commit 9ccebf4eaee71d8892c77a17cff455a9c48d0012 Author: Josh Creek <8179928+jcreek@users.noreply.github.com> Date: Tue Dec 23 15:05:58 2025 +0000 feat(*): Add main file and builtins diff --git a/__builtins__.py b/__builtins__.py new file mode 100755 index 0000000..e603140 --- /dev/null +++ b/__builtins__.py @@ -0,0 +1,1307 @@ +# This file gives Python type definitions to TFWR builtins to allow editing code with Python editors. +# Note that the games language is not Python and these definitions are only an approximation. +# Contributed by @Noon, @KlingonDragon, @dieckie and @Flekay on the TFWR Discord server. + +from typing import Any, Optional, Iterable, Tuple, Dict +from builtins import type, bool, int, float, str, list, set, dict + + +# ------------------------------------------------------------------------------- +class Item: + """A member of the Items Class""" + + +class Items: + Bone: Item + """The bones of an ancient creature.""" + + Cactus: Item + """Obtained by harvesting sorted cacti.""" + + Carrot: Item + """Obtained by harvesting carrots.""" + + Fertilizer: Item + """Call `use_item(Items.Fertilizer)` to instantly remove 2s from the plants remaining grow time.""" + + Gold: Item + """Found in treasure chests in mazes.""" + + Hay: Item + """Obtained by cutting grass.""" + + Piggy: Item + """This item has been removed from the game but remains as a nostalgia trophy.""" + + Power: Item + """Obtained by harvesting sunflowers. The drone automatically uses this to move twice as fast.""" + + Pumpkin: Item + """Obtained by harvesting pumpkins.""" + + Water: Item + """Used to water the ground by calling `use_item(Items.Water)`.""" + + Weird_Substance: Item + """Call `use_item(Items.Weird_Substance)` on a bush to grow a maze, or on other plants to toggle their infection status.""" + + Wood: Item + """Obtained from bushes and trees.""" + + +# ------------------------------------------------------------------------------- +class Hat: + """A member of the Hats class""" + +class Hats: + Brown_Hat: Hat + """A brown hat.""" + + Cactus_Hat: Hat + """A hat shaped like a cactus.""" + + Carrot_Hat: Hat + """A hat shaped like a carrot.""" + + Dinosaur_Hat: Hat + """Equip it to start the dinosaur game.""" + + Gold_Hat: Hat + """A golden hat.""" + + Gold_Trophy_Hat: Hat + """A golden trophy hat.""" + + Golden_Cactus_Hat: Hat + """A golden hat shaped like a cactus.""" + + Golden_Carrot_Hat: Hat + """A golden hat shaped like a carrot.""" + + Golden_Gold_Hat: Hat + """A golden version of the gold hat.""" + + Golden_Pumpkin_Hat: Hat + """A golden hat shaped like a pumpkin.""" + + Golden_Sunflower_Hat: Hat + """A golden hat shaped like a sunflower.""" + + Golden_Tree_Hat: Hat + """A golden hat shaped like a tree.""" + + Gray_Hat: Hat + """A gray hat.""" + + Green_Hat: Hat + """A green hat.""" + + Pumpkin_Hat: Hat + """A hat shaped like a pumpkin.""" + + Purple_Hat: Hat + """A purple hat.""" + + Silver_Trophy_Hat: Hat + """A silver trophy hat.""" + + Straw_Hat: Hat + """The default hat.""" + + Sunflower_Hat: Hat + """A hat shaped like a sunflower.""" + + The_Farmers_Remains: Hat + """The remains of the farmer.""" + + Top_Hat: Hat + """A fancy top hat.""" + + Traffic_Cone: Hat + """A traffic cone hat.""" + + Traffic_Cone_Stack: Hat + """A stack of traffic cones as a hat.""" + + Tree_Hat: Hat + """A hat shaped like a tree.""" + + Wizard_Hat: Hat + """A magical wizard hat.""" + + Wood_Trophy_Hat: Hat + """A wooden trophy hat.""" + +# ------------------------------------------------------------------------------- +class Leaderboard: + """A member of the Leaderboards class""" + +class Leaderboards: + Cactus: Leaderboard + """Farm 33554432 cacti with multiple drones.""" + + Cactus_Single: Leaderboard + """Farm 131072 cacti with a single drone on an 8x8 farm.""" + + Carrots: Leaderboard + """Farm 2000000000 carrots with multiple drones.""" + + Carrots_Single: Leaderboard + """Farm 100000000 carrots with a single drone on an 8x8 farm.""" + + Dinosaur: Leaderboard + """Farm 33488928 bones with multiple drones.""" + + Fastest_Reset: Leaderboard + """The most prestigious category. Completely automate the game from a single farm plot to unlocking the leaderboards again.""" + + Hay: Leaderboard + """Farm 2 000 000 hay with multiple drones.""" + + Hay_Single: Leaderboard + """Farm 10 000 000 hay with a single drone on an 8x8 farm.""" + + Maze: Leaderboard + """Farm 9 863 168 