Gemini 4 Argon, seed 1
Cursor · medium reasoning effort
Hay 686m produced, 8.84 points
Wood 5.28b produced, 9.72 points
Carrot 667m produced, 8.82 points
Pumpkin 385m produced, 8.59 points
Cactus 1.16b produced, 9.06 points
Power 226k produced, 5.35 points
Bone 58.7m produced, 7.77 points
Weird substance 514m produced, 8.71 points
Gold 70.1m produced, 7.85 points
Water 412k produced, 5.61 points
Fertilizer 14.8k produced, 4.17 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 84.50orders of magnitude · model mean 84.01
- On seed 1
- #1of 15 models
- Cost
- $3.97API-equivalent estimate
- Real time
- 51m 24swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 49.9 |
| 2h 00m | 67.5 |
| 3h 00m | 79.2 |
| 4h 00m | 81.8 |
| 5h 00m | 83.4 |
| 6h 00m | 84.5 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 1 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.6 of 11 |
| Study | 58 | 60 | 47 |
| Action overhead | 12% | 14% | 10% |
| Tool calls | 260 | 310 | 219 |
| Program writes | 32 | 36 | 37 |
| Program stints | 33 | 37 | 40 |
| Median stint | 3m 30s | 3m 30s | 9m 47s |
| Cost per point | $0.047 | $0.044 | $0.052 |
Farm idle 1% of samples; longest stint 3h 13m; 1 rejected write.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 43s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 1m 33s | {"upgrades":["speed"]} | speed 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 2m 13s | {"upgrades":["expand","plant"]} | expand 1 | Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3m 13s | {"upgrades":["plant"]} | — | Could not buy plant: Not enough resources. |
| 4m 13s | {"upgrades":["plant"]} | plant 1 | Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. |
| 6m 23s | {"upgrades":["speed","expand"]} | speed 2, expand 2 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 7m 58s | {"upgrades":["operators","senses","carrots"]} | operators 1, senses 1, carrots 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 9m 28s | {"upgrades":["expand"]} | — | Could not buy expand: Not enough resources. |
| 11m 18s | {"upgrades":["trees","speed","variables","watering"]} | speed 3, watering 1 | Could not buy trees: Not enough resources. |
| 11m 58s | {"upgrades":["expand"]} | expand 3 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 13m 38s | {"upgrades":["trees","variables","functions"]} | trees 1, variables 1, functions 1, functions 1 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 14m 58s | {"upgrades":["expand","watering"]} | expand 4, watering 2 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 16m 48s | {"upgrades":["trees","carrots","grass","pumpkins","speed"]} | trees 2, carrots 2 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 17m 18s | {"upgrades":["pumpkins"]} | pumpkins 1 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 18m 28s | {"upgrades":["grass"]} | — | Could not buy grass: Not enough resources. |
| 19m 55s | {"upgrades":["speed","trees","carrots"]} | speed 4, carrots 3 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 20m 50s | {"upgrades":["grass"]} | — | Could not buy grass: Not enough resources. |
| 21m 55s | {"upgrades":["grass","trees","sunflowers","fertilizer","lists","watering"]} | fertilizer 1, watering 3 | Could not buy grass: Not enough resources. |
| 22m 25s | {"upgrades":["grass"]} | grass 2 | Bought grass, now level 2. Paid hay 300. |
| 25m 05s | {"upgrades":["expand","grass","trees"]} | expand 5, grass 3 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 26m 35s | {"upgrades":["trees"]} | — | Could not buy trees: Not enough resources. |
| 28m 25s | {"upgrades":["speed","sunflowers","pumpkins","lists","grass","fertilizer"]} | speed 5, grass 4 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 28m 55s | {"upgrades":["trees","sunflowers"]} | trees 3, sunflowers 1 | Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. |
| 30m 45s | {"upgrades":["mazes","pumpkins","lists","trees"]} | mazes 1, pumpkins 2, lists 1 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 31m 25s | {"upgrades":["watering"]} | watering 4 | Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. |
| 33m 25s | {"upgrades":["megafarm","megafarm"]} | — | Could not buy megafarm: Not enough resources. |
| 34m 05s | {"upgrades":["megafarm","fertilizer"]} | megafarm 1, fertilizer 2 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 37m 35s | {"upgrades":["polyculture","dictionaries"]} | polyculture 1 | Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 39m 45s | {"upgrades":["pumpkins","trees","carrots","grass"]} | pumpkins 3, trees 4, carrots 4 | Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 41m 38s | {"upgrades":["expand","cactus","dictionaries","costs","utilities","debug","timing"]} | expand 6, cactus 1, dictionaries 1, costs 1, utilities 1, debug 1, timing 1 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 42m 08s | {"upgrades":["grass","hats","import"]} | grass 5, hats 1, import 1 | Bought grass, now level 5. Paid wood 12500. |
| 44m 23s | {"upgrades":["dinosaurs","mazes"]} | — | Could not buy dinosaurs: Not enough resources. |
| 46m 08s | {"upgrades":["megafarm"]} | — | Could not buy megafarm: Not enough resources. |
| 46m 38s | {"upgrades":["dinosaurs","mazes","watering","fertilizer","auto_unlock"]} | dinosaurs 1, hats 1, mazes 2, watering 5, fertilizer 3, auto_unlock 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 47m 08s | {"upgrades":["megafarm"]} | megafarm 2 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 52m 03s | {"upgrades":["expand"]} | — | Could not buy expand: Not enough resources. |
| 53m 08s | {"upgrades":["expand","cactus"]} | expand 7 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
Programs 33 writes, code as the agent wrote it
main.py
r120sRan
harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved main (5 lines). Game time: 30s elapsed, 5h 59m 30s of budget remaining.
- run_program at 30s for 10s (agent saw)
Ran main for 3s of game time; it finished. Inventory change: hay +5. Game time: 43s elapsed, 5h 59m 17s of budget remaining. Output: (none)
r253sRan
while True: harvest()Changes from the previous revision
- harvest() - harvest() - harvest() - harvest() - harvest() + while True: + harvest()
- Write result the agent saw
Saved main (2 lines). Game time: 1m 3s elapsed, 5h 58m 57s of budget remaining.
- run_program at 1m 03s for 20s (agent saw)
Ran main for 20s of game time; it is still running. Inventory change: hay +40. Game time: 1m 33s elapsed, 5h 58m 27s of budget remaining. Output: (none)
- run_program at 2m 43s for 20s (agent saw)
Ran main for 20s of game time; it is still running. Inventory change: no change. Game time: 3m 13s elapsed, 5h 56m 47s of budget remaining. Output: (none)
—2m 33sRejected
while True: if can_harvest(): harvest() move(North)- Write result the agent saw
Stop the program before editing it.
r34m 23sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() move(North)Changes from the previous revision
while True: - harvest() + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + if can_harvest(): + harvest() + move(North)
- Write result the agent saw
Saved main (12 lines). Game time: 4m 33s elapsed, 5h 55m 27s of budget remaining.
- run_program at 4m 33s for 90s (agent saw)
Ran main for 1m 30s of game time; it is still running. Inventory change: hay +119, wood +59. Game time: 6m 13s elapsed, 5h 53m 47s of budget remaining. Output: (none)
r48m 18sRan
while True: for i in range(get_world_size()): if can_harvest(): harvest() if get_pos_x() == 0 and get_pos_y() < 2: if get_ground_type() == Grounds.Soil: till() elif get_pos_x() == 2 and (get_world_size() > 3 or get_pos_y() < 2): if get_ground_type() != Grounds.Soil: till() if num_items(Items.Wood) > 5 and num_items(Items.Hay) > 5: plant(Entities.Carrot) else: plant(Entities.Bush) else: plant(Entities.Bush) move(North) move(East)Changes from the previous revision
while True: - if can_harvest(): - harvest() - plant(Entities.Bush) - move(North) - if can_harvest(): - harvest() - plant(Entities.Bush) - move(North) - if can_harvest(): - harvest() - move(North) + for i in range(get_world_size()): + if can_harvest(): + harvest() + if get_pos_x() == 0 and get_pos_y() < 2: + if get_ground_type() == Grounds.Soil: + till() + elif get_pos_x() == 2 and (get_world_size() > 3 or get_pos_y() < 2): + if get_ground_type() != Grounds.Soil: + till() + if num_items(Items.Wood) > 5 and num_items(Items.Hay) > 5: + plant(Entities.Carrot) + else: + plant(Entities.Bush) + else: + plant(Entities.Bush) + move(North) + move(East)
- Write result the agent saw
Saved main (18 lines). Game time: 8m 28s elapsed, 5h 51m 32s of budget remaining.
- run_program at 8m 28s for 50s (agent saw)
Ran main for 50s of game time; it is still running. Inventory change: carrot +16, hay +31, wood +65. Game time: 9m 28s elapsed, 5h 50m 32s of budget remaining. Output: (none)
r513m 58sRan
while True: ws = get_world_size() for i in range(ws): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() even = (x + y) % 2 == 0 if x == 0 or (ws >= 6 and x == 1): if get_ground_type() == Grounds.Soil: till() if even and num_items(Items.Hay) > 600 and num_items(Items.Wood) < 500: plant(Entities.Tree) else: if get_ground_type() != Grounds.Soil: till() if even and (num_items(Items.Wood) < 600 or num_items(Items.Wood) < num_items(Items.Carrot) * 2): plant(Entities.Tree) elif num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: plant(Entities.Carrot) elif even: plant(Entities.Tree) else: plant(Entities.Bush) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East)Changes from the previous revision
while True: - for i in range(get_world_size()): + ws = get_world_size() + for i in range(ws): if can_harvest(): harvest() - if get_pos_x() == 0 and get_pos_y() < 2: + x = get_pos_x() + y = get_pos_y() + even = (x + y) % 2 == 0 + if x == 0 or (ws >= 6 and x == 1): if get_ground_type() == Grounds.Soil: till() - elif get_pos_x() == 2 and (get_world_size() > 3 or get_pos_y() < 2): + if even and num_items(Items.Hay) > 600 and num_items(Items.Wood) < 500: + plant(Entities.Tree) + else: if get_ground_type() != Grounds.Soil: till() - if num_items(Items.Wood) > 5 and num_items(Items.Hay) > 5: + if even and (num_items(Items.Wood) < 600 or num_items(Items.Wood) < num_items(Items.Carrot) * 2): + plant(Entities.Tree) + elif num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: plant(Entities.Carrot) + elif even: + plant(Entities.Tree) else: plant(Entities.Bush) - else: - plant(Entities.Bush) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) move(North) move(East)
- Write result the agent saw
Saved main (28 lines). Game time: 14m 8s elapsed, 5h 45m 52s of budget remaining.
