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@andrew-raphael-lukasik
Last active April 1, 2025 07:53
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"The Farmer Was Replaced" maze solver
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()
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()
@andrew-raphael-lukasik
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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.

@andrew-raphael-lukasik
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andrew-raphael-lukasik commented Apr 1, 2025

Ope. I'll see what I can do to prevent this.

Stack overflow is caused by recursive function calls.

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