gold with multiple drones.""" + + Maze_Single: Leaderboard + """Farm 616 448 gold with a single drone on an 8x8 farm.""" + + Pumpkins: Leaderboard + """Farm 2 000 000 pumpkins with multiple drones.""" + + Pumpkins_Single: Leaderboard + """Farm 1 000 000 pumpkins with a single drone on an 8x8 farm.""" + + Sunflowers: Leaderboard + """Farm 10 000 power with multiple drones.""" + + Sunflowers_Single: Leaderboard + """Farm 10 000 power with a single drone on an 8x8 farm.""" + + Wood: Leaderboard + """Farm 10 000 000 000 wood with multiple drones.""" + + Wood_Single: Leaderboard + """Farm 500 000 000 wood with a single drone on an 8x8 farm.""" + +# ------------------------------------------------------------------------------- +class Entity: + """A member of the Entities Class""" + +class Entities: + Apple: Entity + """Dinosaurs love them apparently.""" + + Bush: Entity + """ + A small bush that drops `Items.Wood`. + + Average seconds to grow: 4 + Grows on: grassland or soil + """ + + Cactus: Entity + """ + Cacti come in 10 different sizes (0-9). When harvested, adjacent cacti that are in sorted order will also be harvested recursively. + You receive cactus equal to the number of harvested cacti squared. + + Average seconds to grow: 1 + Grows on: soil + """ + + Carrot: Entity + """ + Carrots! + + Average seconds to grow: 6 + Grows on: soil + """ + + Dead_Pumpkin: Entity + """ + One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. Dead pumpkins are useless and disappear when something new is planted. + `can_harvest()` always returns `False` on dead pumpkins. + """ + + Dinosaur: Entity + """ + A piece of the tail of the dinosaur hat. When wearing the dinosaur hat, the tail is dragged behind the drone filling previously moved tiles. + + Average seconds to grow: 0.2 + Grows on: grassland or soil + """ + + Grass: Entity + """ + Grows automatically on grassland. Harvest it to obtain `Items.Hay`. + + Average seconds to grow: 0.5 + Grows on: grassland or soil + """ + + Hedge: Entity + """Part of the maze.""" + + Pumpkin: Entity + """ + Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up. + When you harvest a pumpkin you get `Items.Pumpkin` equal to the number of pumpkins in the mega pumpkin cubed. + + Average seconds to grow: 2 + Grows on: soil + """ + + Sunflower: Entity + """ + Sunflowers collect the power from the sun. Harvesting them will give you `Items.Power`. + If you harvest a sunflower with the maximum number of petals (and there are at least 10 sunflowers) you get 5x bonus power. + + Average seconds to grow: 5 + Grows on: soil + """ + + Treasure: Entity + """A treasure that contains gold equal to the side length of the maze in which it is hidden. It can be harvested like a plant.""" + + Tree: Entity + """ + Trees drop more wood than bushes. They take longer to grow if other trees grow next to them. + + Average seconds to grow: 7 + Grows on: grassland or soil + """ + + +# ------------------------------------------------------------------------------- +class Ground: + """A member of the Grounds Class""" + + +class Grounds: + Grassland: Ground + """The default ground. Grass will automatically grow on it.""" + + Soil: Ground + """Calling `till()` turns the ground into this. Calling `till()` again changes it back to grassland.""" + + +# ------------------------------------------------------------------------------- +class Unlock: + """A member of the Unlocks Class""" + + +class Unlocks: + Auto_Unlock: Unlock + """Automatically unlock things.""" + + Cactus: Unlock + """ + Unlock: Cactus! + Upgrade: Increases the yield and cost of cactus. + """ + + Carrots: Unlock + """ + Unlock: Till the soil and plant carrots. + Upgrade: Increases the yield and cost of carrots. + """ + + Costs: Unlock + """Allows access to the cost of things.""" + + Debug: Unlock + """Tools to help with debugging programs.""" + + Debug_2: Unlock + """Functions to temporarily slow down the execution and make the grid smaller.""" + + Dictionaries: Unlock + """Get access to dictionaries and sets.""" + + Dinosaurs: Unlock + """ + Unlock: Majestic ancient creatures. + Upgrade: Increases the yield and cost of dinosaurs. + """ + + Expand: Unlock + """ + Unlock: Expands the farm land and unlocks movement. + Upgrade: Expands the farm. This also clears the farm. + """ + + Fertilizer: Unlock + """Reduces the remaining growing time of the plant under the drone by 2 seconds.""" + + Functions: