version: 1 name: Pastoral Island author: Karl Ostmo description: | Start a wool industry from the local fauna. creative: false objectives: - id: enclose_sheep teaser: Paddock sheep goal: - | You've homesteaded on a small island in the ocean. It's time to gather resources to trade. - | You encounter some feral sheep (**@**). They slowly wander the island and eat grass. Your mind wanders to textiles... - | First, paddock at least one sheep so they don't drown. Make sure there are no gaps in the fence! - | Note that you can use the `drill` command (by way of the `post puller`{=entity} tool) to demolish a `fence`{=entity} that has been `place`d. condition: |- def isBlockedOrFenced = b <- blocked; return b; end; def checkIsEnclosed = maybePath <- path (inL ()) (inR "water"); case maybePath (\_. return True) (\_. return False); end; def boolToInt = \b. if (b) {return 1} {return 0}; end; def countAdjacentBlockages = turn left; b1 <- isBlockedOrFenced; c1 <- boolToInt b1; turn left; b2 <- isBlockedOrFenced; c2 <- boolToInt b2; turn left; b3 <- isBlockedOrFenced; c3 <- boolToInt b3; turn left; b4 <- isBlockedOrFenced; c4 <- boolToInt b4; return $ c1 + c2 + c3 + c4; end; // Step forward, observing left and right. def observeLeftAndRight = move; turn left; amBlockedLeft <- isBlockedOrFenced; val1 <- boolToInt amBlockedLeft; turn back; amBlockedRight <- isBlockedOrFenced; val2 <- boolToInt amBlockedRight; turn right; move; return $ val1 + val2; end; /** If the four cardinal directions have at most one blockage, then there will exist an orientation where both that direction and its opposite direction are clear. So we can step that direction, check to the left and right of us, then step in the opposite direction and do the same. This allows us to check the 4 blocks that touch the corners of the center block. */ def countDiagonalBlockages = // First, orient to the clear front-to-back path amBlocked <- isBlockedOrFenced; if amBlocked {turn left;} {}; // Second, step to both sides fwdCount <- observeLeftAndRight; backCount <- observeLeftAndRight; return $ fwdCount + backCount; end; def isStandingOnBridge = onFence <- ishere "fence"; onGate <- ishere "gate"; if (onFence || onGate) { adjCount <- countAdjacentBlockages; if (adjCount > 1) { return true; } { diagCount <- countDiagonalBlockages; return $ (adjCount + diagCount) > 1; }; } {return false}; end; def getValForSheepIndex = \predicateCmd. \i. try { // This will throw an exception if // the sheep has already drowned. r <- robotnumbered i; didSucceed <- as r {predicateCmd}; boolToInt didSucceed; } { return 0; } end; def countSheepWith = \predicateCmd. val1 <- getValForSheepIndex predicateCmd 1; val2 <- getValForSheepIndex predicateCmd 2; val3 <- getValForSheepIndex predicateCmd 3; return $ val1 + val2 + val3; end; justFilledGap <- as base { isStandingOnBridge; }; if (justFilledGap) { enclosedCount <- countSheepWith checkIsEnclosed; return $ enclosedCount >= 1; } { return false; } - id: feed_sheep teaser: Feed sheep goal: - | Safe! Your sheep are now hungry. Offer them something tasty and you may be rewarded. - | The sheep will move toward something edible on an adjacent tile and will eat it if they walk over it. - | You may want to add a `gate`{=entity} to the fence to give yourself easier access. condition: |- def getTruthForSheepIndex = \predicateCmd. \i. try { // This will throw an exception if // the sheep has already drowned. r <- robotnumbered i; as r {predicateCmd}; } { return false; }; end; def anySheep = \predicateCmd. \i. if (i > 0) { didSucceed <- getTruthForSheepIndex predicateCmd i; if didSucceed { return true; } { anySheep predicateCmd $ i - 1; }; } { return false; }; end; anySheep (has "clover") 3; prerequisite: enclose_sheep - teaser: Knit sweater goal: - | Yum! Contented, well-fed sheep may drop `wool`{=entity}. - | Winter is coming! Collect three wool bundles to make a `sweater`{=entity}. - | Each sheep drops a finite amount over their lifetime. condition: |- as base { has "sweater"; }; prerequisite: feed_sheep robots: - name: base dir: [0, 1] devices: - treads - scanner - dictionary - branch predictor - strange loop - clock - ADT calculator - comparator - workbench - grabber - welder - lambda - logger - hearing aid - counter - mirror - post puller