- run_program at 14m 08s for 40s (agent saw)
Ran main for 40s of game time; it is still running. Inventory change: carrot +70, hay +17, water -1, wood +116. Game time: 14m 58s elapsed, 5h 45m 2s of budget remaining. Output: (none)
r620m 05sRan
while True: ws = get_world_size() for i in range(ws): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() even = (x + y) % 2 == 0 if x < ws // 2: if get_ground_type() == Grounds.Soil: till() else: if get_ground_type() != Grounds.Soil: till() if even and num_items(Items.Wood) < 2500: plant(Entities.Tree) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) elif num_items(Items.Hay) > 350 and num_items(Items.Wood) > 350: plant(Entities.Carrot) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East)Changes from the previous revision
y = get_pos_y() even = (x + y) % 2 == 0 - if x == 0 or (ws >= 6 and x == 1): + if x < ws // 2: if get_ground_type() == Grounds.Soil: till() - if even and num_items(Items.Hay) > 600 and num_items(Items.Wood) < 500: - plant(Entities.Tree) else: if get_ground_type() != Grounds.Soil: till() - if even and (num_items(Items.Wood) < 600 or num_items(Items.Wood) < num_items(Items.Carrot) * 2): + if even and num_items(Items.Wood) < 2500: plant(Entities.Tree) - elif num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + elif num_items(Items.Hay) > 350 and num_items(Items.Wood) > 350: plant(Entities.Carrot) - elif even: - plant(Entities.Tree) - else: - plant(Entities.Bush) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) move(North) move(East)
- Write result the agent saw
Saved main (24 lines). Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
- run_program at 20m 15s for 25s (agent saw)
Ran main for 25s of game time; it is still running. Inventory change: carrot +40, hay +60, water -2, wood +410. Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining. Output: (none)
r725m 35sRan
def do_giant_pumpkin(): ws = get_world_size() for x in range(ws): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) while num_items(Items.Carrot) >= 20: ws = get_world_size() ready = 0 for x in range(ws): for y in range(ws): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) elif can_harvest(): ready = ready + 1 else: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) if ready == ws * ws: if num_items(Items.Weird_Substance) < 1200 and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() return while True: if num_items(Items.Carrot) >= 2600 and num_items(Items.Pumpkin) < 6000: while num_items(Items.Carrot) >= 400 and num_items(Items.Pumpkin) < 6000: do_giant_pumpkin() ws = get_world_size() for x in range(ws): for y in range(ws): if can_harvest(): harvest() px = get_pos_x() py = get_pos_y() even = (px + py) % 2 == 0 if px < 3: if get_ground_type() == Grounds.Soil: till() if even and num_items(Items.Hay) > 2000 and num_items(Items.Wood) < 2500: plant(Entities.Tree) else: if get_ground_type() != Grounds.Soil: till() if even and (num_items(Items.Wood) < 3000 or num_items(Items.Hay) < 300): plant(Entities.Tree) if num_items(Items.Weird_Substance) < 1200 and num_items(Items.Fertilizer) > 5: use_item(Items.Fertilizer) elif num_items(Items.Hay) >= 300 and num_items(Items.Wood) >= 300: plant(Entities.Carrot) elif even: plant(Entities.Tree) else: plant(Entities.Bush) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East)Changes from the previous revision
- while True: + def do_giant_pumpkin(): ws = get_world_size() - for i in range(ws): - if can_harvest(): - harvest() - x = get_pos_x() - y = get_pos_y() - even = (x + y) % 2 == 0 - if x < ws // 2: - if get_ground_type() == Grounds.Soil: - till() - else: + for x in range(ws): + for y in range(ws): + if can_harvest(): + harvest() if get_ground_type() != Grounds.Soil: till() - if even and num_items(Items.Wood) < 2500: - plant(Entities.Tree) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - elif num_items(Items.Hay) > 350 and num_items(Items.Wood) > 350: - plant(Entities.Carrot) + plant(Entities.Pumpkin) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + while num_items(Items.Carrot) >= 20: + ws = get_world_size() + ready = 0 + for x in range(ws): + for y in range(ws): + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != Entities.Pumpkin: + plant(Entities.Pumpkin) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + elif can_harvest(): + ready = ready + 1 + else: + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + if ready == ws * ws: + if num_items(Items.Weird_Substance) < 1200 and num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + harvest() + return + + while True: + if num_items(Items.Carrot) >= 2600 and num_items(Items.Pumpkin) < 6000: + while num_items(Items.Carrot) >= 400 and num_items(Items.Pumpkin) < 6000: + do_giant_pumpkin() + ws = get_world_size() + for x in range(ws): + for y in range(ws): + if can_harvest(): + harvest() + px = get_pos_x() + py = get_pos_y() + even = (px + py) % 2 == 0 + if px < 3: + if get_ground_type() == Grounds.Soil: + till() + if even and num_items(Items.Hay) > 2000 and num_items(Items.Wood) < 2500: + plant(Entities.Tree) + else: + if get_ground_type() != Grounds.Soil: + till() + if even and (num_items(Items.Wood) < 3000 or num_items(Items.Hay) < 300): + plant(Entities.Tree) + if num_items(Items.Weird_Substance) < 1200 and num_items(Items.Fertilizer) > 5: + use_item(Items.Fertilizer) + elif num_items(Items.Hay) >= 300 and num_items(Items.Wood) >= 300: + plant(Entities.Carrot) + elif even: + plant(Entities.Tree) + else: + plant(Entities.Bush) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) - move(North) - move(East) + move(North) + move(East)
- Write result the agent saw
Saved main (71 lines). Game time: 25m 45s elapsed, 5h 34m 15s of budget remaining.
- run_program at 25m 45s for 40s (agent saw)
Ran main for 40s of game time; it is still running. Inventory change: carrot +136, fertilizer -17, hay +376, water -4, weird_substance +145, wood +21. Game time: 26m 35s elapsed, 5h 33m 25s of budget remaining. Output: (none)
r831m 35sRan
def farm_power(): ws = get_world_size() for x in range(ws): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: for x in range(ws): for y in range(ws): if get_entity_type() == Entities.Sunflower: if measure() == p: while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) harvest() move(North) move(East) def farm_gold(target): dirs = [North, East, South, West] ws = get_world_size() while num_items(Items.Gold) < target and num_items(Items.Weird_Substance) >= ws: if can_harvest(): harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, ws) idx = 0 while get_entity_type() != Entities.Treasure: if get_entity_type() != Entities.Hedge: break idx = (idx + 1) % 4 while not can_move(dirs[idx]): idx = (idx - 1) % 4 move(dirs[idx]) if get_entity_type() == Entities.Treasure: harvest() while True: if num_items(Items.Power) < 150 and num_items(Items.Carrot) >= 100: farm_power() if num_items(Items.Gold) < 6000 and num_items(Items.Weird_Substance) >= 64: farm_gold(6000) ws = get_world_size() for x in range(ws): for y in range(ws): px = get_pos_x() py = get_pos_y() even = (px + py) % 2 == 0 if can_harvest(): if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 2000: use_item(Items.Weird_Substance) harvest() if px < 2: if get_ground_type() == Grounds.Soil: till() else: if get_ground_type() != Grounds.Soil: till() if even and (num_items(Items.Wood) < 6500 or num_items(Items.Weird_Substance) < 1000): plant(Entities.Tree) elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: plant(Entities.Carrot) elif even: plant(Entities.Tree) else: plant(Entities.Bush) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East)Changes from the previous revision
- def do_giant_pumpkin(): + def farm_power(): ws = get_world_size() for x in range(ws): if get_ground_type() != Grounds.Soil: till() - plant(Entities.Pumpkin) + plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) - while num_items(Items.Carrot) >= 20: - ws = get_world_size() - ready = 0 + for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: for x in range(ws): for y in range(ws): - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != Entities.Pumpkin: - plant(Entities.Pumpkin) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - elif can_harvest(): - ready = ready + 1 - else: - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) + if get_entity_type() == Entities.Sunflower: + if measure() == p: + while not can_harvest(): + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + harvest() move(North) move(East) - if ready == ws * ws: - if num_items(Items.Weird_Substance) < 1200 and num_items(Items.Fertilizer) > 0: - use_item(Items.Fertilizer) + + def farm_gold(target): + dirs = [North, East, South, West] + ws = get_world_size() + while num_items(Items.Gold) < target and num_items(Items.Weird_Substance) >= ws: + if can_harvest(): harvest() - return + plant(Entities.Bush) + use_item(Items.Weird_Substance, ws) + idx = 0 + while get_entity_type() != Entities.Treasure: + if get_entity_type() != Entities.Hedge: + break + idx = (idx + 1) % 4 + while not can_move(dirs[idx]): + idx = (idx - 1) % 4 + move(dirs[idx]) + if get_entity_type() == Entities.Treasure: + harvest() while True: - if num_items(Items.Carrot) >= 2600 and num_items(Items.Pumpkin) < 6000: - while num_items(Items.Carrot) >= 400 and num_items(Items.Pumpkin) < 6000: - do_giant_pumpkin() + if num_items(Items.Power) < 150 and num_items(Items.Carrot) >= 100: + farm_power() + if num_items(Items.Gold) < 6000 and num_items(Items.Weird_Substance) >= 64: + farm_gold(6000) ws = get_world_size() for x in range(ws): for y in range(ws): - if can_harvest(): - harvest() px = get_pos_x() py = get_pos_y() even = (px + py) % 2 == 0 - if px < 3: + if can_harvest(): + if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 2000: + use_item(Items.Weird_Substance) + harvest() + if px < 2: if get_ground_type() == Grounds.Soil: till() - if even and num_items(Items.Hay) > 2000 and num_items(Items.Wood) < 2500: - plant(Entities.Tree) else: if get_ground_type() != Grounds.Soil: till() - if even and (num_items(Items.Wood) < 3000 or num_items(Items.Hay) < 300): + if even and (num_items(Items.Wood) < 6500 or num_items(Items.Weird_Substance) < 1000): plant(Entities.Tree) - if num_items(Items.Weird_Substance) < 1200 and num_items(Items.Fertilizer) > 5: - use_item(Items.Fertilizer) - elif num_items(Items.Hay) >= 300 and num_items(Items.Wood) >= 300: + elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: plant(Entities.Carrot) elif even:
- Write result the agent saw
Saved main (77 lines). Game time: 31m 45s elapsed, 5h 28m 15s of budget remaining.
- run_program at 31m 45s for 90s (agent saw)
Ran main for 1m 30s of game time; it is still running. Inventory change: carrot +124, fertilizer +9, gold +1280, hay +160, power +374.32, water +49, weird_substance -168, wood +420. Game time: 33m 25s elapsed, 5h 26m 35s of budget remaining. Output: (none)
r938m 15sRan
def sunflower_half(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) def sunflower_east(): ws = get_world_size() half = ws // 2 sunflower_half(half, ws - half) def farm_power(): ws = get_world_size() half = ws // 2 d1 = spawn_drone(sunflower_east) sunflower_half(0, half) if d1 != None: wait_for(d1) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: for x in range(ws): for y in range(ws): if get_entity_type() == Entities.Sunflower: if measure() == p: while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) harvest() move(North) move(East) def pumpkin_half(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) while num_items(Items.Carrot) >= 40: while get_pos_x() != start_x: move(West) ready = 0 for x in range(cols): for y in range(ws): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: if can_harvest(): harvest() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) elif can_harvest(): ready = ready + 1 else: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) if ready == cols * ws: return def pumpkin_east(): ws = get_world_size() half = ws // 2 pumpkin_half(half, ws - half) def do_giant_pumpkin(): ws = get_world_size() half = ws // 2 d1 = spawn_drone(pumpkin_east) pumpkin_half(0, half) if d1 != None: wait_for(d1) if can_harvest(): harvest() def basics_half(start_x, cols): ws = get_world_size() comp = [] for i in range(ws * ws): comp.append(None) while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for step in range(6): while get_pos_x() != start_x: move(West) for x in range(cols): for y in range(ws): px = get_pos_x() py = get_pos_y() idx = px * ws + py even = (px + py) % 2 == 0 if can_harvest(): if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 5000: use_item(Items.Weird_Substance) harvest() et = get_entity_type() if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: want = comp[idx] comp[idx] = None if want != None: crop = want elif px == 0 or (px == 4 and num_items(Items.Hay) < 6000): crop = Entities.Grass elif even and (num_items(Items.Wood) < 15000 or num_items(Items.Weird_Substance) < 3000): crop = Entities.Tree elif num_items(Items.Hay) >= 300 and num_items(Items.Wood) >= 300: crop = Entities.Carrot elif even: crop = Entities.Tree else: crop = Entities.Grass if crop == Entities.Grass: if get_ground_type() == Grounds.Soil: till() elif crop == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if num_items(Items.Hay) >= 50 and num_items(Items.Wood) >= 50: plant(Entities.Carrot) else: plant(crop) if crop != Entities.Grass and get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) c = get_companion() if c != None: c_type, c_pos = c cx, cy = c_pos if cx >= start_x and cx < start_x + cols: c_idx = cx * ws + cy if comp[c_idx] == None: comp[c_idx] = c_type move(North) move(East) def basics_east(): ws = get_world_size() half = ws // 2 basics_half(half, ws - half) def do_basics(): ws = get_world_size() half = ws // 2 d1 = spawn_drone(basics_east) basics_half(0, half) if d1 != None: wait_for(d1) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 100: farm_power() if num_items(Items.Pumpkin) < 22000 and num_items(Items.Carrot) >= 5000: while num_items(Items.Pumpkin) < 22000 and num_items(Items.Carrot) >= 800: do_giant_pumpkin() do_basics()Changes from the previous revision