Unlock + """Define your own functions.""" + + Grass: Unlock + """Increases the yield of grass.""" + + Hats: Unlock + """Unlocks new hat colors for your drone.""" + + Import: Unlock + """Import code from other files.""" + + Leaderboard: Unlock + """Join the leaderboard for the fastest reset time.""" + + Lists: Unlock + """Use lists to store lots of values.""" + + Loops: Unlock + """Unlocks a simple while loop.""" + + Mazes: Unlock + """ + Unlock: A maze with a treasure in the middle. + Upgrade: Increases the gold in treasure chests. + """ + + Megafarm: Unlock + """Unlocks multiple drones and drone management functions.""" + + Operators: Unlock + """Arithmetic, comparison and logic operators.""" + + Plant: Unlock + """Unlocks planting.""" + + Polyculture: Unlock + """Use companion planting to increase the yield.""" + + Pumpkins: Unlock + """ + Unlock: Pumpkins! + Upgrade: Increases the yield and cost of pumpkins. + """ + + Senses: Unlock + """The drone can see what's under it and where it is.""" + + Simulation: Unlock + """Unlocks simulation functions for testing and optimization.""" + + Speed: Unlock + """Increases the speed of the drone.""" + + Sunflowers: Unlock + """ + Unlock: Sunflowers and Power. + Upgrade: Increases the power gained from sunflowers. + """ + + The_Farmers_Remains: Unlock + """Unlocks the special hat 'The Farmers Remains'.""" + + Timing: Unlock + """Functions to help measure performance.""" + + Top_Hat: Unlock + """Unlocks the fancy Top Hat.""" + + Trees: Unlock + """ + Unlock: Unlocks trees. + Upgrade: Increases the yield of bushes and trees. + """ + + Utilities: Unlock + """Unlocks the `min()`, `max()` and `abs()` functions.""" + + Variables: Unlock + """Assign values to variables.""" + + Watering: Unlock + """Water the plants to make them grow faster.""" + + +# ------------------------------------------------------------------------------- +class Direction: + """ + A direction, e.g. North. + """ + + +North = Direction() +""" +The direction north, i.e. up. +""" + +East = Direction() +""" +The direction east, i.e. right. +""" +South = Direction() +""" +The direction south, i.e. down. +""" +West = Direction() +""" +The direction west, i.e. left. +""" + + +# ------------------------------------------------------------------------------- +def harvest() -> bool: + """ + Harvests the entity under the drone. + If you harvest an entity that can't be harvested, it will be destroyed. + + returns `True` if an entity was removed, `False` otherwise. + + takes `200` ticks to execute if an entity was removed, `1` tick otherwise. + + example usage: + ``` + harvest() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def can_harvest() -> bool: + """ + Used to find out if plants are fully grown. + + returns `True` if there is an entity under the drone that is ready to be harvested, `False` otherwise. + + takes `1` tick to execute. + + example usage: + ``` + if can_harvest(): + harvest() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def plant(entity: Entity) -> bool: + """ + Spends the cost of the specified `entity` and plants it under the drone. + It fails if you can't afford the plant, the ground type is wrong or there's already a plant there. + + returns `True` if it succeeded, `False` otherwise. + + takes `200` ticks to execute if it succeeded, `1` tick otherwise. + + example usage: + ``` + plant(Entities.Bush) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def move(direction: Direction) -> bool: + """ + Moves the drone into the specified `direction` by one tile. + If the drone moves over the edge of the farm it wraps back to the other side of the farm. + + - `East ` = right + - `West ` = left + - `North` = up + - `South` = down + + returns `True` if the drone has moved, `False` otherwise. + + takes `200` ticks to execute if the drone has moved, `1` tick otherwise. + + example usage: + ``` + move(North) + ``` + """ + ... + +# ------------------------------------------------------------------------------- +def can_move(direction: Direction) -> bool: + """ + Checks if the drone can move in the specified `direction`. + + returns `True` if the drone can move, `False` otherwise. + + takes `1` tick to execute. + + example usage: + ``` + if can_move(North): + move(North) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def swap(direction: Direction) -> bool: + """ + Swaps the entity under the drone with the entity next