inventory: - [0, fence] - [0, gate] - [10, hinge] - name: sheep description: | meandering livestock display: invisible: false char: '@' system: true dir: [0, 1] inventory: - [4, wool] unwalkable: - gate program: | run "scenarios/Challenges/Ranching/_gated-paddock/meandering-sheep.sw"; entities: - name: fence display: char: '#' description: - Keeps sheep in. And some other things out. properties: [known, portable, unwalkable] - name: post puller display: char: 'P' attr: rock capabilities: [drill] description: - Good for dismantling fences. properties: [known, portable] - name: scrap wood display: char: '\' description: - Scrap wood. Can be reconditioned into boards. properties: [known, portable] - name: sweater display: attr: gold char: 'S' description: - A warm wool sweater. Just in time for winter! properties: [known, portable] - name: clover display: attr: flower char: '%' description: - A tasty stack for fluffy ruminants. properties: [portable, growable] growth: [80, 100] - name: gate display: char: '/' attr: rock description: - A gate permits the player to pass through, but sheep cannot. properties: [known] - name: hinge display: char: 'U' attr: rock description: - Facilitates swinging action. properties: [known, portable] - name: cabin display: char: Π attr: rock description: - Home sweet home. properties: [known, unwalkable] - name: pier display: char: 且 attr: rock description: - Docking area for ships properties: [known] - name: fresh breadcrumb display: char: '.' description: - A marker that can be put down and found again. Used only by judge robot. properties: [portable] - name: treaded breadcrumb display: char: 'x' description: - A marker that can be put down and found again (for a second time). Used only by judge robot. properties: [portable] - name: evaporator display: char: 'E' description: - A tool that allows clearing a water tile. Used only by judge robot. properties: [portable] capabilities: [drill] - name: wool display: char: 'ω' attr: gold description: - A bundle of raw animal fiber. properties: [portable] - name: steam display: char: 'Z' description: - What's left after evaporating water. Used only by judge robot. properties: [portable] recipes: - in: - [2, board] out: - [1, fence] - in: - [3, wool] out: - [1, sweater] - in: - [1, scrap wood] out: - [1, board] - in: - [0, fresh breadcrumb] out: - [1, fresh breadcrumb] - in: - [1, fresh breadcrumb] out: - [1, treaded breadcrumb] - in: - [1, fence] out: - [1, scrap wood] required: - [1, post puller] - in: - [1, water] out: - [1, steam] required: - [1, evaporator] - in: - [1, hinge] - [1, fence] out: - [1, gate] known: [mountain, tree, water] seed: 0 solution: | run "scenarios/Challenges/Ranching/_gated-paddock/fence-construction.sw" world: dsl: | {dirt, water} palette: 'B': [grass, erase, base] '.': [grass, erase] 't': [dirt, tree] 'x': [stone, mountain] 'c': [stone, cabin] 's': [grass, erase, sheep] '%': [grass, clover, null] 'H': [stone, pier, null] '~': [dirt, water] upperleft: [-34, 11] map: |- ~~~~.......~~~~~~~~~~~~~.......................~~~~~~ ~~.............~~~~.......%.%%%%%%..%%%%%.%.......~~~ ~........................%%%%%%%%%%%%%..%%%%.......~~ ~...................................................~ .............................x.xx........tttttttt...~ .........................................tttttttt...~ ..........................xxxxx..........tttttttt...~ .........................................tttttttt...~ ...........s.............................tttttttt.... ....x....................................tttttttt.... ...xx................................................ ..xx.....................................B......c.... ...x................................................. ..............................s...................... ..................................................... ....................................................~ ~..............s...................................~~ ~~.......xxx...........x.........................~~~~ ~~~............xx............x............~~~~H~~~~~~ ~~~.....................................~~~~~~H~~~~~~ ~~.....................................~~~~~~~H~~~~~~ ~~..............................~~~~~~~~~~~~~~H~~~~~~ ~~~~...................~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~