- def farm_power(): + def sunflower_half(start_x, cols): ws = get_world_size() - for x in range(ws): + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) + for x in range(cols): for y in range(ws): if can_harvest(): move(North) move(East) + + def sunflower_east(): + ws = get_world_size() + half = ws // 2 + sunflower_half(half, ws - half) + + def farm_power(): + ws = get_world_size() + half = ws // 2 + d1 = spawn_drone(sunflower_east) + sunflower_half(0, half) + if d1 != None: + wait_for(d1) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: for x in range(ws): move(East) - def farm_gold(target): - dirs = [North, East, South, West] - ws = get_world_size() - while num_items(Items.Gold) < target and num_items(Items.Weird_Substance) >= ws: - if can_harvest(): - harvest() - plant(Entities.Bush) - use_item(Items.Weird_Substance, ws) - idx = 0 - while get_entity_type() != Entities.Treasure: - if get_entity_type() != Entities.Hedge: - break - idx = (idx + 1) % 4 - while not can_move(dirs[idx]): - idx = (idx - 1) % 4 - move(dirs[idx]) - if get_entity_type() == Entities.Treasure: - harvest() - - while True: - if num_items(Items.Power) < 150 and num_items(Items.Carrot) >= 100: - farm_power() - if num_items(Items.Gold) < 6000 and num_items(Items.Weird_Substance) >= 64: - farm_gold(6000) + def pumpkin_half(start_x, cols): ws = get_world_size() - for x in range(ws): + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) + for x in range(cols): for y in range(ws): - px = get_pos_x() - py = get_pos_y() - even = (px + py) % 2 == 0 if can_harvest(): - if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 2000: - use_item(Items.Weird_Substance) harvest() - if px < 2: - if get_ground_type() == Grounds.Soil: - till() - else: + if get_ground_type() != Grounds.Soil: + till() + plant(Entities.Pumpkin) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + while num_items(Items.Carrot) >= 40: + while get_pos_x() != start_x: + move(West) + ready = 0 + for x in range(cols): + for y in range(ws): if get_ground_type() != Grounds.Soil: till() - if even and (num_items(Items.Wood) < 6500 or num_items(Items.Weird_Substance) < 1000): - plant(Entities.Tree) - elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: - plant(Entities.Carrot) - elif even: - plant(Entities.Tree) + if get_entity_type() != Entities.Pumpkin: + if can_harvest(): + harvest() + plant(Entities.Pumpkin) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + elif can_harvest(): + ready = ready + 1 else: - plant(Entities.Bush) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - move(North) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + if ready == cols * ws: + return + + def pumpkin_east(): + ws = get_world_size() + half = ws // 2 + pumpkin_half(half, ws - half) + + def do_giant_pumpkin(): + ws = get_world_size() + half = ws // 2 + d1 = spawn_drone(pumpkin_east) + pumpkin_half(0, half) + if d1 != None: + wait_for(d1) + if can_harvest(): + harvest() + + def basics_half(start_x, cols): + ws = get_world_size() + comp = [] + for i in range(ws * ws): + comp.append(None) + while get_pos_x() != start_x: move(East) + while get_pos_y() != 0: + move(North) + for step in range(6): + while get_pos_x() != start_x: + move(West) + for x in range(cols): + for y in range(ws): + px = get_pos_x() + py = get_pos_y() + idx = px * ws + py + even = (px + py) % 2 == 0 + if can_harvest(): + if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 5000: + use_item(Items.Weird_Substance) + harvest() + et = get_entity_type() + if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: + want = comp[idx] + comp[idx] = None + if want != None: + crop = want + elif px == 0 or (px == 4 and num_items(Items.Hay) < 6000): + crop = Entities.Grass + elif even and (num_items(Items.Wood) < 15000 or num_items(Items.Weird_Substance) < 3000): + crop = Entities.Tree + elif num_items(Items.Hay) >= 300 and num_items(Items.Wood) >= 300: + crop = Entities.Carrot + elif even: + crop = Entities.Tree + else: + crop = Entities.Grass + if crop == Entities.Grass: + if get_ground_type() == Grounds.Soil: + till() + elif crop == Entities.Carrot: + if get_ground_type() != Grounds.Soil: + till() + if num_items(Items.Hay) >= 50 and num_items(Items.Wood) >= 50: + plant(Entities.Carrot) + else: + plant(crop) + if crop != Entities.Grass and get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + c = get_companion() + if c != None: + c_type, c_pos = c + cx, cy = c_pos + if cx >= start_x and cx < start_x + cols: + c_idx = cx * ws + cy + if comp[c_idx] == None: + comp[c_idx] = c_type + move(North) + move(East) + + def basics_east(): + ws = get_world_size() + half = ws // 2 + basics_half(half, ws - half) + + def do_basics(): + ws = get_world_size() + half = ws // 2 + d1 = spawn_drone(basics_east) + basics_half(0, half) + if d1 != None: + wait_for(d1) + + if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: + harvest() + + while True: + if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 100: + farm_power() + if num_items(Items.Pumpkin) < 22000 and num_items(Items.Carrot) >= 5000: + while num_items(Items.Pumpkin) < 22000 and num_items(Items.Carrot) >= 800: + do_giant_pumpkin() + do_basics()
- Write result the agent saw
Saved main (182 lines). Game time: 38m 25s elapsed, 5h 21m 35s of budget remaining.
- run_program at 38m 25s for 60s (agent saw)
Ran main for 1m of game time; it is still running. Inventory change: carrot +3060, fertilizer +12, hay +4472, power +366.19, pumpkin +420, water -111, weird_substance +2773, wood +9764. Game time: 39m 35s elapsed, 5h 20m 25s of budget remaining. Output: (none)
r1047m 28sRan
def run_parallel_cols(fn): ws = get_world_size() n = max_drones() if n > ws: n = ws chunk = ws // n drones = [] for i in range(1, n): sx = i * chunk c = chunk if i == n - 1: c = ws - sx def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) fn(0, chunk) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() n = max_drones() if n > ws: n = ws chunk = ws // n drones = [] for i in range(1, n): sy = i * chunk r = chunk if i == n - 1: r = ws - sy def task(): fn(sy, r) d = spawn_drone(task) if d != None: drones.append(d) fn(0, chunk) for d in drones: wait_for(d) def clear_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for c in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() move(North) move(East) def sunflower_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) def farm_power(): ws = get_world_size() run_parallel_cols(sunflower_cols) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: def harvest_p_cols(start_x, cols): while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if get_entity_type() == Entities.Sunflower: if measure() == p: while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) harvest() move(North) move(East) run_parallel_cols(harvest_p_cols) def cactus_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for c in range(cols): while get_pos_y() != 0: move(North) for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Cactus) move(North) low = 0 high = ws - 1 while low < high: swapped = False while get_pos_y() < high: if measure() > measure(North): swap(North) swapped = True move(North) high = high - 1 if not swapped: break swapped = False while get_pos_y() > low: if measure(South) > measure(): swap(South) swapped = True move(South) low = low + 1 if not swapped: break move(East) def cactus_rows(start_y, rows): ws = get_world_size() while get_pos_y() != start_y: move(North) while get_pos_x() != 0: move(West) for r in range(rows): while get_pos_x() != 0: move(West) low = 0 high = ws - 1 while low < high: swapped = False while get_pos_x() < high: if measure() > measure(East): swap(East) swapped = True move(East) high = high - 1 if not swapped: break swapped = False while get_pos_x() > low: if measure(West) > measure(): swap(West) swapped = True move(West) low = low + 1 if not swapped: break move(North) def do_cactus_field(): ws = get_world_size() run_parallel_cols(cactus_cols) run_parallel_rows(cactus_rows) for i in range(ws): while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) harvest() ax = -1 ay = -1 tail_len = 0 def step_dino(d): global ax global ay global tail_len if get_entity_type() == Entities.Apple: m = measure() if m != None: ax, ay = m tail_len = tail_len + 1 return move(d) def do_dinosaur(): global ax global ay global tail_len run_parallel_cols(clear_cols) while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) ax = -1 ay = -1 tail_len = 0 change_hat(Hats.Dinosaur_Hat) ws = get_world_size() alive = True while alive and num_items(Items.Cactus) >= 20: for i in range(ws - 1): if not step_dino(North): alive = False break if not alive: break if not step_dino(East): break for i in range(ws - 2): if not step_dino(South): alive = False break if not alive: break col = 2 returned_early = False while col <= ws - 2: if tail_len < 22 and ax >= 0 and ax < col: if not step_dino(South): alive = False break for i in range(col - 1): if not step_dino(West): alive = False break returned_early = True break if not step_dino(East): alive = False break if tail_len < 55 and ax != col and ax != col + 1: if not step_dino(East): alive = False break else: for i in range(ws - 2): if not step_dino(North): alive = False break if not alive: break if not step_dino(East): alive = False break for i in range(ws - 2): if not step_dino(South): alive = False break if not alive: break col = col + 2 if not alive: break if not returned_early: if not step_dino(South): break for i in range(ws - 1): if not step_dino(West): alive = False break change_hat(Hats.Green_Hat) def pumpkin_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) while num_items(Items.Carrot) >= 50: while get_pos_x() != start_x: move(West) ready = 0 for x in range(cols): for y in range(ws): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: if can_harvest(): harvest() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) elif can_harvest(): ready = ready + 1 else: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) if ready == cols * ws: return def do_giant_pumpkin(): run_parallel_cols(pumpkin_cols) if can_harvest(): harvest() def basics_cols(start_x, cols): ws = get_world_size() comp = {} while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for step in range(6): while get_pos_x() != start_x: move(West) for x in range(cols): for y in range(ws): px = get_pos_x() py = get_pos_y() pos = (px, py) even = (px + py) % 2 == 0 if can_harvest(): if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 15000: use_item(Items.Weird_Substance) harvest() et = get_entity_type() if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: want = None if pos in comp: want = comp[pos] comp.pop(pos) if want != None: crop = want elif x == 0 and num_items(Items.Hay) < 40000: crop = Entities.Grass elif even and (num_items(Items.Wood) < 50000 or num_items(Items.Weird_Substance) < 8000): crop = Entities.Tree elif num_items(Items.Hay) >= 500 and num_items(Items.Wood) >= 500: crop = Entities.Carrot elif even: crop = Entities.Tree else: crop = Entities.Grass if crop == Entities.Grass: if get_ground_type() == Grounds.Soil: till() elif crop == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if num_items(Items.Hay) >= 100 and num_items(Items.Wood) >= 100: plant(Entities.Carrot) else: plant(crop) if crop != Entities.Grass and get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) c = get_companion() if c != None: c_type, c_pos = c cx, cy = c_pos if cx >= start_x and cx < start_x + cols: if c_pos not in comp: comp[c_pos] = c_type move(North) move(East) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: if num_items(Items.Power) < 200 and num_items(Items.Carrot) >= 200: farm_power() if num_items(Items.Cactus) < 25000 and num_items(Items.Pumpkin) >= 400: do_cactus_field() unlock(Unlocks.Dinosaurs) if num_items(Items.Bone) < 30000 and num_items(Items.Cactus) >= 500: do_dinosaur() unlock(Unlocks.Polyculture) if num_items(Items.Pumpkin) < 70000 and num_items(Items.Carrot) >= 18000: unlock(Unlocks.Pumpkins) while num_items(Items.Pumpkin) < 70000 and num_items(Items.Carrot) >= 2000: do_giant_pumpkin() run_parallel_cols(basics_cols) unlock(Unlocks.Trees) unlock(Unlocks.Carrots) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer)Changes from the previous revision
