modularized planting logic by splitting f2.py into main.py, pumpkins.py, and sunflowers.py; updated utilities and added .gitignore
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.gitignore
vendored
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3
.gitignore
vendored
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/save.json
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/__builtins__.py
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.idea
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81
f2.py
81
f2.py
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import utils
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from __builtins__ import Entities
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def plant_pumpkin(width, height):
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x = get_pos_x()
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y = get_pos_y()
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utils.plant_grid(width, height, [Entities.Pumpkin], 0.75, True)
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utils.move_to(x, y)
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while verify_pumpkin(sectionSize, sectionSize):
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utils.move_to(x, y)
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def plant_carrots(width, height):
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utils.plant_grid(width, height, [Entities.Carrot], 0.75, True)
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def plant_grass(width, height):
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utils.plant_grid(width, height, [Entities.Grass], 0.75, False)
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def plant_alternating(width, height, plantWith):
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utils.plant_grid(width, height, plantWith, 0.75, False)
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# verify_pumpkin will verify that a pumpkin is planted in all tiles of a quadrant, and it will check that
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# the pumpkin isn't dead. if it's dead it will replant it. Returns whether any dead pumpkins were found.
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def verify_pumpkin(width, height):
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result = False
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others = {East:West, West:East}
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sideDir = East
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for row in range(height):
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for col in range(width):
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if get_entity_type() == Entities.Dead_Pumpkin:
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# ~20% of pumpkins die, we just replant
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plant(Entities.Pumpkin)
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result = True
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# if it's not the last pass, then move
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if col < width - 1:
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move(sideDir)
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if row < height - 1:
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sideDir = others[sideDir]
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move(North)
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return result
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#reset_pos()
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while True:
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worldSize = get_world_size()
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sectionSize = worldSize // 3
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utils.move_to(0, 0)
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plant_pumpkin(sectionSize, sectionSize)
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utils.move_to(sectionSize+1, 0)
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plant_carrots(sectionSize, sectionSize)
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utils.move_to(sectionSize*2+1, 0)
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plant_grass(sectionSize, sectionSize)
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utils.move_to(0, sectionSize+1)
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plant_alternating(sectionSize, sectionSize, [ Entities.Tree, Entities.Bush ])
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utils.move_to(sectionSize+1, sectionSize+1)
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plant_pumpkin(sectionSize, sectionSize)
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utils.move_to(sectionSize*2+1, sectionSize+1)
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plant_carrots(sectionSize, sectionSize)
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utils.move_to(0, sectionSize*2+1)
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plant_alternating(sectionSize, sectionSize, [ Entities.Tree, Entities.Bush ])
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utils.move_to(sectionSize+1, sectionSize*2+1)
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plant_alternating(sectionSize, sectionSize, [ Entities.Tree, Entities.Bush ])
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utils.move_to(sectionSize*2+1, sectionSize*2+1)
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plant_pumpkin(sectionSize, sectionSize)
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46
main.py
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46
main.py
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import utils
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import pumpkins
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from __builtins__ import *
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def plant_carrots(width, height):
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utils.plant_grid(width, height, [Entities.Carrot], 0.75, True)
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def plant_grass(width, height):
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utils.plant_grid(width, height, [Entities.Grass], 0.75, False)
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def plant_alternating(width, height, plantWith):
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utils.plant_grid(width, height, plantWith, 0.75, False)
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if __name__ == "__main__":
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while True:
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worldSize = get_world_size()
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sectionSize = worldSize // 3
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utils.move_to(0, 0)
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pumpkins.plant_and_verify(sectionSize, sectionSize)
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utils.move_to(sectionSize+1, 0)
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plant_carrots(sectionSize, sectionSize)
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utils.move_to(sectionSize*2+1, 0)
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plant_grass(sectionSize, sectionSize)
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utils.move_to(0, sectionSize+1)
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plant_alternating(sectionSize, sectionSize, [ Entities.Tree, Entities.Bush ])
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utils.move_to(sectionSize+1, sectionSize+1)
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pumpkins.plant_and_verify(sectionSize, sectionSize)
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utils.move_to(sectionSize*2+1, sectionSize+1)
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plant_carrots(sectionSize, sectionSize)
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utils.move_to(0, sectionSize*2+1)
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plant_alternating(sectionSize, sectionSize, [ Entities.Tree, Entities.Bush ])
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utils.move_to(sectionSize+1, sectionSize*2+1)
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plant_alternating(sectionSize, sectionSize, [ Entities.Tree, Entities.Bush ])
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utils.move_to(sectionSize*2+1, sectionSize*2+1)
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pumpkins.plant_and_verify(sectionSize, sectionSize)
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87
pumpkins.py
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87
pumpkins.py
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import utils
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from __builtins__ import *
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# Plants an object at a specified location and repositions back to the original
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# position while verifying the placement.
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#
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# Args:
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# width (int): The width of the object to be planted.
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# height (int): The height of the object to be planted.
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def plant_and_verify(width, height):
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x = get_pos_x()
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y = get_pos_y()
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place(width, height)
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utils.move_to(x, y)
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coords = verify(width, width)
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while len(coords) > 0:
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coords = verify_coordinates(coords)
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# Places pumpkins in a grid pattern.
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# This function uses the `utils.plant_grid` method to populate a grid of the specified
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# width and height with pumpkins. The grid is filled with pumpkins at a density of
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# 75%, and the function ensures that the grid is symmetric by planting pumpkins in
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# mirrored positions.
