feat(*): Add dinosaurs

This commit is contained in:
Josh Creek
2025-12-26 18:20:24 +00:00
parent 096378b6ac
commit 2637dcd4ff
2 changed files with 179 additions and 3 deletions
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@@ -0,0 +1,174 @@
import helpers
# Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones.
# Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one.
# For this purpose you have received the new dinosaur hat.
# The hat can be equipped with
# change_hat(Hats.Dinosaur_Hat)
# Unfortunately it doesn't quite look like on the advertisement...
# If you equip the dinosaur hat and have enough cactus, an apple will automatically be purchased and placed
# under the drone.
# When the drone is over an apple and moves again, it will eat the apple and grow its tail by one. If you can
# afford it, a new apple will be purchased and placed in a random location.
# The apple cannot spawn if something else is planted where it wants to be.
# The tail of the dinosaur will be dragged behind the drone filling the previous tiles the drone moved over.
# If a drone tries to move on top of the tail move() will fail and return False.
# The last segment of the tail will move out of the way during the move, so you can move onto it. However,
# if the snake fills out the whole farm, you will not be able to move anymore. So you can check if the snake
# is fully grown by checking if you can't move anymore.
# While wearing the dinosaur hat, the drone can't move over the farm border to get to the other side.
# Using measure() on an apple will return the position of the next apple as a tuple.
# next_x, next_y = measure()
# When the hat is unequipped again by equipping a different hat, the tail will be harvested.
# You will receive bones equal to the tail length squared. So for a tail of length n you will receive n**2 Items.Bone.
# For Example:
# length 1 => 1 bone
# length 2 => 4 bones
# length 3 => 9 bones
# length 4 => 16 bones
# length 16 => 256 bones
# length 100 => 10000 bones
# The Dinosaur Hat is very heavy, so if you equip it, it will make move() take 400 ticks instead of 200. However,
# each time you pick up an apple, the number of ticks used by move() is reduced by 3% (rounded down), because a
# longer tail can help you move.
# The following loop prints the number of ticks used by move() after any number of apples:
# ticks = 400
# for i in range(100):
# print("ticks after ", i, " apples: ", ticks)
# ticks -= ticks * 0.03 // 1
# You only have one dinosaur hat, so only one drone can wear it.
# If you keep moving along the same path that covers the whole field, you can easily get a snake that covers the
# whole field every time. It's not very efficient, but it works.
# Fully traversing a very large farm can take a long time and you might not actually need that many bones. Feel
# free to use set_world_size() to change the size of the farm to something more convenient.
last_move = None
next_x = -1
next_y = -1
OPPOSITE = {
North: South,
South: North,
East: West,
West: East
}
def any_other_move_available():
for d in [North, East, South, West]:
if last_move is not None and d == OPPOSITE[last_move]:
continue
if can_move(d):
return True
return False
def safe_move(direction):
global last_move
# Only forbid reversal if another move exists
if last_move is not None and direction == OPPOSITE[last_move]:
if any_other_move_available():
return False
moved = move(direction)
if moved:
last_move = direction
return moved
def reset():
global last_move
global next_x
global next_y
last_move = None
next_x = -1
next_y = -1
def clear_grid():
columns_per_drone = get_world_size() / max_drones()
for x in range(columns_per_drone):
for y in range(get_world_size()):
till()
safe_move(North)
safe_move(East)
def move_to_coords_avoiding_tail(x, y):
global last_move
if get_pos_x() == x and get_pos_y() == y:
return
while True:
current_x = get_pos_x()
current_y = get_pos_y()
dx = x - current_x
dy = y - current_y
moved = False
if abs(dx) >= abs(dy):
if dx > 0:
moved = safe_move(East)
elif dx < 0:
moved = safe_move(West)
else:
if dy > 0:
moved = safe_move(North)
elif dy < 0:
moved = safe_move(South)
# Fallbacks
if not moved:
for d in [North, East, South, West]:
if safe_move(d):
moved = True
break
# We're completely stuck so just claim the rewards
if not moved:
change_hat(Hats.Straw_Hat)
reset()
change_hat(Hats.Dinosaur_Hat)
return
if get_pos_x() == x and get_pos_y() == y:
return
def process():
global next_x
global next_y
reset()
world_size = get_world_size()
columns_per_drone = world_size / max_drones()
i = 0
while i < world_size:
helpers.move_to_coords(i, 0)
spawn_drone(clear_grid)
i += columns_per_drone
clear_grid()
change_hat(Hats.Dinosaur_Hat)
while True:
next_x, next_y = measure()
safe_move(North)
move_to_coords_avoiding_tail(next_x, next_y)
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@@ -5,6 +5,7 @@ import pumpkins
import sunflowers
import cacti
import mazes
import dinosaurs
sunflowers_array = {} # sunflowers_array[(x, y)] = petals
@@ -22,11 +23,12 @@ def harvest_sunflowers_wrapper():
sunflowers.harvest_sunflowers(sunflowers_array)
while True:
run_loop(num_loops, 'hay', hay.harvest_hay_with_multiple_drones)
run_loop(num_loops, 'wood', wood.harvest_wood)
run_loop(num_loops * 20, 'hay', hay.harvest_hay_with_multiple_drones)
# run_loop(num_loops, 'wood', wood.harvest_wood)
run_loop(num_loops * 20, 'carrots', carrots.harvest_carrots_with_multiple_drones)
run_loop(num_loops, 'pumpkins', pumpkins.harvest_pumpkins_with_multiple_drones)
sunflowers.initial_planting_performed = False
run_loop(1, 'sunflowers', harvest_sunflowers_wrapper)
run_loop(1, 'cacti', cacti.harvest_cacti_with_multiple_drones)
run_loop(10, "maze", mazes.navigate_maze)
run_loop(num_loops, "maze", mazes.navigate_maze)
run_loop(1, "dinosaur", dinosaurs.process)