to the drone in the specified `direction`. + - Doesn't work on all entities. + - Also works if one (or both) of the entities are `None`. + + returns `True` if it succeeded, `False` otherwise. + + takes `200` ticks to execute on success, `1` tick otherwise. + + example usage: + ``` + swap(North) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def till() -> None: + """ + Tills the ground under the drone into soil. If it's already soil it will change the ground back to grassland. + + returns `None` + + takes `200` ticks to execute. + + example usage: + ``` + till() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_pos_x() -> int: + """ + Gets the current x position of the drone. + The x position starts at `0` in the `West` and increases in the `East` direction. + + returns a number representing the current x coordinate of the drone. + + takes `1` tick to execute. + + example usage: + ``` + x, y = get_pos_x(), get_pos_y() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_pos_y() -> int: + """ + Gets the current y position of the drone. + The y position starts at `0` in the `South` and increases in the `North` direction. + + returns a number representing the current y coordinate of the drone. + + takes `1` tick to execute. + + example usage: + ``` + x, y = get_pos_x(), get_pos_y() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_world_size() -> int: + """ + Get the current size of the farm. + + returns the side length of the grid in the north to south direction. + + takes `1` tick to execute. + + example usage: + ``` + for i in range(get_world_size()): + move(North) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_entity_type() -> Entity | None: + """ + Find out what kind of entity is under the drone. + + returns `None` if the tile is empty, otherwise returns the type of the entity under the drone. + + takes `1` tick to execute. + + example usage: + ``` + if get_entity_type() == Entities.Grass: + harvest() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_ground_type() -> Ground: + """ + Find out what kind of ground is under the drone. + + returns the type of the ground under the drone. + + takes `1` tick to execute. + + example usage: + ``` + if get_ground_type() != Grounds.Soil: + till() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_time() -> float: + """ + Get the current game time. + + returns the time in seconds since the start of the game. + + takes `1` tick to execute. + + example usage: + ``` + start = get_time() + + do_something() + + time_passed = get_time() - start + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_tick_count() -> int: + """ + Used to measure the number of ticks performed. + + returns the number of ticks performed since the start of execution. + + takes `0` tick to execute. + + example usage: + ``` + do_something() + + print(get_tick_count()) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def use_item(item: Item, n: int = 1) -> bool: + """ + Attempts to use the specified `item` `n` times. Can only be used with some items including `Items.Water`, `Items.Fertilizer` and `Items.Weird_Substance`. + + returns `True` if an item was used, `False` if the item can't be used or you don't have enough. + + takes `200` ticks to execute if it succeeded, `1` tick otherwise. + + example usage: + ``` + if use_item(Items.Fertilizer): + print("Fertilizer used successfully") + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_water() -> float: + """ + Get the current water level under the drone. + + returns the water level under the drone as a number between `0` and `1`. + + takes `1` tick to execute. + + example usage: + ``` + if get_water() < 0.5: + use_item(Items.Water) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def do_a_flip() -> None: + """ + Makes the drone do a flip! This action is not affected by speed upgrades. + + returns `None` + + takes 1s to execute. + + example usage: + ``` + while True: + do_a_flip() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def pet_the_piggy() -> None: + """ + Pets the piggy! This action is not affected by speed upgrades. + + returns `None` + + takes 1s to execute. + + example usage: + ``` + while True: + pet_the_piggy() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def print(*something: Any) -> None: + """ + Prints `something` into the air above the drone using smoke. This action is not affected by speed upgrades. + Multiple values can be