- def sunflower_half(start_x, cols): + def run_parallel_cols(fn): ws = get_world_size() + n = max_drones() + if n > ws: + n = ws + chunk = ws // n + drones = [] + for i in range(1, n): + sx = i * chunk + c = chunk + if i == n - 1: + c = ws - sx + def task(): + fn(sx, c) + d = spawn_drone(task) + if d != None: + drones.append(d) + fn(0, chunk) + for d in drones: + wait_for(d) + + def run_parallel_rows(fn): + ws = get_world_size() + n = max_drones() + if n > ws: + n = ws + chunk = ws // n + drones = [] + for i in range(1, n): + sy = i * chunk + r = chunk + if i == n - 1: + r = ws - sy + def task(): + fn(sy, r) + d = spawn_drone(task) + if d != None: + drones.append(d) + fn(0, chunk) + for d in drones: + wait_for(d) + + def clear_cols(start_x, cols): + ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) + for c in range(cols): + for y in range(ws): + if can_harvest(): + harvest() + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != None: + till() + till() + move(North) + move(East) + + def sunflower_cols(start_x, cols): + ws = get_world_size() + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) for x in range(cols): for y in range(ws): if get_ground_type() != Grounds.Soil: till() + if get_entity_type() != None: + till() + till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: move(East) - def sunflower_east(): - ws = get_world_size() - half = ws // 2 - sunflower_half(half, ws - half) - def farm_power(): ws = get_world_size() - half = ws // 2 - d1 = spawn_drone(sunflower_east) - sunflower_half(0, half) - if d1 != None: - wait_for(d1) + run_parallel_cols(sunflower_cols) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: - for x in range(ws): - for y in range(ws): - if get_entity_type() == Entities.Sunflower: - if measure() == p: - while not can_harvest(): - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - harvest() + def harvest_p_cols(start_x, cols): + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: move(North) - move(East) + for x in range(cols): + for y in range(ws): + if get_entity_type() == Entities.Sunflower: + if measure() == p: + while not can_harvest(): + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + harvest() + move(North) + move(East) + run_parallel_cols(harvest_p_cols) - def pumpkin_half(start_x, cols): + def cactus_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: while get_pos_y() != 0: move(North) + for c in range(cols): + while get_pos_y() != 0: + move(North) + for y in range(ws): + if can_harvest(): + harvest() + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != None: + till() + till() + plant(Entities.Cactus) + move(North) + low = 0 + high = ws - 1 + while low < high: + swapped = False + while get_pos_y() < high: + if measure() > measure(North): + swap(North) + swapped = True + move(North) + high = high - 1 + if not swapped: + break + swapped = False + while get_pos_y() > low: + if measure(South) > measure(): + swap(South) + swapped = True + move(South) + low = low + 1 + if not swapped: + break + move(East) + + def cactus_rows(start_y, rows): + ws = get_world_size() + while get_pos_y() != start_y: + move(North) + while get_pos_x() != 0: + move(West) + for r in range(rows): + while get_pos_x() != 0: + move(West) + low = 0 + high = ws - 1 + while low < high: + swapped = False + while get_pos_x() < high: + if measure() > measure(East): + swap(East) + swapped = True + move(East) + high = high - 1 + if not swapped: + break + swapped = False + while get_pos_x() > low: + if measure(West) > measure(): + swap(West) + swapped = True + move(West) + low = low + 1 + if not swapped: + break + move(North) + + def do_cactus_field(): + ws = get_world_size() + run_parallel_cols(cactus_cols) + run_parallel_rows(cactus_rows) + for i in range(ws): + while not can_harvest(): + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + harvest() + + ax = -1 + ay = -1 + tail_len = 0 + + def step_dino(d): + global ax + global ay + global tail_len + if get_entity_type() == Entities.Apple: + m = measure() + if m != None: + ax, ay = m + tail_len = tail_len + 1 + return move(d) + + def do_dinosaur(): + global ax + global ay + global tail_len + run_parallel_cols(clear_cols) + while get_pos_x() != 0: + move(West) + while get_pos_y() != 0: + move(South) + ax = -1 + ay = -1 + tail_len = 0 + change_hat(Hats.Dinosaur_Hat) + ws = get_world_size() + alive = True + while alive and num_items(Items.Cactus) >= 20: + for i in range(ws - 1): + if not step_dino(North): + alive = False + break + if not alive: + break + if not step_dino(East): + break + for i in range(ws - 2): + if not step_dino(South): + alive = False + break + if not alive: + break + col = 2 + returned_early = False + while col <= ws - 2: + if tail_len < 22 and ax >= 0 and ax < col: + if not step_dino(South): + alive = False + break + for i in range(col - 1): + if not step_dino(West): + alive = False + break + returned_early = True + break + if not step_dino(East): + alive = False + break + if tail_len < 55 and ax != col and ax != col + 1: + if not step_dino(East): + alive = False + break + else: + for i in range(ws - 2): + if not step_dino(North): + alive = False + break + if not alive: + break + if not step_dino(East): + alive = False + break + for i in range(ws - 2): + if not step_dino(South): + alive = False + break + if not alive: + break + col = col + 2 + if not alive: + break + if not returned_early: + if not step_dino(South): + break + for i in range(ws - 1): + if not step_dino(West): + alive = False + break + change_hat(Hats.Green_Hat) + + def pumpkin_cols(start_x, cols): + ws = get_world_size() + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) for x in range(cols): for y in range(ws): if get_ground_type() != Grounds.Soil: till() + if get_entity_type() != None: + till() + till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: move(North) move(East) - while num_items(Items.Carrot) >= 40: + while num_items(Items.Carrot) >= 50: while get_pos_x() != start_x: move(West) return - def pumpkin_east(): - ws = get_world_size() - half = ws // 2 - pumpkin_half(half, ws - half) - def do_giant_pumpkin(): - ws = get_world_size() - half = ws // 2 - d1 = spawn_drone(pumpkin_east) - pumpkin_half(0, half) - if d1 != None: - wait_for(d1) + run_parallel_cols(pumpkin_cols) if can_harvest(): harvest() - def basics_half(start_x, cols): + def basics_cols(start_x, cols): ws = get_world_size() - comp = [] - for i in range(ws * ws): - comp.append(None) + comp = {} while get_pos_x() != start_x: move(East) px = get_pos_x() py = get_pos_y() - idx = px * ws + py + pos = (px, py) even = (px + py) % 2 == 0 if can_harvest(): - if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 5000: + if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 15000: use_item(Items.Weird_Substance) harvest() et = get_entity_type() if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: - want = comp[idx] - comp[idx] = None + want = None + if pos in comp: + want = comp[pos] + comp.pop(pos) if want != None: crop = want - elif px == 0 or (px == 4 and num_items(Items.Hay) < 6000): + elif x == 0 and num_items(Items.Hay) < 40000: crop = Entities.Grass - elif even and (num_items(Items.Wood) < 15000 or num_items(Items.Weird_Substance) < 3000): + elif even and (num_items(Items.Wood) < 50000 or num_items(Items.Weird_Substance) < 8000): crop = Entities.Tree - elif num_items(Items.Hay) >= 300 and num_items(Items.Wood) >= 300: + elif num_items(Items.Hay) >= 500 and num_items(Items.Wood) >= 500: crop = Entities.Carrot elif even: if get_ground_type() != Grounds.Soil: till() - if num_items(Items.Hay) >= 50 and num_items(Items.Wood) >= 50: + if num_items(Items.Hay) >= 100 and num_items(Items.Wood) >= 100: plant(Entities.Carrot) else: cx, cy = c_pos if cx >= start_x and cx < start_x + cols: - c_idx = cx * ws + cy - if comp[c_idx] == None: - comp[c_idx] = c_type + if c_pos not in comp: + comp[c_pos] = c_type move(North) move(East) - def basics_east(): - ws = get_world_size() - half = ws // 2 - basics_half(half, ws - half) - - def do_basics(): - ws = get_world_size() - half = ws // 2 - d1 = spawn_drone(basics_east) - basics_half(0, half) - if d1 != None: - wait_for(d1) - if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: - if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 100: + if num_items(Items.Power) < 200 and num_items(Items.Carrot) >= 200: farm_power() - if num_items(Items.Pumpkin) < 22000 and num_items(Items.Carrot) >= 5000: - while num_items(Items.Pumpkin) < 22000 and num_items(Items.Carrot) >= 800: + if num_items(Items.Cactus) < 25000 and num_items(Items.Pumpkin) >= 400: + do_cactus_field() + unlock(Unlocks.Dinosaurs) + if num_items(Items.Bone) < 30000 and num_items(Items.Cactus) >= 500: + do_dinosaur() + unlock(Unlocks.Polyculture) + if num_items(Items.Pumpkin) < 70000 and num_items(Items.Carrot) >= 18000: + unlock(Unlocks.Pumpkins) + while num_items(Items.Pumpkin) < 70000 and num_items(Items.Carrot) >= 2000: do_giant_pumpkin() - do_basics() + run_parallel_cols(basics_cols) + unlock(Unlocks.Trees) + unlock(Unlocks.Carrots) + unlock(Unlocks.Grass) + unlock(Unlocks.Watering) + unlock(Unlocks.Fertilizer)
- Write result the agent saw
Saved main (412 lines). Game time: 47m 38s elapsed, 5h 12m 22s of budget remaining.
- run_program at 47m 38s for 150s (agent saw)
Ran main for 2m 30s of game time; it is still running. Inventory change: bone +30898, cactus +28900, carrot +5704, fertilizer +60, hay +16400, power -372.82, pumpkin -576, water -252, weird_substance +14476, wood +35344. Game time: 50m 18s elapsed, 5h 9m 42s of budget remaining. Output: (none)
r111h 10mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(200) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(200) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(400) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < (ws * 2) and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_worker(right_turn): dirs = [North, East, South, West] d_idx = 0 steps = 0 while get_entity_type() == Entities.Hedge and steps < 2500: if right_turn: next_d = (d_idx + 1) % 4 if move(dirs[next_d]): d_idx = next_d elif move(dirs[d_idx]): pass elif move(dirs[(d_idx + 3) % 4]): d_idx = (d_idx + 3) % 4 else: move(dirs[(d_idx + 2) % 4]) d_idx = (d_idx + 2) % 4 else: next_d = (d_idx + 3) % 4 if move(dirs[next_d]): d_idx = next_d elif move(dirs[d_idx]): pass elif move(dirs[(d_idx + 1) % 4]): d_idx = (d_idx + 1) % 4 else: move(dirs[(d_idx + 2) % 4]) d_idx = (d_idx + 2) % 4 steps += 1 if get_entity_type() == Entities.Treasure: harvest() return def solve_maze_dfs(): visited = set() opp = {North: South, South: North, East: West, West: East} stack = [] while get_entity_type() == Entities.Hedge: if get_entity_type() == Entities.Treasure: harvest() return cx = get_pos_x() cy = get_pos_y() visited.add((cx, cy)) res = measure() if res == None: return tx, ty = res if cx == tx and cy == ty: harvest() return dirs = [] if tx > cx: dirs.append(East) elif tx < cx: dirs.append(West) if ty > cy: dirs.append(North) elif ty < cy: dirs.append(South) for d in [North, East, South, West]: if d not in dirs: dirs.append(d) moved = False for d in dirs: nx = cx ny = cy if d == North: ny += 1 elif d == South: ny -= 1 elif d == East: nx += 1 elif d == West: nx -= 1 if (nx, ny) not in visited: if move(d): stack.append(d) moved = True break if not moved: if len(stack) == 0: return last_d = stack.pop() if not move(opp[last_d]): return if get_entity_type() == Entities.Treasure: harvest() def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(200) ws = get_world_size() sub = ws * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break move_to(ws // 2, ws // 2) prep_soil_empty() plant(Entities.Bush) use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Treasure: harvest() try_unlocks() continue if get_entity_type() == Entities.Hedge: def w_right(): maze_worker(True) def w_left(): maze_worker(False) spawn_drone(w_right) spawn_drone(w_left) solve_maze_dfs() try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 200000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(400) # 1. Unlock Polyculture 4 (250k bone) & 5 (1.25M bone) when we have Cactus if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 20000: do_dinosaur() # 2. Unlock Megafarm 5 (512k gold -> 32 drones) using our Weird Substance if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 4000: farm_gold(512000) # 3. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) if num_items(Items.Pumpkin) < 750000 and num_items(Items.Carrot) >= 60000: for _ in range(4): if num_items(Items.Carrot) >= 30000: do_giant_pumpkin() if get_world_size() >= 22: break # 4. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) if num_items(Items.Cactus) < 500000 and num_items(Items.Pumpkin) >= 40000: do_cactus_field() # 5. Polyculture basics for Hay, Wood, Carrots, Weird Substance if num_items(Items.Carrot) < 500000 or num_items(Items.Hay) < 500000 or num_items(Items.Wood) < 500000 or num_items(Items.Weird_Substance) < 50000: ensure_power(300) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks()Changes from the previous revision
