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@imbradmiller
Last active December 10, 2023 21:05
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Random Gems Everywhere
let totalGems = randomNumberOfGems
var gemCon = 0
func navigate () {
while !isBlocked {
moveForward()
if isOnGem {
collectGem()
gemCon += 1
}
}
}
func turnOffPortals() {
bluePortal.isActive = false
pinkPortal.isActive = false
}
func turnOnPortals() {
bluePortal.isActive = true
pinkPortal.isActive = true
}
func turnAround() {
turnRight()
turnRight()
}
while gemCon < totalGems {
navigate()
turnAround()
turnOffPortals()
navigate()
turnAround()
turnOnPortals()
}
@WillB314
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I found this solution, let me know if this code is not efficient:

let totalGems = randomNumberOfGems
var gemCounter = 0

func portalToggler() {

if pinkPortal.isActive == true  {
    pinkPortal.isActive = false
    bluePortal.isActive = false
} else {
    pinkPortal.isActive = true
    bluePortal.isActive = true
}

}

func solveSideBit() {
while !isBlocked{
if !isOnGem {
moveForward()
} else {
collectGem()
gemCounter += 1
}

}
if isOnGem {
    collectGem()
    gemCounter += 1
}

turnLeft()
turnLeft()
moveForward()

}

func sidesolver() {
bluePortal.isActive = true
pinkPortal.isActive = true
moveForward()
solveSideBit()
portalToggler()
solveSideBit()
portalToggler()
moveForward()

}

func TSolver() {
portalToggler()
for i in 1 ... 7 {

    if isOnGem {
        collectGem()
        gemCounter += 1
    } 
    if isBlockedLeft && isBlocked && isBlockedRight{
        turnLeft()
        turnLeft()
        moveForward()
    } else if isBlocked && !isBlockedLeft{
        turnLeft()
        moveForward()
    } else if isBlockedRight && isBlockedLeft {
        moveForward()
    } else if isBlockedRight{
        turnLeft()
        moveForward()
    } else {
        moveForward()
    }
    
}

}

while gemCounter < totalGems {
sidesolver()
TSolver()
}

@hemaybedead
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Here is my solution:

let totalGems = randomNumberOfGems

var gemsCollected = 0
var exploreCount = 0
var upperLevelCount = 0

func collectAndCount(){
if isOnGem {
collectGem()
gemsCollected += 1
}
}

func explore () {

collectAndCount()
turnLeft()
moveForward()
collectAndCount()
turnLeft()
turnLeft()
moveForward()
moveForward()
collectAndCount()
turnRight()
turnRight()
moveForward()
turnLeft()
moveForward()

}

func portalSwitches() {
if exploreCount == 2 && upperLevelCount < 1 {
pinkPortal.isActive = true
} else if exploreCount == 2 && upperLevelCount == 1 {
pinkPortal.isActive = false
} else if exploreCount == 2 && upperLevelCount == 2 {
pinkPortal.isActive = true
} else if exploreCount == 3 && upperLevelCount == 2 {
pinkPortal.isActive = false
bluePortal.isActive = true
} else if exploreCount == 3 && upperLevelCount == 3 {
bluePortal.isActive = false
}
}

pinkPortal.isActive = false
bluePortal.isActive = false

while gemsCollected < totalGems {
    collectAndCount()
    portalSwitches()
    if isBlocked && !isBlockedLeft && !isBlockedRight {
        exploreCount += 1
        portalSwitches()
        explore()
    } else if isBlocked && isBlockedLeft {
        turnLeft()
        turnLeft()
        upperLevelCount += 1
        portalSwitches()
    } else {
        moveForward()
    }
}

@nikitashake
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I found this solution, let me know if this code is not efficient:

let totalGems = randomNumberOfGems var gemCounter = 0

func portalToggler() {

if pinkPortal.isActive == true  {
    pinkPortal.isActive = false
    bluePortal.isActive = false
} else {
    pinkPortal.isActive = true
    bluePortal.isActive = true
}