printed at once. + + returns `None` + + takes 1s to execute. + + example usage: + ``` + print('ground:', get_ground_type()) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def set_execution_speed(speed: float) -> None: + """ + Limits the speed at which the program is executed to better see what's happening. + + - A `speed` of `1` is the speed the drone has without any speed upgrades. + - A `speed` of `10` makes the code execute `10` times faster and corresponds to the speed of the drone after `9` speed upgrades. + - A `speed` of `0.5` makes the code execute at half of the speed without speed upgrades. This can be useful to see what the code is doing. + + If `speed` is faster than the execution can currently go it will just go at max speed. + + If `speed` is `0` or negative, the speed is changed back to max speed. + The effect will also stop when the execution stops. + + returns `None` + + takes `200` ticks to execute. + + example usage: + ``` + set_execution_speed(1) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def set_world_size(size: float) -> None: + """ + Limits the size of the farm to better see what's happening. + Also clears the farm and resets the drone position. + - Sets the farm to a `size` x `size` grid. + - The smallest `size` possible is `3`. + - A `size` smaller than `3` will change the grid back to its full size. + - The effect will also stop when the execution stops. + + returns `None` + + takes `200` ticks to execute. + + example usage: + ``` + set_world_size(5) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def num_items(item: Item) -> float: + """ + Find out how much of `item` you currently have. + + returns the number of `item` currently in your inventory. + + takes `1` tick to execute. + + example usage: + ``` + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_cost(thing: Entity | Item | Unlock, level: Optional[int] = None) -> Dict[Item, float] | None: + """ + Gets the cost of a `thing` + + If `thing` is an entity: get the cost of planting it. + If `thing` is an unlock: get the cost of unlocking it at the specified level. + + - returns a dictionary with items as keys and numbers as values. Each item is mapped to how much of it is needed. + - returns `None` for unlocks that are already unlocked (when no level specified). + - The optional `level` parameter specifies the upgrade level for unlocks. + + takes `1` tick to execute. + + example usage: + ``` + cost = get_cost(Unlocks.Carrots) + for item in cost: + if num_items(item) < cost[item]: + print('not enough items to unlock carrots') + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def clear() -> None: + """ + Removes everything from the farm, moves the drone back to position `(0,0)` and changes the hat back to the default. + + returns `None` + + takes `200` ticks to execute. + + example usage: + ``` + clear() + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def get_companion() -> Tuple[Entity, Tuple[int, int]] | None: + """ + Get the companion preference of the plant under the drone. + + returns a tuple of the form `(companion_type, (companion_x_position, companion_y_position))` or `None` if there is no companion. + + takes `1` tick to execute. + + example usage: + ``` + companion = get_companion() + if companion != None: + plant_type, (x, y) = companion + print("Companion:", plant_type, "at", x, ",", y) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def unlock(unlock: Unlock) -> bool: + """ + Has exactly the same effect as clicking the button corresponding to `unlock` in the research tree. + + returns `True` if the unlock was successful, `False` otherwise. + + takes `200` ticks to execute if it succeeded, `1` tick otherwise. + + example usage: + ``` + unlock(Unlocks.Carrots) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def num_unlocked(thing: Unlock | Entity | Ground | Item) -> int: + """ + Used to check if an unlock, entity, ground, item or hat is already unlocked. + + returns `1` plus the number of times `thing` has been upgraded if `thing` is upgradable. Otherwise returns `1` if `thing` is unlocked, `0` otherwise. + + takes `1` tick to execute. + + example usage: + ``` + if num_unlocked(Unlocks.Carrots) > 0: + plant(Entities.Carrot) + else: + print("Carrots not unlocked yet") + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def measure(direction: Optional[Direction] = None) -> float | Tuple[int, int] | None: + """ + Can measure