+ def move_to(tx, ty): + ws = get_world_size() + cx = get_pos_x() + cy = get_pos_y() + dx = (tx - cx) % ws + wx = (cx - tx) % ws + if dx <= wx: + for _ in range(dx): + move(East) + else: + for _ in range(wx): + move(West) + dy = (ty - cy) % ws + sy = (cy - ty) % ws + if dy <= sy: + for _ in range(dy): + move(North) + else: + for _ in range(sy): + move(South) + + def try_unlocks(): + unlock(Unlocks.Megafarm) + unlock(Unlocks.Polyculture) + unlock(Unlocks.Expand) + unlock(Unlocks.Dinosaurs) + unlock(Unlocks.Mazes) + unlock(Unlocks.Cactus) + unlock(Unlocks.Pumpkins) + unlock(Unlocks.Carrots) + unlock(Unlocks.Trees) + unlock(Unlocks.Grass) + unlock(Unlocks.Watering) + unlock(Unlocks.Fertilizer) + + def safe_water(thresh): + if get_water() < thresh and num_items(Items.Water) > max_drones(): + use_item(Items.Water) + + def prep_soil_empty(): + if can_harvest(): + harvest() + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != None: + till() + till() + def run_parallel_cols(fn): - ws = get_world_size() - n = max_drones() - if n > ws: - n = ws - chunk = ws // n - drones = [] - for i in range(1, n): - sx = i * chunk - c = chunk - if i == n - 1: - c = ws - sx - def task(): - fn(sx, c) - d = spawn_drone(task) - if d != None: - drones.append(d) - fn(0, chunk) - for d in drones: - wait_for(d) + ws = get_world_size() + md = max_drones() + if md > ws: + md = ws + base = ws // md + rem = ws % md + drones = [] + col = 0 + for i in range(md): + c = base + if i < rem: + c += 1 + sx = col + col += c + if i < md - 1: + def task(): + fn(sx, c) + d = spawn_drone(task) + if d != None: + drones.append(d) + else: + fn(sx, c) + else: + fn(sx, c) + for d in drones: + wait_for(d) def run_parallel_rows(fn): - ws = get_world_size() - n = max_drones() - if n > ws: - n = ws - chunk = ws // n - drones = [] - for i in range(1, n): - sy = i * chunk - r = chunk - if i == n - 1: - r = ws - sy - def task(): - fn(sy, r) - d = spawn_drone(task) - if d != None: - drones.append(d) - fn(0, chunk) - for d in drones: - wait_for(d) + ws = get_world_size() + md = max_drones() + if md > ws: + md = ws + base = ws // md + rem = ws % md + drones = [] + row = 0 + for i in range(md): + c = base + if i < rem: + c += 1 + sy = row + row += c + if i < md - 1: + def task(): + fn(sy, c) + d = spawn_drone(task) + if d != None: + drones.append(d) + else: + fn(sy, c) + else: + fn(sy, c) + for d in drones: + wait_for(d) - def clear_cols(start_x, cols): - ws = get_world_size() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for c in range(cols): - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - move(North) - move(East) + def sf_plant_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + plant(Entities.Sunflower) + safe_water(0.75) + if y < ws - 1: + move(North) - def sunflower_cols(start_x, cols): - ws = get_world_size() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for x in range(cols): - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - plant(Entities.Sunflower) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - move(North) - move(East) + def sf_harvest_petal_cols(sx, count, p): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + if get_entity_type() == Entities.Sunflower: + while not can_harvest(): + safe_water(0.8) + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + if measure() == p: + harvest() + if y < ws - 1: + move(North) def farm_power(): - ws = get_world_size() - run_parallel_cols(sunflower_cols) - for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: - def harvest_p_cols(start_x, cols): - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for x in range(cols): - for y in range(ws): - if get_entity_type() == Entities.Sunflower: - if measure() == p: - while not can_harvest(): - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - harvest() - move(North) - move(East) - run_parallel_cols(harvest_p_cols) + if num_items(Items.Carrot) < 500: + return + run_parallel_cols(sf_plant_cols) + for p in range(15, 6, -1): + def h_task(sx, c): + sf_harvest_petal_cols(sx, c, p) + run_parallel_cols(h_task) - def cactus_cols(start_x, cols): - ws = get_world_size() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for c in range(cols): - while get_pos_y() != 0: - move(North) - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - plant(Entities.Cactus) - move(North) - low = 0 - high = ws - 1 - while low < high: - swapped = False - while get_pos_y() < high: - if measure() > measure(North): - swap(North) - swapped = True - move(North) - high = high - 1 - if not swapped: - break - swapped = False - while get_pos_y() > low: - if measure(South) > measure(): - swap(South) - swapped = True - move(South) - low = low + 1 - if not swapped: - break - move(East) + def ensure_power(min_p): + if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: + farm_power() - def cactus_rows(start_y, rows): - ws = get_world_size() - while get_pos_y() != start_y: - move(North) - while get_pos_x() != 0: - move(West) - for r in range(rows): - while get_pos_x() != 0: - move(West) - low = 0 - high = ws - 1 - while low < high: - swapped = False - while get_pos_x() < high: - if measure() > measure(East): - swap(East) - swapped = True - move(East) - high = high - 1 - if not swapped: - break - swapped = False - while get_pos_x() > low: - if measure(West) > measure(): - swap(West) - swapped = True - move(West) - low = low + 1 - if not swapped: - break - move(North) + def p_plant_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + plant(Entities.Pumpkin) + safe_water(0.75) + if y < ws - 1: + move(North) - def do_cactus_field(): - ws = get_world_size() - run_parallel_cols(cactus_cols) - run_parallel_rows(cactus_rows) - for i in range(ws): - while not can_harvest(): - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - move(North) - move(East) - harvest() + def p_fix_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + bad = [] + for y in range(ws): + et = get_entity_type() + if et != Entities.Pumpkin: + plant(Entities.Pumpkin) + safe_water(0.75) + bad.append(y) + elif not can_harvest(): + safe_water(0.75) + bad.append(y) + if y < ws - 1: + move(North) + while len(bad) > 0: + next_bad = [] + for y in bad: + move_to(x, y) + et = get_entity_type() + if et != Entities.Pumpkin: + plant(Entities.Pumpkin) + safe_water(0.8) + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + next_bad.append(y) + elif not can_harvest(): + safe_water(0.8) + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + if get_entity_type() != Entities.Pumpkin: + plant(Entities.Pumpkin) + next_bad.append(y) + elif not can_harvest(): + next_bad.append(y) + bad = next_bad - ax = -1 - ay = -1 - tail_len = 0 + def do_giant_pumpkin(): + ensure_power(200) + run_parallel_cols(p_plant_cols) + run_parallel_cols(p_fix_cols) + move_to(0, 0) + if can_harvest(): + harvest() + try_unlocks() - def step_dino(d): - global ax - global ay - global tail_len - if get_entity_type() == Entities.Apple: - m = measure() - if m != None: - ax, ay = m - tail_len = tail_len + 1 - return move(d) + def c_plant_and_sort_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + plant(Entities.Cactus) + if y < ws - 1: + move(North) + low = 0 + high = ws - 1 + while low < high: + swapped = False + move_to(x, low) + for y in range(low, high): + if measure() > measure(North): + swap(North) + swapped = True + move(North) + high -= 1 + if not swapped: + break + swapped = False + move_to(x, high) + for y in range(high, low, -1): + if measure() < measure(South): + swap(South) + swapped = True + move(South) + low += 1 + if not swapped: + break + def c_sort_rows(sy, count): + ws = get_world_size() + for offset in range(count): + y = sy + offset + low = 0 + high = ws - 1 + while low < high: + swapped = False + move_to(low, y) + for x in range(low, high): + if measure() > measure(East): + swap(East) + swapped = True + move(East) + high -= 1 + if not swapped: + break + swapped = False + move_to(high, y) + for x in range(high, low, -1): + if measure() < measure(West): + swap(West) + swapped = True + move(West) + low += 1 + if not swapped: + break + + def do_cactus_field(): + ensure_power(200) + ws = get_world_size() + run_parallel_cols(c_plant_and_sort_cols) + run_parallel_rows(c_sort_rows) + for i in range(ws): + move_to(i, i) + while not can_harvest(): + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + else: + safe_water(0.5) + move_to(0, 0) + harvest() + try_unlocks() + + def clear_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + if y < ws - 1: + move(North) + def do_dinosaur(): - global ax - global ay - global tail_len - run_parallel_cols(clear_cols) - while get_pos_x() != 0: - move(West) - while get_pos_y() != 0: - move(South) - ax = -1 - ay = -1 - tail_len = 0 - change_hat(Hats.Dinosaur_Hat) - ws = get_world_size() - alive = True - while alive and num_items(Items.Cactus) >= 20: - for i in range(ws - 1): - if not step_dino(North): - alive = False - break - if not alive: - break - if not step_dino(East): - break - for i in range(ws - 2): - if not step_dino(South): - alive = False - break - if not alive: - break - col = 2 - returned_early = False - while col <= ws - 2: - if tail_len < 22 and ax >= 0 and ax < col: - if not step_dino(South): - alive = False - break - for i in range(col - 1): - if not step_dino(West): - alive = False - break - returned_early = True - break - if not step_dino(East): - alive = False - break - if tail_len < 55 and ax != col and ax != col + 1: - if not step_dino(East): - alive = False - break - else: - for i in range(ws - 2): - if not step_dino(North): - alive = False - break - if not alive: - break - if not step_dino(East): - alive = False - break - for i in range(ws - 2): - if not step_dino(South): - alive = False - break - if not alive: - break - col = col + 2 - if not alive: - break - if not returned_early: - if not step_dino(South): - break - for i in range(ws - 1): - if not step_dino(West): - alive = False - break - change_hat(Hats.Green_Hat) + if num_items(Items.Cactus) < 8000: + return + ensure_power(400) + ws = get_world_size() + run_parallel_cols(clear_cols) + move_to(0, 0) + change_hat(Hats.Dinosaur_Hat) + tail_len = 0 + stuck = False + target = measure() + while not stuck: + for _ in range(ws - 1): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(North): + stuck = True + break + if stuck: + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + break - def pumpkin_cols(start_x, cols): - ws = get_world_size() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for x in range(cols): - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - plant(Entities.Pumpkin) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - move(North) - move(East) - while num_items(Items.Carrot) >= 50: - while get_pos_x() != start_x: - move(West) - ready = 0 - for x in range(cols): - for y in range(ws): - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != Entities.Pumpkin: - if can_harvest(): - harvest() - plant(Entities.Pumpkin) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - elif can_harvest(): - ready = ready + 1 - else: - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - move(North) - move(East) - if ready == cols * ws: - return + max_skip = (ws * ws) // 3 - 5 + while get_pos_x() < ws - 2: + cx = get_pos_x() + if tail_len < max_skip and target != None: + tx, ty = target + if (tx < cx or tx > cx + 1) and ty != 0: + if not move(East): + stuck = True + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + stuck = True + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + continue + for _ in range(ws - 2): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if tail_len < (ws * 2) and target != None: + tx, ty = target + if tx != cx and tx != cx + 1 and get_pos_y() > ty: + break + if not move(South): + stuck = True + break + if stuck: + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + stuck = True + break + while get_pos_y() < ws - 1: + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(North): + stuck = True + break + if stuck: + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + stuck = True + break + if stuck: + break - def do_giant_pumpkin(): - run_parallel_cols(pumpkin_cols) - if can_harvest(): - harvest() + for _ in range(ws - 1): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(South): + stuck = True + break + if stuck: + break + for _ in range(ws - 1): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(West): + stuck = True + break + change_hat(Hats.Straw_Hat) + try_unlocks() - def basics_cols(start_x, cols): - ws = get_world_size() - comp = {} - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for step in range(6): - while get_pos_x() != start_x: - move(West) - for x in range(cols): - for y in range(ws): - px = get_pos_x() - py = get_pos_y() - pos = (px, py) - even = (px + py) % 2 == 0 - if can_harvest(): - if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 15000: - use_item(Items.Weird_Substance) - harvest() - et = get_entity_type() - if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: - want = None - if pos in comp: - want = comp[pos] - comp.pop(pos) - if want != None: - crop = want - elif x == 0 and num_items(Items.Hay) < 40000: - crop = Entities.Grass - elif even and (num_items(Items.Wood) < 50000 or num_items(Items.Weird_Substance) < 8000): - crop = Entities.Tree - elif num_items(Items.Hay) >= 500 and num_items(Items.Wood) >= 500: - crop = Entities.Carrot - elif even: - crop = Entities.Tree - else: - crop = Entities.Grass - if crop == Entities.Grass: - if get_ground_type() == Grounds.Soil: - till() - elif crop == Entities.Carrot: - if get_ground_type() != Grounds.Soil: - till() - if num_items(Items.Hay) >= 100 and num_items(Items.Wood) >= 100: - plant(Entities.Carrot) - else: - plant(crop) - if crop != Entities.Grass and get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - c = get_companion() - if c != None: - c_type, c_pos = c - cx, cy = c_pos - if