Toy maze solver (stateless) for https://store.steampowered.com/app/2060160/The_Farmer_Was_Replaced/
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April 1, 2025 07:53
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"The Farmer Was Replaced" maze solver
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def create_maze(): | |
clear() | |
for i in range(get_world_size()): | |
plant(Entities.Bush) | |
while get_water()<0.9: | |
use_item(Items.Water) | |
move(North) | |
for i in range(get_world_size()): | |
while can_harvest()==False: | |
pass | |
while get_entity_type()==Entities.Bush: | |
if num_items(Items.Fertilizer)==0: | |
trade(Items.Fertilizer) | |
#if num_items(Items.Fertilizer)==0: | |
#main() | |
use_item(Items.Fertilizer) | |
treasure_hunt() |
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def treasure_hunt(): | |
dir = West | |
x = get_pos_x() | |
y = get_pos_y() | |
while True: | |
move(dir) | |
x2 = get_pos_x() | |
y2 = get_pos_y() | |
if x==x2 and y==y2: | |
if dir==West: | |
dir = North | |
elif dir==North: | |
dir = East | |
elif dir==East: | |
dir = South | |
elif dir==South: | |
dir = West | |
else: | |
x = get_pos_x() | |
y = get_pos_y() | |
if dir==West: | |
dir = South | |
elif dir==North: | |
dir = West | |
elif dir==East: | |
dir = North | |
elif dir==South: | |
dir = East | |
if get_entity_type()==Entities.Treasure: | |
harvest() | |
create_maze() |
Ope. I'll see what I can do to prevent this.
Stack overflow is caused by recursive function calls.
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@mahdi-mezghani this is straight-forward wall-hugging. Every valid maze can be solved by following a wall and this is exactly what
treasure_hunt()
does here. It's nothing complicated. Simplicity is an underappreciated code quality.This approach won't produce an optimal path every time but it doesn't matter that much in this game. At least while mazes are relatively small. For big mazes this method becomes ill-fitted, but it's a problem most players won't even have.