--- Log opened Fri Sep 21 00:00:26 2018 |
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01:35 | | * Vornicus fiddles with code for representing a puzzle game layout, so he might write a solver |
01:35 | <&McMartin> | GO FORTH, MY ARMY OF ROBOTS |
01:38 | <~Vornicus> | The game is a field of hexagons; the goal is to make a path that covers them all. Some cells are numbered, and this number represents their position on the path |
01:39 | <~Vornicus> | Also, some pairs of adjacent hexagons are marked as already connected. |
01:40 | <~Vornicus> | So, I need to represent: 1. the layout of the board in general; 2. the locations of numbers on the board; 3. the locations of adjacency bindings |
01:40 | <&McMartin> | Mmm. Sounds DFSy |
01:41 | <&McMartin> | With some scope for optimized backtracking if you are more than N squares away from number X+N at move X or w/e |
01:45 | <~Vornicus> | I have strategies somewhat figured out, fortunately. It's feeding the program the data that's problematic! |
02:00 | <~Vornicus> | ok. board shape is static; I can represent the coordinates using, say, axial coordinates, as red blob games talks about. Fixed numbers are then just given coordinates; I'm ...not sure how I want to set up connections. |
02:00 | <~Vornicus> | Probably coordinate pairs is easiest |
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02:03 | <~Vornicus> | also either this has gotten longer since last time I looked at it or it's vastly more comprehensive than I remember: https://www.redblobgames.com/grids/hexagons/ |
02:05 | <&McMartin> | Some kind of super hexagon! |
02:07 | <~Vornicus> | *puts on some Chipzel* |
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23:38 | <&Reiver> | Does anyone here know jack about Surface Pros and what qualifies as 'useful' in terms of specs? |
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--- Log closed Sat Sep 22 00:00:28 2018 |