cx >= start_x and cx < start_x + cols: - if c_pos not in comp: - comp[c_pos] = c_type - move(North) - move(East) + def maze_worker(right_turn): + dirs = [North, East, South, West] + d_idx = 0 + steps = 0 + while get_entity_type() == Entities.Hedge and steps < 2500: + if right_turn: + next_d = (d_idx + 1) % 4 + if move(dirs[next_d]): + d_idx = next_d + elif move(dirs[d_idx]): + pass + elif move(dirs[(d_idx + 3) % 4]): + d_idx = (d_idx + 3) % 4 + else: + move(dirs[(d_idx + 2) % 4]) + d_idx = (d_idx + 2) % 4 + else: + next_d = (d_idx + 3) % 4 + if move(dirs[next_d]): + d_idx = next_d + elif move(dirs[d_idx]): + pass + elif move(dirs[(d_idx + 1) % 4]): + d_idx = (d_idx + 1) % 4 + else: + move(dirs[(d_idx + 2) % 4]) + d_idx = (d_idx + 2) % 4 + steps += 1 + if get_entity_type() == Entities.Treasure: + harvest() + return - if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: - harvest() + def solve_maze_dfs(): + visited = set() + opp = {North: South, South: North, East: West, West: East} + stack = [] + while get_entity_type() == Entities.Hedge: + if get_entity_type() == Entities.Treasure: + harvest() + return + cx = get_pos_x() + cy = get_pos_y() + visited.add((cx, cy)) + res = measure() + if res == None: + return + tx, ty = res + if cx == tx and cy == ty: + harvest() + return + dirs = [] + if tx > cx: + dirs.append(East) + elif tx < cx: + dirs.append(West) + if ty > cy: + dirs.append(North) + elif ty < cy: + dirs.append(South) + for d in [North, East, South, West]: + if d not in dirs: + dirs.append(d) + moved = False + for d in dirs: + nx = cx + ny = cy + if d == North: + ny += 1 + elif d == South: + ny -= 1 + elif d == East: + nx += 1 + elif d == West: + nx -= 1 + if (nx, ny) not in visited: + if move(d): + stack.append(d) + moved = True + break + if not moved: + if len(stack) == 0: + return + last_d = stack.pop() + if not move(opp[last_d]): + return + if get_entity_type() == Entities.Treasure: + harvest() + def farm_gold(target_gold): + while num_items(Items.Gold) < target_gold: + ensure_power(200) + ws = get_world_size() + sub = ws * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) + if num_items(Items.Weird_Substance) < sub: + break + move_to(ws // 2, ws // 2) + prep_soil_empty() + plant(Entities.Bush) + use_item(Items.Weird_Substance, sub) + if get_entity_type() == Entities.Treasure: + harvest() + try_unlocks() + continue + if get_entity_type() == Entities.Hedge: + def w_right(): + maze_worker(True) + def w_left(): + maze_worker(False) + spawn_drone(w_right) + spawn_drone(w_left) + solve_maze_dfs() + try_unlocks() + + def basics_cols(sx, count): + ws = get_world_size() + companions = {} + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + px = get_pos_x() + py = get_pos_y() + if can_harvest(): + if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: + if num_items(Items.Weird_Substance) < 200000 and num_items(Items.Weird_Substance) > max_drones(): + use_item(Items.Weird_Substance) + elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + harvest() + elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: + till() + till() + + pos = (px, py) + if pos in companions: + want = companions[pos] + else: + if (px + py) % 2 == 0: + want = Entities.Tree + elif py % 2 == 0: + want = Entities.Carrot + else: + want = Entities.Grass + + if want == Entities.Grass: + if get_ground_type() != Grounds.Grassland: + till() + elif want == Entities.Carrot: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Carrot) + safe_water(0.75) + elif want == Entities.Tree: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Tree) + safe_water(0.75) + elif want == Entities.Bush: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Bush) + safe_water(0.75) + + comp = get_companion() + if comp != None: + c_type, c_pos = comp + companions[c_pos] = c_type + + if y < ws - 1: + move(North) + while True: - if num_items(Items.Power) < 200 and num_items(Items.Carrot) >= 200: - farm_power() - if num_items(Items.Cactus) < 25000 and num_items(Items.Pumpkin) >= 400: - do_cactus_field() - unlock(Unlocks.Dinosaurs) - if num_items(Items.Bone) < 30000 and num_items(Items.Cactus) >= 500: - do_dinosaur() - unlock(Unlocks.Polyculture) - if num_items(Items.Pumpkin) < 70000 and num_items(Items.Carrot) >= 18000: - unlock(Unlocks.Pumpkins) - while num_items(Items.Pumpkin) < 70000 and num_items(Items.Carrot) >= 2000: - do_giant_pumpkin() - run_parallel_cols(basics_cols) - unlock(Unlocks.Trees) - unlock(Unlocks.Carrots) - unlock(Unlocks.Grass) - unlock(Unlocks.Watering) - unlock(Unlocks.Fertilizer) + try_unlocks() + ensure_power(400) + + # 1. Unlock Polyculture 4 (250k bone) & 5 (1.25M bone) when we have Cactus + if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 20000: + do_dinosaur() + + # 2. Unlock Megafarm 5 (512k gold -> 32 drones) using our Weird Substance + if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 4000: + farm_gold(512000) + + # 3. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) + if num_items(Items.Pumpkin) < 750000 and num_items(Items.Carrot) >= 60000: + for _ in range(4): + if num_items(Items.Carrot) >= 30000: + do_giant_pumpkin() + if get_world_size() >= 22: + break + + # 4. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) + if num_items(Items.Cactus) < 500000 and num_items(Items.Pumpkin) >= 40000: + do_cactus_field() + + # 5. Polyculture basics for Hay, Wood, Carrots, Weird Substance + if num_items(Items.Carrot) < 500000 or num_items(Items.Hay) < 500000 or num_items(Items.Wood) < 500000 or num_items(Items.Weird_Substance) < 50000: + ensure_power(300) + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks()
- Write result the agent saw
Saved main (599 lines). Game time: 1h 10m 43s elapsed, 4h 49m 17s of budget remaining.
- run_program at 1h 10m for 90s (agent saw)
Ran main for 1m 30s of game time; it is still running. Inventory change: cactus -464, fertilizer +72, power +180.27, water +576. Game time: 1h 12m 23s elapsed, 4h 47m 37s of budget remaining. Output: (none)
r121h 15mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(200) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(200) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(400) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < (ws * 2) and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(200) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break # Clear the m_size x m_size region first for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(400) # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using zero-movement sentinel grid! if num_unlocked(Unlocks.Megafarm) < 5: if num_items(Items.Weird_Substance) < 40000: for _ in range(3): run_parallel_cols(basics_cols) try_unlocks() if num_items(Items.Weird_Substance) >= 4000: farm_gold(512000) # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: for _ in range(4): if num_items(Items.Carrot) >= 30000: do_giant_pumpkin() if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: break # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 50000: do_cactus_field() # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): do_dinosaur() # 5. Expand 9 (22x22 -> 32x32!) and high-tier upgrades if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: for _ in range(3): if num_items(Items.Carrot) >= 80000: do_giant_pumpkin() # 6. Polyculture basics for Hay, Wood, Carrots, Weird Substance ensure_power(300) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks()Changes from the previous revision
try_unlocks() - def maze_worker(right_turn): - dirs = [North, East, South, West] - d_idx = 0 - steps = 0 - while get_entity_type() == Entities.Hedge and steps < 2500: - if right_turn: - next_d = (d_idx + 1) % 4 - if move(dirs[next_d]): - d_idx = next_d - elif move(dirs[d_idx]): - pass - elif move(dirs[(d_idx + 3) % 4]): - d_idx = (d_idx + 3) % 4 - else: - move(dirs[(d_idx + 2) % 4]) - d_idx = (d_idx + 2) % 4 - else: - next_d = (d_idx + 3) % 4 - if move(dirs[next_d]): - d_idx = next_d - elif move(dirs[d_idx]): - pass - elif move(dirs[(d_idx + 1) % 4]): - d_idx = (d_idx + 1) % 4 + def maze_sentinel(sub, target_gold): + while True: + et = get_entity_type() + if et == Entities.Treasure: + if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: + use_item(Items.Weird_Substance, sub) + if get_entity_type() == None: + return else: - move(dirs[(d_idx + 2) % 4]) - d_idx = (d_idx + 2) % 4 - steps += 1 - if get_entity_type() == Entities.Treasure: - harvest() + harvest() + return + elif et != Entities.Hedge: return - def solve_maze_dfs(): - visited = set() - opp = {North: South, South: North, East: West, West: East} - stack = [] - while get_entity_type() == Entities.Hedge: - if get_entity_type() == Entities.Treasure: - harvest() - return - cx = get_pos_x() - cy = get_pos_y() - visited.add((cx, cy)) - res = measure() - if res == None: - return - tx, ty = res - if cx == tx and cy == ty: - harvest() - return - dirs = [] - if tx > cx: - dirs.append(East) - elif tx < cx: - dirs.append(West) - if ty > cy: - dirs.append(North) - elif ty < cy: - dirs.append(South) - for d in [North, East, South, West]: - if d not in dirs: - dirs.append(d) - moved = False - for d in dirs: - nx = cx - ny = cy - if d == North: - ny += 1 - elif d == South: - ny -= 1 - elif d == East: - nx += 1 - elif d == West: - nx -= 1 - if (nx, ny) not in visited: - if move(d): - stack.append(d) - moved = True - break - if not moved: - if len(stack) == 0: - return - last_d = stack.pop() - if not move(opp[last_d]): - return - if get_entity_type() == Entities.Treasure: - harvest() + def spawn_maze_grid(positions, idx, count, sub, target_gold): + if count <= 1: + tx, ty = positions[idx] + move_to(tx, ty) + maze_sentinel(sub, target_gold) + return + half = count // 2 + def right_branch(): + spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) + d = spawn_drone(right_branch) + spawn_maze_grid(positions, idx, half, sub, target_gold) + if d != None: + wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(200) - ws = get_world_size() - sub = ws * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) + if max_drones() >= 32: + m_size = 5 + elif max_drones() >= 16: + m_size = 4 + else: + m_size = 2 + sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break - move_to(ws // 2, ws // 2) - prep_soil_empty() + # Clear the m_size x m_size region first + for x in range(m_size): + for y in range(m_size): + move_to(x, y) + prep_soil_empty() + move_to(0, 0) plant(Entities.Bush) + positions = [] + for x in range(m_size): + for y in range(m_size): + if not (x == 0 and y == 0): + positions.append((x, y)) + def grid_task(): + spawn_maze_grid(positions, 0, len(positions), sub, target_gold) + d = spawn_drone(grid_task) + for _ in range(3): + do_a_flip() use_item(Items.Weird_Substance, sub) - if get_entity_type() == Entities.Treasure: - harvest() - try_unlocks() - continue - if get_entity_type() == Entities.Hedge: - def w_right(): - maze_worker(True) - def w_left(): - maze_worker(False) - spawn_drone(w_right) - spawn_drone(w_left) - solve_maze_dfs() + maze_sentinel(sub, target_gold) + if d != None: + wait_for(d) try_unlocks() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 200000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): ensure_power(400) - # 1. Unlock Polyculture 4 (250k bone) & 5 (1.25M bone) when we have Cactus - if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 20000: - do_dinosaur() - - # 2. Unlock Megafarm 5 (512k gold -> 32 drones) using our Weird Substance - if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 4000: - farm_gold(512000) + # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using zero-movement sentinel grid! + if num_unlocked(Unlocks.Megafarm) < 5: + if num_items(Items.Weird_Substance) < 40000: + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks() + if num_items(Items.Weird_Substance) >= 4000: + farm_gold(512000) - # 3. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) - if num_items(Items.Pumpkin) < 750000 and num_items(Items.Carrot) >= 60000: + # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) + if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: for _ in range(4): if num_items(Items.Carrot) >= 30000: do_giant_pumpkin() - if get_world_size() >= 22: + if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: break - # 4. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) - if num_items(Items.Cactus) < 500000 and num_items(Items.Pumpkin) >= 40000: + # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) + if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 50000: do_cactus_field() - # 5. Polyculture basics for Hay, Wood, Carrots, Weird Substance - if num_items(Items.Carrot) < 500000 or num_items(Items.Hay) < 500000 or num_items(Items.Wood) < 500000 or num_items(Items.Weird_Substance) < 50000: - ensure_power(300) + # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked + if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): + do_dinosaur() + + # 5. Expand 9 (22x22 -> 32x32!) and high-tier upgrades + if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() + if num_items(Items.Carrot) >= 80000: + do_giant_pumpkin() + + # 6. Polyculture basics for Hay, Wood, Carrots, Weird Substance + ensure_power(300) + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks()
- Write result the agent saw
Saved main (559 lines). Game time: 1h 16m 1s elapsed, 4h 43m 59s of budget remaining.
