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Author Topic: Dungeon Program  (Read 4432 times)

RoseHeart

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Dungeon Program
« on: January 25, 2017, 02:41:34 am »

Being a necromancer is a lot like being a programmer. You can't spend too much though on what your summons do each moment, or their help is more limited.

Well wannabe Necromancer, the Dungeon Program Challenge is here for you.

(Suggestion Game)

Please use a description in layman's terms, no actual code. This skeleton is running on English++
(assume it doesn't have your 'birdseye' view, either)
« Last Edit: January 27, 2017, 05:57:23 pm by roseheart »
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RoseHeart

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Re: Dungeon Program
« Reply #1 on: January 25, 2017, 02:42:23 am »

TRIAL 1
Get the skeleton to the exit.

# # # # # # #
# S _ _ _ # #
# _ _ _ _ _ #
# _ _ _ _ _ #
# _ _ _ _ _ #
# # _ _ _ X #
# # # # # # #
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Hanlon's razor: Never attribute to malice that which can be adequately explained by a lack of knowledge or understanding. Maybe your own.
'No.' is a complete sentence. —Mary Kate & Ashley

Demonic Spoon

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Re: Dungeon Program
« Reply #2 on: January 25, 2017, 02:51:29 am »

Skeleton:
Walk south until reach wall, walk east until reach wall. Walk south into exit.
OR
Walk Southeast to exit.
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RoseHeart

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Re: Dungeon Program
« Reply #3 on: January 25, 2017, 03:01:51 am »

Your skeleton does nothing.
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Hanlon's razor: Never attribute to malice that which can be adequately explained by a lack of knowledge or understanding. Maybe your own.
'No.' is a complete sentence. —Mary Kate & Ashley

TankKit

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Re: Dungeon Program
« Reply #4 on: January 25, 2017, 03:12:51 am »

Skeleton: Walk to exit.
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

RAM

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Re: Dungeon Program
« Reply #5 on: January 25, 2017, 03:14:04 am »

Review input senses and output abilities of skeletons.

Walk until wall.
Repeat until creature
  Repeat until not-wall
    Turn left.
  .
  Repeat until wall
    Step forward.
    If exit, exit.
    Turn right.
  .
.
If enemy and NOT Creator then grab.
If Great-and-perfect-creator then hug.
While enemy and NOT Creator bite.
While Great-and-perfect-creator and NOT dismissed nuzzle.
Await further orders.
« Last Edit: January 25, 2017, 03:37:29 pm by RAM »
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Kashyyk

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Re: Dungeon Program
« Reply #6 on: January 25, 2017, 07:13:06 am »

While self.Location not equal to Exit.Location { 
   Move(South)
   Move(East)
}
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Asgarus

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Re: Dungeon Program
« Reply #7 on: January 25, 2017, 08:44:46 am »

Define "walk" as "setting one foot in front of the other repeatedly".
Define "stop" as "stopping any movement".

Turn south and begin to "walk".
Once a wall is on front of us, turn east and continue to "walk".
Once a wall is on front of us, turn south and continue to "walk".
Once a wall is on front of us, "stop".
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Puppyguard

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Re: Dungeon Program
« Reply #8 on: January 25, 2017, 04:21:28 pm »

If command_heard("gotoExit"){
Move_towards_location("Exit")
}

>"gotoExit"
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RoseHeart

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Re: Dungeon Program
« Reply #9 on: January 25, 2017, 05:50:17 pm »

WOAH and I thought this was gunna be burried past page 3, imagine my surprise 8 replies and on page 1...

Alright remember to +1 a quote to vote for it.
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Hanlon's razor: Never attribute to malice that which can be adequately explained by a lack of knowledge or understanding. Maybe your own.
'No.' is a complete sentence. —Mary Kate & Ashley

OceanSoul

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Re: Dungeon Program
« Reply #10 on: January 25, 2017, 06:38:13 pm »

Technically, this would work best overall:
Maze Escape Routine, V. 1
Routine BEGIN
[Prepare]
Face South.
[Start]
If no wall is to your right, turn right, then take a step forward then goto {Start}.
If no wall is immediately in front of you, step forward, and goto {Start}.
If not at Exit, turn left, step forward, and goto {Start}.
Celebrate, then End Routine.

(Note- may not work if all walls aren't continuous with one another, or if in following situation-
O is floor, Z is Zombie
OO
OZ)
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

crazyabe

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Re: Dungeon Program
« Reply #11 on: January 25, 2017, 07:28:20 pm »

PTW
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Quote from: MonkeyMarkMario, 2023
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nothing here.

RAM

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Re: Dungeon Program
« Reply #12 on: January 25, 2017, 08:57:20 pm »

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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

RoseHeart

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Re: Dungeon Program
« Reply #13 on: January 26, 2017, 12:01:05 am »

Skeleton: Walk to exit.
+1

# # # # # # #
# * _ _ _ # #
# _ * _ _ _ #
# _ _ * _ _ #
# _ _ _ * _ #
# # _ _ _ S #
# # # # # # #


TRIAL 1 COMPLETE

TRIAL 2 SPIKE TRAPS
Spike traps begin pointing up. Walking onto them will mangle your skeleton failing the challenge.

They go down every other step, wait, action, ect.

# # # # # # #
# S _ _ _ # #
# _ _ _ _ _ #
# _ _ # _ _ #
# _ _ _ _ ^ #
# # _ _ ^ X #
# # # # # # #
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Hanlon's razor: Never attribute to malice that which can be adequately explained by a lack of knowledge or understanding. Maybe your own.
'No.' is a complete sentence. —Mary Kate & Ashley

RAM

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Re: Dungeon Program
« Reply #14 on: January 26, 2017, 12:39:51 am »

Skeleton: Walk to trap, equip spike, walk to exit.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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