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# Parameters:
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# width (int): The number of columns in the grid.
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# height (int): The number of rows in the grid.
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def place(width, height):
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utils.plant_grid(width, height, [Entities.Pumpkin], 0.75, True)
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# Verifies and replants pumpkins within a specified area.
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#
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# This function iterates through a grid of the specified width and height, checking
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# for dead pumpkins, and attempting to replant them where necessary. The function
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# navigates the grid row by row, altering its direction after each row. The traversal
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# follows a serpentine pattern to ensure proper coverage. It returns a boolean value
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# indicating whether any pumpkins were replanted.
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#
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# Parameters:
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# width (int): The number of columns in the grid.
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# height (int): The number of rows in the grid.
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#
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# Returns:
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# list: a list of tuples of coordinates where pumpkins were replanted.
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def verify(width, height):
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result = []
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others = {East: West, West: East}
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sideDir = East
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for row in range(height):
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for col in range(width):
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if get_entity_type() == Entities.Dead_Pumpkin:
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# ~20% of pumpkins die, we just replant
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plant(Entities.Pumpkin)
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result.append((get_pos_x(), get_pos_y()))
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# if it's not the last pass, then move
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if col < width - 1:
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move(sideDir)
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if row < height - 1:
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sideDir = others[sideDir]
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move(North)
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return result
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# Verifies that none of the provided coordinates are dead pumpkins.
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#
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# The function iterates through all coords and will check to see if any tiles are dead pumpkins,
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# if so it will replant the pumpkin and note this coordinate down.
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#
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# Parameters:
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# coords (list): A list of tuples of coordinates to check.
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#
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# Returns:
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# list: a list of tuples of coordinates where pumpkins were replanted.
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def verify_coordinates(coords):
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result = []
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for coord in coords:
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utils.move_to(coord[0], coord[1])
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if get_entity_type() == Entities.Dead_Pumpkin:
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plant(Entities.Pumpkin)
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result.append(coord)
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return result
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17
sunflowers.py
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17
sunflowers.py
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from __builtins__ import *
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import utils
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def place(width, height):
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utils.plant_grid(width, height, [Entities.Sunflower], 0.75, True)
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# Harvests all sunflowers in the specified area.
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#
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# The rules for sunflower harvesting is that we must harvest the flowers with the most petals first
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# as doing so gives us an 8x bonus.
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#
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# Parameters:
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# width (int): The number of columns in the grid.
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# height (int): The number of rows in the grid.
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# flowers (list): A list of sunflower entities to be harvested.
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def harvest(width, height, flowers):
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86
utils.py
86
utils.py
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from __builtins__ import *
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world_size = get_world_size()
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def move_to(x, y):
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while x > get_pos_x():
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move(East)
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while x < get_pos_x():
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move(West)
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while x > get_pos_x():
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move(East)
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while x < get_pos_x():
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move(West)
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while y > get_pos_y():
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move(North)
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while y < get_pos_y():
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move(South)
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while y > get_pos_y():
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move(North)
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while y < get_pos_y():
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move(South)
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# plant_grid will plant a square of the given list of entities. If the water level is below waterBelow,
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# it will water the tile. If requireSoil is true, it will till the tile if it's not soil.
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# plantWith - list of entities to plant. The entities will alternate if repeated.
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def plant_grid(width, height, plantWith, waterBelow, requireSoil):
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x = get_pos_x()
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y = get_pos_y()
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x = get_pos_x()
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y = get_pos_y()
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gridSize = get_world_size()
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gridSize = get_world_size()
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if (x + width) > gridSize:
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width = gridSize - x
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if (x + width) > gridSize:
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width = gridSize - x
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if (y + height) > gridSize:
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height = gridSize - y
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if (y + height) > gridSize:
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height = gridSize - y
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tracker = 0
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tracker = 0
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others = {East:West, West:East}
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others = {East:West, West:East}
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sideDir = East
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# first pass over, checking if anything can be harvested. if so, harvest.
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# then check what type of ground is down, if it's not soil then till.
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# then if it's below 75% water and i have some water, give it some.
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# then plant a pumpkin.
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for row in range(height):
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for col in range(width):
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if can_harvest():
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harvest()
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if requireSoil:
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if get_ground_type() != Grounds.Soil:
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till()
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sideDir = East
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# first pass over, checking if anything can be harvested. if so, harvest.
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# then check what type of ground is down, if it's not soil then till.
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# then if it's below 75% water and i have some water, give it some.
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# then plant a pumpkin.
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for row in range(height):
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for col in range(width):
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if can_harvest():
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harvest()
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if requireSoil:
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if get_ground_type() != Grounds.Soil:
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till()
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while get_water() < waterBelow:
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if not use_item(Items.Water):
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break
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while get_water() < waterBelow:
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if not use_item(Items.Water):
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break
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index = tracker % len(plantWith)
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tracker += 1
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plant(plantWith[index])
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index = tracker % len(plantWith)
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tracker += 1
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plant(plantWith[index])
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# if it's not the last pass, then move
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if col < width - 1:
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move(sideDir)
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# if it's not the last pass, then move
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if col < width - 1:
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move(sideDir)
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if row < height - 1:
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sideDir = others[sideDir]
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move(North)
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if row < height - 1:
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sideDir = others[sideDir]
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move(North)
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