some values on some entities. The effect of this depends on the entity. + + overloads: + `measure()`: measures the entity under the drone. + `measure(direction)`: measures the neighboring entity in the `direction` of the drone. + + Sunflower: returns the number of petals. + Maze: returns the position of the current treasure from anywhere in the maze. + Cactus: returns the size. + Dinosaur: returns the number corresponding to the type. + All other entities: returns `None`. + + takes `1` tick to execute. + + example usage: + ``` + num_petals = measure() + treasure_pos = measure() # Works anywhere in maze + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def leaderboard_run(leaderboard: Leaderboard, file_name: str, speedup: float) -> None: + """ + Starts a timed run for the `leaderboard` using the specified `file_name` as a starting point. + `speedup` sets the starting speedup. + + returns `None` + + takes `200` ticks to execute. + + example usage: + ``` + leaderboard_run(Leaderboards.Fastest_Reset, "full_run", 256) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def simulate(filename: str, sim_unlocks: Dict[Unlocks, float] | Iterable[Unlocks] | type[Unlocks], sim_items: Dict[Item, float], sim_globals: Dict[str, Any], seed: float, speedup: float) -> float: + """ + Starts a simulation for the leaderboard using the specified `file_name` as a starting point. + + `sim_unlocks`: A sequence containing the starting unlocks. + + `sim_items`: A dict mapping items to amounts. The simulation starts with these items. + + `sim_globals`: A dict mapping variable names to values. The simulation starts with these variables in the global scope. + + `seed`: The random seed of the simulation. Must be a positive integer. + + `speedup`: The starting speedup. + + returns the time it took to run the simulation. + + takes `200` ticks to execute. + + example usage: + + ``` + filename = "f1" + sim_unlocks = Unlocks + sim_items = {Items.Carrot : 10000, Items.Hay : 50} + sim_globals = {"a" : 13} + seed = 0 + speedup = 64 + run_time = simulate(filename, sim_unlocks, sim_items, sim_globals, seed, speedup) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def quick_print(*something: Any) -> None: + """ + Prints a value just like `print()` but it doesn't stop to write it into the air so it can only be found on the output page. + + returns `None` + + takes `0` ticks to execute. + + example usage: + ``` + quick_print('hi mom') + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def random() -> float: + """ + Samples a random number between 0 (inclusive) and 1 (exclusive). + + returns the random number. + + takes `1` ticks to execute. + + example usage: + ``` + def random_elem(list): + index = random() * len(list) // 1 + return list[index] + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def len(obj): + """ + Returns the number of items in an object. + + returns the length of the object. + + takes `1` tick to execute. + + example usage: + ``` + my_list = [1, 2, 3] + length = len(my_list) # 3 + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def range(start, stop=None, step=1): + """ + Returns a sequence of numbers from start (inclusive) to stop (exclusive). + + returns a range object. + + takes `1` tick to execute. + + example usage: + ``` + for i in range(5): + print(i) # 0, 1, 2, 3, 4 + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def str(obj: Any) -> str: + """ + Converts an object to its string representation. + + returns the string representation of the object. + + takes `1` tick to execute. + + example usage: + ``` + string = str(1000) + print(string) # prints "1000" + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def min(*args: Any) -> Any: + """ + Gets the minimum of a sequence of elements or several passed arguments. + Can be used on numbers and strings. + + `min(a,b,c)`: Returns the minimum of `a`, `b` and `c`. + `min(sequence)`: Returns the minimum of all values in a sequence. + + returns the minimum value from the arguments. + + takes #comparisons ticks to execute. + + example usage: + ``` + smallest = min(1, 5, 3, 2) + smallest_from_list = min([3, 6, 34, 16]) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def max(*args: Any) -> Any: + """ + Gets the maximum of a sequence of elements or several passed arguments. + Can be used on numbers and strings. + + `max(a,b,c)`: Returns the maximum of `a`, `b` and `c`. + `max(sequence)`: