swarm-0.6.0.0: data/scenarios/Challenges/Ranching/gated-paddock.yaml
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: north
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: north
inventory:
- [4, wool]
walkable:
never:
- 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, pickable, unwalkable]
- name: post puller
display:
char: 'P'
attr: rock
capabilities: [drill]
description:
- Good for dismantling fences.
properties: [known, pickable]
- name: scrap wood
display:
char: '\'
description:
- Scrap wood. Can be reconditioned into boards.
properties: [known, pickable]
- name: sweater
display:
attr: gold
char: 'S'
description:
- A warm wool sweater. Just in time for winter!
properties: [known, pickable]
- name: clover
display:
attr: flower
char: '%'
description:
- A tasty stack for fluffy ruminants.
properties: [pickable, 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, pickable]
- name: cabin
display:
char: Π
attr: rock
description:
- Home sweet home.
properties: [known, unwalkable]
- name: pier
display:
char: H
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: [pickable]
- 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: [pickable]
- name: evaporator
display:
char: 'E'
description:
- A tool that allows clearing a water tile. Used only by judge robot.
properties: [pickable]
capabilities: [drill]
- name: wool
display:
char: 'ω'
attr: gold
description:
- A bundle of raw animal fiber.
properties: [pickable]
- name: steam
display:
char: 'Z'
description:
- What's left after evaporating water. Used only by judge robot.
properties: [pickable]
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~~~~~~
~~~~...................~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~