- run_program at 1h 16m for 90s (agent saw)
Ran main for 1m 30s of game time; it is still running. Inventory change: carrot -256, fertilizer -91, hay +2048, power +1542.52, water +157, weird_substance +588. Game time: 1h 17m 41s elapsed, 4h 42m 19s of budget remaining. Output: (none)
r131h 23mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(200) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(200) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(400) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < (ws * 2) and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(200) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(400) # 1. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) IMMEDIATELY! if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: for _ in range(4): if num_items(Items.Carrot) >= 30000: do_giant_pumpkin() if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: break # 2. Farm Cactus on 22x22 to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus)! if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 40000: for _ in range(2): if num_items(Items.Pumpkin) >= 40000: do_cactus_field() if num_unlocked(Unlocks.Mazes) >= 5: break # 3. Unlock Megafarm 5 (512k gold -> 32 drones) once Mazes 5 is unlocked (or we have 60k Weird_Substance) if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: farm_gold(512000) # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): do_dinosaur() # 5. Expand 9 (22x22 -> 32x32!) and high-tier upgrades if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: for _ in range(3): if num_items(Items.Carrot) >= 80000: do_giant_pumpkin() # 6. Polyculture basics for Hay, Wood, Carrots, Weird Substance ensure_power(300) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks()Changes from the previous revision
def maze_sentinel(sub, target_gold): + for _ in range(15): + et = get_entity_type() + if et == Entities.Hedge or et == Entities.Treasure: + break + do_a_flip() while True: et = get_entity_type() if num_items(Items.Weird_Substance) < sub: break - # Clear the m_size x m_size region first for x in range(m_size): for y in range(m_size): ensure_power(400) - # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using zero-movement sentinel grid! - if num_unlocked(Unlocks.Megafarm) < 5: - if num_items(Items.Weird_Substance) < 40000: - for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() - if num_items(Items.Weird_Substance) >= 4000: - farm_gold(512000) - - # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) + # 1. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) IMMEDIATELY! if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: for _ in range(4): break - # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) - if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 50000: - do_cactus_field() + # 2. Farm Cactus on 22x22 to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus)! + if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 40000: + for _ in range(2): + if num_items(Items.Pumpkin) >= 40000: + do_cactus_field() + if num_unlocked(Unlocks.Mazes) >= 5: + break + # 3. Unlock Megafarm 5 (512k gold -> 32 drones) once Mazes 5 is unlocked (or we have 60k Weird_Substance) + if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: + farm_gold(512000) + # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22):
- Write result the agent saw
Saved main (562 lines). Game time: 1h 23m 16s elapsed, 4h 36m 44s of budget remaining.
- run_program at 1h 23m for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: cactus +92288, carrot -41344, fertilizer -102, gold +76928, hay +832, power +241.86, pumpkin +185504, water -70, weird_substance -11788. Game time: 1h 25m 26s elapsed, 4h 34m 34s of budget remaining. Output: (none)
r141h 33mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(200) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(200) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(600) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < ws and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(200) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 1000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(500) # 1. Unlock Megafarm 5 (512k gold -> 32 drones) IMMEDIATELY! if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: farm_gold(512000) # 2. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE safe run!) if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() # 3. Polyculture basics (at 160x multiplier with 32 drones!) to unlock Pumpkins 7 (1.02M carrot), Trees 8 (1.23M hay), Carrots 8 (3.91M wood), Watering 9 (3.28M wood) if num_items(Items.Carrot) < 1200000 or num_items(Items.Hay) < 1500000 or num_items(Items.Wood) < 4000000 or num_items(Items.Weird_Substance) < 200000: ensure_power(500) for _ in range(4): run_parallel_cols(basics_cols) try_unlocks() # 4. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: do_giant_pumpkin() # 5. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! if num_items(Items.Pumpkin) >= 200000 and (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6 or num_items(Items.Cactus) < 20000000): do_cactus_field() # 6. Keep all resources growing balanced if num_items(Items.Carrot) >= 300000 and num_items(Items.Pumpkin) < 10000000: do_giant_pumpkin() if num_items(Items.Weird_Substance) >= 50000 and num_items(Items.Gold) < 5000000: farm_gold(num_items(Items.Gold) + 1000000) if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 10000000: do_dinosaur()Changes from the previous revision
if num_items(Items.Cactus) < 8000: return - ensure_power(400) + ensure_power(600) ws = get_world_size() run_parallel_cols(clear_cols) tail_len += 1 target = measure() - if tail_len < (ws * 2) and target != None: + if tail_len < ws and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 1000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): while True: try_unlocks() - ensure_power(400) - - # 1. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) IMMEDIATELY! - if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: - for _ in range(4): - if num_items(Items.Carrot) >= 30000: - do_giant_pumpkin() - if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: - break - - # 2. Farm Cactus on 22x22 to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus)! - if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 40000: - for _ in range(2): - if num_items(Items.Pumpkin) >= 40000: - do_cactus_field() - if num_unlocked(Unlocks.Mazes) >= 5: - break + ensure_power(500) - # 3. Unlock Megafarm 5 (512k gold -> 32 drones) once Mazes 5 is unlocked (or we have 60k Weird_Substance) + # 1. Unlock Megafarm 5 (512k gold -> 32 drones) IMMEDIATELY! if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: farm_gold(512000) - # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked - if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): + # 2. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE safe run!) + if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() - # 5. Expand 9 (22x22 -> 32x32!) and high-tier upgrades - if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: - for _ in range(3): - if num_items(Items.Carrot) >= 80000: - do_giant_pumpkin() + # 3. Polyculture basics (at 160x multiplier with 32 drones!) to unlock Pumpkins 7 (1.02M carrot), Trees 8 (1.23M hay), Carrots 8 (3.91M wood), Watering 9 (3.28M wood) + if num_items(Items.Carrot) < 1200000 or num_items(Items.Hay) < 1500000 or num_items(Items.Wood) < 4000000 or num_items(Items.Weird_Substance) < 200000: + ensure_power(500) + for _ in range(4): + run_parallel_cols(basics_cols) + try_unlocks() - # 6. Polyculture basics for Hay, Wood, Carrots, Weird Substance - ensure_power(300) - for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() + # 4. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) + while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: + do_giant_pumpkin() + + # 5. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! + if num_items(Items.Pumpkin) >= 200000 and (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6 or num_items(Items.Cactus) < 20000000): + do_cactus_field() + + # 6. Keep all resources growing balanced + if num_items(Items.Carrot) >= 300000 and num_items(Items.Pumpkin) < 10000000: + do_giant_pumpkin() + if num_items(Items.Weird_Substance) >= 50000 and num_items(Items.Gold) < 5000000: + farm_gold(num_items(Items.Gold) + 1000000) + if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 10000000: + do_dinosaur()
- Write result the agent saw
Saved main (557 lines). Game time: 1h 33m 36s elapsed, 4h 26m 24s of budget remaining.
- run_program at 1h 33m for 150s (agent saw)
Ran main for 2m 30s of game time; it is still running. Inventory change: carrot +168796, fertilizer +114, gold +76928, hay +422656, power +1804.31, water +1430, weird_substance -19240, wood +1100096. Game time: 1h 36m 16s elapsed, 4h 23m 44s of budget remaining. Output: (none)
r151h 47mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(400) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(400) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(800) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() max_skip = (ws * ws) // 4 while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Treasure: harvest() return if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(300) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 5000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(600) # 1. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE guaranteed full-grid run!) if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() # 2. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: do_giant_pumpkin() if num_items(Items.Carrot) < 200000: ensure_power(500) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks() # 3. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! while (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6) and num_items(Items.Pumpkin) >= 200000: do_cactus_field() if num_items(Items.Pumpkin) < 400000 and num_items(Items.Carrot) >= 200000: do_giant_pumpkin() # 4. Balanced super-economy loop on 32x32 with 32 drones! ensure_power(800) for _ in range(4): run_parallel_cols(basics_cols) try_unlocks() if num_items(Items.Carrot) >= 400000: for _ in range(2): if num_items(Items.Carrot) >= 200000: do_giant_pumpkin() if num_items(Items.Pumpkin) >= 500000: do_cactus_field() if num_items(Items.Weird_Substance) >= 100000 and num_items(Items.Gold) < 50000000: farm_gold(num_items(Items.Gold) + 2000000) if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 50000000: do_dinosaur()Changes from the previous revision
def do_giant_pumpkin(): - ensure_power(200) + ensure_power(400) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) def do_cactus_field(): - ensure_power(200) + ensure_power(400) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) if num_items(Items.Cactus) < 8000: return - ensure_power(600) + ensure_power(800) ws = get_world_size() run_parallel_cols(clear_cols) stuck = False target = measure() + max_skip = (ws * ws) // 4 while not stuck: for _ in range(ws - 1): break - max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() tail_len += 1 target = measure() - if tail_len < ws and target != None: - tx, ty = target - if tx != cx and tx != cx + 1 and get_pos_y() > ty: - break if not move(South): stuck = True if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) + if get_entity_type() == Entities.Treasure: + harvest() + return if get_entity_type() == None: return def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: - ensure_power(200) + ensure_power(300) if max_drones() >= 32: m_size = 5 if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 1000000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 5000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): while True: try_unlocks() - ensure_power(500) - - # 1. Unlock Megafarm 5 (512k gold -> 32 drones) IMMEDIATELY! - if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: - farm_gold(512000) + ensure_power(600) - # 2. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE safe run!) + # 1. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE guaranteed full-grid run!) if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() - # 3. Polyculture basics (at 160x multiplier with 32 drones!) to unlock Pumpkins 7 (1.02M carrot), Trees 8 (1.23M hay), Carrots 8 (3.91M wood), Watering 9 (3.28M wood) - if num_items(Items.Carrot) < 1200000 or num_items(Items.Hay) < 1500000 or num_items(Items.Wood) < 4000000 or num_items(Items.Weird_Substance) < 200000: - ensure_power(500) - for _ in range(4): - run_parallel_cols(basics_cols) - try_unlocks() - - # 4. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) + # 2. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: do_giant_pumpkin() + if num_items(Items.Carrot) < 200000: + ensure_power(500) + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks() - # 5. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! - if num_items(Items.Pumpkin) >= 200000 and (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6 or num_items(Items.Cactus) < 20000000): + # 3. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! + while (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6) and num_items(Items.Pumpkin) >= 200000: do_cactus_field() + if num_items(Items.Pumpkin) < 400000 and num_items(Items.Carrot) >= 200000: + do_giant_pumpkin() - # 6. Keep all resources growing balanced - if num_items(Items.Carrot) >= 300000 and num_items(Items.Pumpkin) < 10000000: - do_giant_pumpkin() - if num_items(Items.Weird_Substance) >= 50000 and num_items(Items.Gold) < 5000000: - farm_gold(num_items(Items.Gold) + 1000000) - if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 10000000: + # 4. Balanced super-economy loop on 32x32 with 32 drones! + ensure_power(800) + for _ in range(4): + run_parallel_cols(basics_cols) + try_unlocks() + + if num_items(Items.Carrot) >= 400000: + for _ in range(2): + if num_items(Items.Carrot) >= 200000: + do_giant_pumpkin() + + if num_items(Items.Pumpkin) >= 500000: + do_cactus_field() + + if num_items(Items.Weird_Substance) >= 100000 and num_items(Items.Gold) < 50000000: + farm_gold(num_items(Items.Gold) + 2000000) + + if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 50000000: do_dinosaur()
- Write result the agent saw
Saved main (564 lines). Game time: 1h 48m 6s elapsed, 4h 11m 54s of budget remaining.