}

func solveSideBit() { while !isBlocked{ if !isOnGem { moveForward() } else { collectGem() gemCounter += 1 }

}
if isOnGem {
    collectGem()
    gemCounter += 1
}

turnLeft()
turnLeft()
moveForward()

}

func sidesolver() { bluePortal.isActive = true pinkPortal.isActive = true moveForward() solveSideBit() portalToggler() solveSideBit() portalToggler() moveForward()

}

func TSolver() { portalToggler() for i in 1 ... 7 {

    if isOnGem {
        collectGem()
        gemCounter += 1
    } 
    if isBlockedLeft && isBlocked && isBlockedRight{
        turnLeft()
        turnLeft()
        moveForward()
    } else if isBlocked && !isBlockedLeft{
        turnLeft()
        moveForward()
    } else if isBlockedRight && isBlockedLeft {
        moveForward()
    } else if isBlockedRight{
        turnLeft()
        moveForward()
    } else {
        moveForward()
    }
    
}

}

while gemCounter < totalGems { sidesolver() TSolver() }

When the gem is on starting point your code ignore it > u need to fix this

Снимок экрана 2021-11-23 в 23 59 00

@yuriryzhenkov
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yuriryzhenkov commented Dec 22, 2021

Here is mine

let totalGems = randomNumberOfGems
var collectedGems = 0

func goAndTake() {
    moveForward()
    if isOnGem {
        collectGem()
        collectedGems += 1
    }
}

func turnAround() {
    turnRight()
    turnRight()
}


func turnOff() {
    bluePortal.isActive = false
    pinkPortal.isActive = false
    turnAround()
}

func turnOn() {
    bluePortal.isActive = true
    pinkPortal.isActive = true
    turnAround()
}

while totalGems != collectedGems {
    while !isBlocked {
        goAndTake()
    }
    turnOff()
    while !isBlocked {
        goAndTake()
    }
    turnOn()
}

@operationkermit
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I realize this neglects the same issues @beResonant says above, it wasn’t necessary for the activity so I’m fine leaving it.

I believe I could edit a check after “isBlocked” before the turn that would check for “isBlockedLeft || isBlockedRight” and search but didn’t feel it necessary

Additionally the “isOnGem” in the. “IsBlocked” section was only added to make byte collect before turning, seems more important to collect than to turn around.

var gemCounter = 0
let totalGems = randomNumberOfGems
while gemCounter != totalGems {
    if isOnGem {
    collectGem()
    gemCounter += 1 
    }
    moveForward()
    if isBlocked {
        if isOnGem {
            collectGem()
            gemCounter += 1 
        }
        turnRight()
        turnRight()
        if bluePortal.isActive == true {
            bluePortal.isActive = false
        } else {
            bluePortal.isActive = true
        }
    }
    if bluePortal.isActive == true {
        pinkPortal.isActive = true
    } else {
    pinkPortal.isActive = false
    }
}

@Twiinner
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I think it is a must to break down the problem into smaller one, in this case, solve the side, then go for the middle one (seems like the puzzle itself will not spawn gem on the edge, just the straight line one, which means the puzzles for the side and middle one are the same). Use variable to keep tracking what side are you on, then make sure your character will move across that path and collect gem on that path if existed.

This puzzle is a fundamental one, where you should think about the problem itself as multiple small problems. And use the variable to keep tracking the status of the puzzle.

In case you wonder about the portal, just imagine how would you take that path, then write code to toggle the portal as you need it to be.

@uniqueariyan
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This is simple but cleaver soloution
Also If you add FUNC to it,it will be much better,
anyway:

let totalGems = randomNumberOfGems

var gem = 0

while gem < totalGems {
moveForward()
if isOnGem {
collectGem()
gem += 1
}
if isBlocked {
turnRight()
turnRight()
if pinkPortal.isActive == false {
pinkPortal.isActive = true
bluePortal.isActive = false
}else{
pinkPortal.isActive = false
bluePortal.isActive = true
}
}
}

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