||
// along the opposite wall.) | ||
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/** A "gate" is walkable, so we need to supplement the "blocked" check with this function. | ||
Since fences are "unwalkable", they do not need to be mentioned in this function. | ||
*/ | ||
def isFenced = | ||
s <- scan forward; | ||
return ( | ||
case s | ||
(\_. false) | ||
(\x. x == "gate") | ||
); | ||
end; | ||
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def isBlockedOrFenced = | ||
b <- blocked; | ||
f <- isFenced; | ||
return (b || f); | ||
end; | ||
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// Returns true if we've already placed two | ||
// breadcrumbs on a given tile, false otherwise. | ||
def leaveBreadcrumbs = | ||
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let bc1 = "fresh breadcrumb" in | ||
let bc2 = "treaded breadcrumb" in | ||
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wasTraversedOnce <- ishere bc1; | ||
if wasTraversedOnce { | ||
_crumb <- grab; | ||
make bc2; | ||
place bc2; | ||
return false; | ||
} { | ||
wasTraversedTwice <- ishere bc2; | ||
if wasTraversedTwice { | ||
return true; | ||
} { | ||
// Make sure nothing's in the way before we place | ||
// our breadcrumb: | ||
x <- scan down; | ||
case x return (\y. | ||
// If we're on a water tile, get rid of | ||
// it with our special "drilling" recipe | ||
if (y == "water") { | ||
drill down; | ||
// Nothing will remain on the ground. | ||
// after making the "steam" via | ||
// the drilling recipe. | ||
} { | ||
grab; | ||
return (); | ||
}; | ||
); | ||
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make bc1; | ||
place bc1; | ||
return false; | ||
}; | ||
}; | ||
end; | ||
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def goForwardToPatrol = \wasBlocked. | ||
b <- isBlockedOrFenced; | ||
if b { | ||
turn left; | ||
goForwardToPatrol true; | ||
turn right; | ||
goForwardToPatrol false; | ||
} { | ||
if wasBlocked { | ||
isLoop <- leaveBreadcrumbs; | ||
if isLoop { | ||
fail "loop"; | ||
} {}; | ||
} {}; | ||
move; | ||
}; | ||
end; | ||
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/** | ||
There should only be one place in the | ||
code where an exception is thrown: that is, | ||
if a treaded breadcrumb is encountered. | ||
*/ | ||
def checkIsEnclosedInner = | ||
try { | ||
goForwardToPatrol false; | ||
// Water is the outer boundary | ||
hasWater <- ishere "water"; | ||
if hasWater { | ||
return false; | ||
} { | ||
checkIsEnclosedInner; | ||
}; | ||
} { | ||
return true; | ||
}; | ||
end; | ||
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def checkIsEnclosed = | ||
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// The "evaporator" drill is used | ||
// to clear water tiles. | ||
let specialDrill = "evaporator" in | ||
create specialDrill; | ||
install self specialDrill; | ||
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// NOTE: System robots can walk on water | ||
// so we only need this if we want to | ||
// demo the algorithm with a player robot. | ||
// create "boat"; | ||
// install self "boat"; | ||
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checkIsEnclosedInner; | ||
end; | ||
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def boolToInt = \b. if (b) {return 1} {return 0}; end; | ||
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def countAdjacentBlockages = | ||
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turn left; | ||
b1 <- isBlockedOrFenced; | ||
c1 <- boolToInt b1; | ||
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turn left; | ||
b2 <- isBlockedOrFenced; | ||
c2 <- boolToInt b2; | ||
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turn left; | ||
b3 <- isBlockedOrFenced; | ||
c3 <- boolToInt b3; | ||
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turn left; | ||
b4 <- isBlockedOrFenced; | ||
c4 <- boolToInt b4; | ||
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return $ c1 + c2 + c3 + c4; | ||
end; | ||
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// Step forward, observing left and right. | ||
def observeLeftAndRight = | ||
move; | ||
turn left; | ||
amBlockedLeft <- isBlockedOrFenced; | ||
val1 <- boolToInt amBlockedLeft; | ||
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turn back; | ||
amBlockedRight <- isBlockedOrFenced; | ||
val2 <- boolToInt amBlockedRight; | ||
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turn right; | ||
move; | ||
return $ val1 + val2; | ||
end; | ||
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/** If the four cardinal directions have at most | ||
one blockage, then there will exist an orientation | ||
where both that direction and its opposite direction | ||
are clear. | ||
So we can step that direction, check to the left and | ||
right of us, then step in the opposite direction | ||
and do the same. This allows us to check the 4 | ||
blocks that touch the corners of the center block. | ||
*/ | ||
def countDiagonalBlockages = | ||
// First, orient to the clear front-to-back path | ||
amBlocked <- isBlockedOrFenced; | ||
if amBlocked {turn left;} {}; | ||
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// Second, step to both sides | ||
fwdCount <- observeLeftAndRight; | ||
backCount <- observeLeftAndRight; | ||
return $ fwdCount + backCount; | ||
end; | ||
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def isStandingOnBridge = | ||
onFence <- ishere "fence"; | ||
onGate <- ishere "gate"; | ||
if (onFence || onGate) { | ||
adjCount <- countAdjacentBlockages; | ||
if (adjCount > 1) { | ||
return true; | ||
} { | ||
diagCount <- countDiagonalBlockages; | ||
return $ (adjCount + diagCount) > 1; | ||
}; | ||
} {return false}; | ||
end; | ||
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def getValForSheepIndex = \predicateCmd. \i. | ||
try { | ||
// This will throw an exception if | ||
// the sheep has already drowned. | ||
r <- robotnumbered i; | ||
didSucceed <- as r {predicateCmd}; | ||
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boolToInt didSucceed; | ||
} { | ||
return 0; | ||
} | ||
end; | ||
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/** | ||
There are 3 sheep. | ||
They have indices 1, 2, 3. | ||
(The base has index 0). | ||
THIS DOES NOT WORK! | ||
*/ | ||
def countSheepWithRecursive = \predicateCmd. \i. | ||
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if (i > 0) { | ||
val <- getValForSheepIndex predicateCmd i; | ||
recursiveCount <- countSheepWithRecursive predicateCmd $ i - 1; | ||
return $ val + recursiveCount; | ||
} { | ||
return 0; | ||
} | ||
end; | ||
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def countSheepWith = \predicateCmd. | ||
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val1 <- getValForSheepIndex predicateCmd 1; | ||
val2 <- getValForSheepIndex predicateCmd 2; | ||
val3 <- getValForSheepIndex predicateCmd 3; | ||
return $ val1 + val2 + val3; | ||
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end; | ||
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justFilledGap <- as base { | ||
isStandingOnBridge; | ||
}; | ||
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if (justFilledGap) { | ||
enclosedCount <- countSheepWith checkIsEnclosed; | ||
return $ enclosedCount >= 1; | ||
} { | ||
return false; | ||
} |
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