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| Evaluating and Refining Your Puzzle Categories | |
| Your categories provide a solid foundation for puzzle design in VCF Quest, especially since the game revolves around vendor interactions, item trading, knowledge exchange, and exploration in a retro computing-themed environment. They align well with adventure game tropes, drawing from your specified actions (Buy, Sell, Trade, Look, Ask, Tell, Take, Give) and vendor data (items, facts, additional puzzle-related assets). The emphasis on procedural variety—making puzzles differ each run—is key, and these categories can support that through randomization of elements like involved NPCs, required items/facts, dependencies, and rewards. | |
| I’ll break down my thoughts on each category: what’s strong, any potential issues (e.g., vagueness or overlap), and suggestions for refinement. Then, I’ll propose additions to make the set more comprehensive, ensuring it covers a broader range of puzzle mechanics while staying true to the game’s theme. Finally, I’ll outline a high-level |
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| { | |
| "vendors": [ | |
| { | |
| "id": "vendor_a", | |
| "name": "Apple Vintage Collection", | |
| "booth": "A", | |
| "description": "Early Apple computers, peripherals, and rare prototypes from Cupertino", | |
| "x": 112, | |
| "y": 96, | |
| "items": [ |
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| Sub GenerateCalendarDaysCSV() | |
| Dim ws As Worksheet | |
| Dim startDate As Date | |
| Dim currentDate As Date | |
| Dim i As Long | |
| Dim totalDays As Long | |
| Dim holidays As Collection | |
| Dim holidayWeekFridays As Collection | |
| Dim isIncluded As Boolean | |
| Dim weekStart As Date |
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| # source_screen_ui.py: UI setup for SourceScreen | |
| # | |
| # Overview: | |
| # Defines the setup_ui function for the Local Files screen. | |
| # Sets up file list, USB/Internal toggles, TV output toggles, Play/Stop/Schedule buttons, Back button, and playback state label. | |
| # | |
| # Recent Changes (as of June 2025): | |
| # - Fixed 'setAlignment' error on Back button using QHBoxLayout. | |
| # - Extracted hardcoded values to config.py. | |
| # - Updated filepaths to use /home/admin/kiosk/ project root (except VIDEO_DIR). |
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| import numpy as np | |
| from shapely.geometry import Polygon, Point | |
| from geometry_utils import is_inside_polygon | |
| def parameterize_boundary(poly, min_points=50): | |
| """Parameterize a polygon boundary by arc length, ensuring sufficient points.""" | |
| if not poly.is_valid: | |
| raise ValueError("Invalid polygon provided for parameterization.") | |
| coords = list(poly.exterior.coords)[:-1] | |
| if len(coords) < 3: |
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| import numpy as np | |
| from shapely.geometry import Polygon | |
| from shapely.affinity import scale | |
| def generate_elliptical_core(a=8, b=8): | |
| return {'type': 'ellipse', 'a': a, 'b': b} | |
| def generate_core_polygon(core_shape, scale_factor=1.0, min_points=87): # Reduced to match | |
| """Generate a Shapely polygon for the core with at least min_points.""" | |
| if core_shape['type'] != 'ellipse': |
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| Yes, it is possible to shape the grid edges to follow the hull’s shape and interpolate between the outer and inner hulls, rather than simply laying a regular grid over the deck and trimming it. This can be achieved by using a mapped grid that adapts to the deck’s geometry while maintaining a structured layout. Below, I’ll explain how this works and why it’s a great fit for your procedural starship deck layout generator. | |
| What Does This Mean? | |
| When you talk about shaping the grid edges to follow the hull and interpolating between the outer hull (the perimeter) and the inner hull (the core), you’re asking for a grid that: | |
| • Conforms to the hull’s shape at the boundary. | |
| • Transitions smoothly from the core to the hull. | |
| • Avoids the irregular or partial cells that result from trimming a regular grid. | |
| Instead of starting with a rigid, square grid and cutting it to fit, we can design a grid that naturally molds to the deck’s contours while still being usable for room placement. | |
| How It Works: The Mapped Grid Appr |