Returns the maximum of all values in a sequence. + + returns the maximum value from the arguments. + + takes #comparisons ticks to execute. + + example usage: + ``` + largest = max(1, 5, 3, 2) + largest_from_list = max([3, 6, 34, 16]) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def abs(x: float) -> float: + """ + Returns the absolute value of a number. + + returns the absolute value of x. + + takes `1` tick to execute. + + example usage: + ``` + positive = abs(-5) + print(positive) # prints 5 + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def change_hat(hat: Hat) -> None: + """ + Changes the hat of the drone to the specified `hat`. + + returns `None` + + takes `200` ticks to execute. + + example usage: + ``` + change_hat(Hats.Dinosaur_Hat) + ``` + ... + """ + ... + + +# ------------------------------------------------------------------------------- +def spawn_drone(function: str) -> Any: + """ + Spawns a new drone in the same position as the drone that ran the `spawn_drone(function)` command. The new drone then begins executing the specified function. After it is done, it will disappear automatically. + + returns the handle of the new drone or `None` if all drones are already spawned. + + takes `200` ticks to execute if a drone was spawned, `1` otherwise. + + example: + ``` + def harvest_column(): + for _ in range(get_world_size()): + harvest() + move(North) + + while True: + if spawn_drone(harvest_column): + move(East) + ``` + """ + ... + + +# ------------------------------------------------------------------------------- +def wait_for(drone: Any) -> Any: + """ + Waits until the given drone terminates. + + returns the return value of the function that the drone was running. + + takes `1` tick to execute if the awaited drone is already done. + + example: + ``` + def get_entity_type_in_direction(dir): + move(dir) + return get_entity_type() + + def zero_arg_wrapper(): + return get_entity_type_in_direction(North) + handle = spawn_drone(zero_arg_wrapper) + print(wait_for(handle)) + ``` + """ + ... + +# ------------------------------------------------------------------------------- +def has_finished(drone: Any) -> Any: + """ + Checks if the given drone has finished. + + returns `True` if the drone has finished, `False` otherwise. + + takes `1` tick to execute. + + example: + ``` + drone = spawn_drone(function) + while not has_finished(drone): + do_something_else() + result = wait_for(drone) + ``` + """ + ... + +# ------------------------------------------------------------------------------- +def max_drones() -> int: + """ + returns the maximum number of drones that you can have in the farm. + + takes `1` tick to execute. + + example: + ``` + while num_drones() < max_drones(): + spawn_drone("some_file_name") + move(East) + ``` + """ + ... + +# ------------------------------------------------------------------------------- +def num_drones() -> int: + """ + returns the number of drones currently in the farm. + + takes `1` tick to execute. + + example: + ``` + while num_drones() < max_drones(): + spawn_drone("some_file_name") + move(East) + ``` + """ + ... diff --git a/main.py b/main.py new file mode 100644 index 0000000..4697fb5 --- /dev/null +++ b/main.py @@ -0,0 +1,38 @@ +import hay +import wood +import carrots +import pumpkins +import sunflowers +import cacti + +sunflowers_array = {} # sunflowers_array[(x, y)] = petals +cactus_array = {} # cactus_array[(x, y)] = size + +num_loops = 10 + +def run_loop(number_of_loops, label, fn): + clear() + for i in range(number_of_loops): + # print(label, i+1) + fn() + +def harvest_sunflowers_wrapper(): + # this wrapper function is needed as the game doesn't support llambdas, + # which are needed as we're passing an argument into the function + sunflowers.harvest_sunflowers(sunflowers_array) + +def harvest_cacti_wrapper(): + # this wrapper function is needed as the game doesn't support llambdas, + # which are needed as we're passing an argument into the function + cacti.harvest_cacti(cactus_array) + +clear() + +while True: + run_loop(num_loops, 'hay', hay.harvest_hay) + run_loop(num_loops, 'wood', wood.harvest_wood) + run_loop(num_loops * 20, 'carrots', carrots.harvest_carrots) + run_loop(num_loops, 'pumpkins', pumpkins.harvest_pumpkins) + sunflowers.initial_planting_performed = False + run_loop(num_loops * 50, 'sunflowers', harvest_sunflowers_wrapper) + run_loop(1, 'cacti', harvest_cacti_wrapper)