Timeline for Light up a Roguelike
Current License: CC BY-SA 3.0
24 events
when toggle format | what | by | license | comment | |
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Feb 5, 2014 at 7:51 | vote | accept | Justin | ||
Jan 28, 2014 at 19:05 | history | edited | Justin | CC BY-SA 3.0 |
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Jan 28, 2014 at 19:00 | comment | added | Justin | @IlmariKaronen You are absolutely correct. That is just how I like it. :-). | |
Jan 28, 2014 at 15:13 | comment | added | Chowlett | @IlmariKaronen - you're right. I'll edit in the vision pattern out to (40,40) into my answer. | |
Jan 28, 2014 at 14:51 | comment | added | Ilmari Karonen | Just a curious observation, but if I understand your definition of "line" right, it looks like there are some squares that won't be visible even without any obstacles. For example, if the player is at (0, 0), then the square at (5, 12) can't be reached by any line. It might've made more sense to, say, specify some canonical implementation of Bresenham's line algorithm for drawing a line between any two points, and define a square as obscured if the line between it and the player intersects an obstacle. | |
Jan 28, 2014 at 13:14 | comment | added | Justin | @Howard After verifying your results by hand, I believe they are correct. Thanks. | |
Jan 28, 2014 at 13:13 | history | edited | Justin | CC BY-SA 3.0 |
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Jan 28, 2014 at 9:20 | comment | added | Howard | @Quincunx Posted my current version (although it might be possible to golf further). The results are different from your examples (first and third one) - found some light paths which you seem to miss. | |
Jan 28, 2014 at 9:18 | answer | added | Howard | timeline score: 5 | |
Jan 27, 2014 at 17:04 | answer | added | Chowlett | timeline score: 4 | |
Jan 27, 2014 at 17:01 | history | edited | Justin | CC BY-SA 3.0 |
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Jan 27, 2014 at 16:42 | comment | added | Justin | @Howard Oops, missed those two dots; I filled it out by hand. | |
Jan 27, 2014 at 16:35 | history | edited | Justin | CC BY-SA 3.0 |
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Jan 27, 2014 at 15:00 | comment | added | Chowlett | ...and I now match @Howard in having extra visible dots. | |
Jan 27, 2014 at 14:43 | comment | added | Chowlett |
@Howard - aha, yes; I'd managed to miss that either d1 or d2 had to be magnitude 1. I was always stepping with the non-mag-1 component first.
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Jan 27, 2014 at 14:34 | comment | added | Howard |
@Chowlett You may choose 1 SE 2 E and after two full steps you are there.
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Jan 27, 2014 at 14:32 | comment | added | Howard |
Now that I've implemented a first version I can see more light than in your output. E.g. in the first case if I choose direction 1 E 8 SE there are two more dots in the lower right corner.
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Jan 27, 2014 at 13:32 | history | tweeted | twitter.com/#!/StackCodeGolf/status/427796240420831232 | ||
Jan 27, 2014 at 11:58 | comment | added | Chowlett |
I'm starting to work on an implementation (my first ever golf!), but I don't quite match your solution. Can you tell me, in the first test, what d1 and d2 are to reach the last . in the J row?
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Jan 27, 2014 at 5:31 | comment | added | John Dvorak | I don't know about quantum mechanics, but the bat and the gnome mummy might be an easy deal. The mimic might complicate things further, though. Also, those three ants might be fun, and the large group of assorted monsters on the north-east might already know about you. Yeah... it might be nasty. As for #3 - where's my teleporation scroll? Oops, that was destroy armor. | |
Jan 27, 2014 at 5:25 | comment | added | Justin | Those last two test cases gave me the chills... | |
Jan 27, 2014 at 5:24 | comment | added | Justin | @JanDvorak I was lazy and chose capital letters for blocking. Sort of like TALL monsters vs short monsters; which would you be able to see over. So yes. | |
Jan 27, 2014 at 5:23 | comment | added | John Dvorak | OK... bats, all kind of funghi, molds and snakes and even wraiths block the line of view, but giant mimics, hill orcs, mastodons, all kinds of other creatures or even fire vortices don't? | |
Jan 27, 2014 at 5:06 | history | asked | Justin | CC BY-SA 3.0 |