- run_program at 1h 48m for 240s (agent saw)
Ran main for 4m of game time; it is still running. Inventory change: cactus -2032, carrot -484, fertilizer +173, power +3231.35, pumpkin +40448, water +5894, weird_substance +60. Game time: 1h 52m 16s elapsed, 4h 7m 44s of budget remaining. Output: (none)
r162h 11mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) unlock(Unlocks.Debug_2) unlock(Unlocks.Simulation) unlock(Unlocks.Leaderboard) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.8) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 1000: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): while num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 1000: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.8) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) bad.append(y) elif not can_harvest(): safe_water(0.8) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(1500) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(1500) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 100000: return ensure_power(2000) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() max_skip = (ws * ws) // 4 while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Treasure: harvest() return if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(1000) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 50000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.8) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.8) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.8) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(2000) # 1. Unlock Pumpkins 10/10 (MAXED! 65.5M carrot) using 32-drone Polyculture! while num_unlocked(Unlocks.Pumpkins) < 10: ensure_power(1500) for _ in range(4): run_parallel_cols(basics_cols) try_unlocks() # 2. Balanced high-yield rotation across ALL resources! # Polyculture batch (Hay, Wood, Carrots, Weird Substance) ensure_power(2000) for _ in range(5): run_parallel_cols(basics_cols) try_unlocks() # Giant Pumpkin batch (+100M Pumpkins per harvest at 10/10!) if num_items(Items.Carrot) >= 2000000: for _ in range(2): if num_items(Items.Carrot) >= 1000000: do_giant_pumpkin() # Cactus Field batch (+33.55M Cactus per harvest at 6/6!) if num_items(Items.Pumpkin) >= 2000000: for _ in range(2): if num_items(Items.Pumpkin) >= 1000000: do_cactus_field() # Dinosaur batch (+33.49M Bones per run at 6/6!) if num_items(Items.Cactus) >= 2000000 and num_items(Items.Bone) < num_items(Items.Cactus): do_dinosaur() # Gold Maze batch (+240k Gold per 5x5 sentinel cycle at 6/6!) if num_items(Items.Weird_Substance) >= 200000: farm_gold(num_items(Items.Gold) + 2500000)Changes from the previous revision
unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) + unlock(Unlocks.Debug_2) + unlock(Unlocks.Simulation) + unlock(Unlocks.Leaderboard) def safe_water(thresh): prep_soil_empty() plant(Entities.Sunflower) - safe_water(0.75) + safe_water(0.8) if y < ws - 1: move(North) def farm_power(): - if num_items(Items.Carrot) < 500: + if num_items(Items.Carrot) < 1000: return run_parallel_cols(sf_plant_cols) def ensure_power(min_p): - if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: + while num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 1000: farm_power() prep_soil_empty() plant(Entities.Pumpkin) - safe_water(0.75) + safe_water(0.8) if y < ws - 1: move(North) if et != Entities.Pumpkin: plant(Entities.Pumpkin) - safe_water(0.75) + safe_water(0.8) bad.append(y) elif not can_harvest(): - safe_water(0.75) + safe_water(0.8) bad.append(y) if y < ws - 1: def do_giant_pumpkin(): - ensure_power(400) + ensure_power(1500) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) def do_cactus_field(): - ensure_power(400) + ensure_power(1500) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) def do_dinosaur(): - if num_items(Items.Cactus) < 8000: + if num_items(Items.Cactus) < 100000: return - ensure_power(800) + ensure_power(2000) ws = get_world_size() run_parallel_cols(clear_cols) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: - ensure_power(300) + ensure_power(1000) if max_drones() >= 32: m_size = 5 if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 5000000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 50000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): if get_entity_type() == None: plant(Entities.Carrot) - safe_water(0.75) + safe_water(0.8) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: if get_entity_type() == None: plant(Entities.Tree) - safe_water(0.75) + safe_water(0.8) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: if get_entity_type() == None: plant(Entities.Bush) - safe_water(0.75) + safe_water(0.8) comp = get_companion() while True: try_unlocks() - ensure_power(600) - - # 1. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE guaranteed full-grid run!) - if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: - do_dinosaur() - - # 2. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) - while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: - do_giant_pumpkin() - if num_items(Items.Carrot) < 200000: - ensure_power(500) - for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() + ensure_power(2000) - # 3. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! - while (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6) and num_items(Items.Pumpkin) >= 200000: - do_cactus_field() - if num_items(Items.Pumpkin) < 400000 and num_items(Items.Carrot) >= 200000: - do_giant_pumpkin() + # 1. Unlock Pumpkins 10/10 (MAXED! 65.5M carrot) using 32-drone Polyculture! + while num_unlocked(Unlocks.Pumpkins) < 10: + ensure_power(1500) + for _ in range(4): + run_parallel_cols(basics_cols) + try_unlocks() - # 4. Balanced super-economy loop on 32x32 with 32 drones! - ensure_power(800) - for _ in range(4): + # 2. Balanced high-yield rotation across ALL resources! + # Polyculture batch (Hay, Wood, Carrots, Weird Substance) + ensure_power(2000) + for _ in range(5): run_parallel_cols(basics_cols) try_unlocks() - if num_items(Items.Carrot) >= 400000: + # Giant Pumpkin batch (+100M Pumpkins per harvest at 10/10!) + if num_items(Items.Carrot) >= 2000000: for _ in range(2): - if num_items(Items.Carrot) >= 200000: + if num_items(Items.Carrot) >= 1000000: do_giant_pumpkin() - if num_items(Items.Pumpkin) >= 500000: - do_cactus_field() - - if num_items(Items.Weird_Substance) >= 100000 and num_items(Items.Gold) < 50000000: - farm_gold(num_items(Items.Gold) + 2000000) + # Cactus Field batch (+33.55M Cactus per harvest at 6/6!) + if num_items(Items.Pumpkin) >= 2000000: + for _ in range(2): + if num_items(Items.Pumpkin) >= 1000000: + do_cactus_field() - if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 50000000: + # Dinosaur batch (+33.49M Bones per run at 6/6!) + if num_items(Items.Cactus) >= 2000000 and num_items(Items.Bone) < num_items(Items.Cactus): do_dinosaur() + + # Gold Maze batch (+240k Gold per 5x5 sentinel cycle at 6/6!) + if num_items(Items.Weird_Substance) >= 200000: + farm_gold(num_items(Items.Gold) + 2500000)
- Write result the agent saw
Saved main (562 lines). Game time: 2h 12m 7s elapsed, 3h 47m 53s of budget remaining.
- run_program at 2h 12m for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: cactus +67107968, carrot +22169504, fertilizer +101, gold -5500, hay +88550912, power +3683.79, pumpkin +6031360, water +2077, weird_substance +49999735, wood +749760000. Game time: 2h 17m 17s elapsed, 3h 42m 43s of budget remaining. Output: (none)
r172h 46mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.8) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 1000: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): while num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 1000: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.8) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) bad.append(y) elif not can_harvest(): safe_water(0.8) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(1500) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(1500) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(grid_size): if num_items(Items.Cactus) < 500000: return ensure_power(2000) set_world_size(grid_size) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() max_skip = (ws * ws) // 3 - 4 while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) set_world_size(0) def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Treasure: harvest() return if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(1000) m_size = 5 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 500000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.8) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.8) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.8) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: set_world_size(0) ensure_power(3500) # 1. Polyculture batch (Hay, Wood, Carrots, Weird Substance up to 500M) for _ in range(5): run_parallel_cols(basics_cols) # 2. Giant Pumpkin batch (8 harvests = +25.16M Pumpkins per cycle!) if num_items(Items.Carrot) >= 10000000: for _ in range(8): if num_items(Items.Carrot) >= 2000000: do_giant_pumpkin() # 3. Cactus Field batch (2 harvests = +67.1M Cactus per cycle!) if num_items(Items.Pumpkin) >= 5000000: for _ in range(2): if num_items(Items.Pumpkin) >= 2000000: do_cactus_field() # 4. Fast 16x16 Dinosaur batch (2 runs = +4.16M Bones in ~140s!) if num_items(Items.Cactus) >= 5000000: for _ in range(2): do_dinosaur(16) # 5. Gold Maze batch (+5M Gold per cycle in ~80s!) if num_items(Items.Weird_Substance) >= 2000000: farm_gold(num_items(Items.Gold) + 5000000)Changes from the previous revision
move(South) - def try_unlocks(): - unlock(Unlocks.Megafarm) - unlock(Unlocks.Polyculture) - unlock(Unlocks.Expand) - unlock(Unlocks.Dinosaurs) - unlock(Unlocks.Mazes) - unlock(Unlocks.Cactus) - unlock(Unlocks.Pumpkins) - unlock(Unlocks.Carrots) - unlock(Unlocks.Trees) - unlock(Unlocks.Grass) - unlock(Unlocks.Watering) - unlock(Unlocks.Fertilizer) - unlock(Unlocks.Debug_2) - unlock(Unlocks.Simulation) - unlock(Unlocks.Leaderboard) - def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): if can_harvest(): harvest() - try_unlocks() def c_plant_and_sort_cols(sx, count): move_to(0, 0) harvest() - try_unlocks() def clear_cols(sx, count): move(North) - def do_dinosaur(): - if num_items(Items.Cactus) < 100000: + def do_dinosaur(grid_size): + if num_items(Items.Cactus) < 500000: return ensure_power(2000) + set_world_size(grid_size) ws = get_world_size() run_parallel_cols(clear_cols) stuck = False target = measure() - max_skip = (ws * ws) // 4 + max_skip = (ws * ws) // 3 - 4 while not stuck: for _ in range(ws - 1): break change_hat(Hats.Straw_Hat) - try_unlocks() + set_world_size(0) def maze_sentinel(sub, target_gold): while num_items(Items.Gold) < target_gold: ensure_power(1000) - if max_drones() >= 32: - m_size = 5 - elif max_drones() >= 16: - m_size = 4 - else: - m_size = 2 + m_size = 5 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: if d != None: wait_for(d) - try_unlocks() def basics_cols(sx, count): if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 50000000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 500000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) - elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): - use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: while True: - try_unlocks() - ensure_power(2000) - - # 1. Unlock Pumpkins 10/10 (MAXED! 65.5M carrot) using 32-drone Polyculture! - while num_unlocked(Unlocks.Pumpkins) < 10: - ensure_power(1500) - for _ in range(4): - run_parallel_cols(basics_cols) - try_unlocks() + set_world_size(0) + ensure_power(3500) - # 2. Balanced high-yield rotation across ALL resources! - # Polyculture batch (Hay, Wood, Carrots, Weird Substance) - ensure_power(2000) + # 1. Polyculture batch (Hay, Wood, Carrots, Weird Substance up to 500M) for _ in range(5): run_parallel_cols(basics_cols) - try_unlocks() - # Giant Pumpkin batch (+100M Pumpkins per harvest at 10/10!) - if num_items(Items.Carrot) >= 2000000: - for _ in range(2): - if num_items(Items.Carrot) >= 1000000: + # 2. Giant Pumpkin batch (8 harvests = +25.16M Pumpkins per cycle!) + if num_items(Items.Carrot) >= 10000000: + for _ in range(8): + if num_items(Items.Carrot) >= 2000000: do_giant_pumpkin() - # Cactus Field batch (+33.55M Cactus per harvest at 6/6!) - if num_items(Items.Pumpkin) >= 2000000: + # 3. Cactus Field batch (2 harvests = +67.1M Cactus per cycle!) + if num_items(Items.Pumpkin) >= 5000000: for _ in range(2): - if num_items(Items.Pumpkin) >= 1000000: + if num_items(Items.Pumpkin) >= 2000000: do_cactus_field() - # Dinosaur batch (+33.49M Bones per run at 6/6!) - if num_items(Items.Cactus) >= 2000000 and num_items(Items.Bone) < num_items(Items.Cactus): - do_dinosaur() + # 4. Fast 16x16 Dinosaur batch (2 runs = +4.16M Bones in ~140s!) + if num_items(Items.Cactus) >= 5000000: + for _ in range(2): + do_dinosaur(16) - # Gold Maze batch (+240k Gold per 5x5 sentinel cycle at 6/6!) - if num_items(Items.Weird_Substance) >= 200000: - farm_gold(num_items(Items.Gold) + 2500000) + # 5. Gold Maze batch (+5M Gold per cycle in ~80s!) + if num_items(Items.Weird_Substance) >= 2000000: + farm_gold(num_items(Items.Gold) + 5000000)
- Write result the agent saw
Saved main (527 lines). Game time: 2h 46m 37s elapsed, 3h 13m 23s of budget remaining.
- run_program at 2h 46m for 1800s (agent saw)
Ran main for 24m 13s of game time; it is still running. Inventory change: bone +8323200, cactus +134152448, carrot +42867456, fertilizer +97, gold +5478400, hay +58254848, power -2879.34, pumpkin +49057280, water +21994, weird_substance +277591790, wood +340733696. Game time: 3h 11m elapsed, 2h 49m of budget remaining. Output: (none)
p1.py
r13m 23sRan
while True: if can_harvest(): harvest() move(North)- Write result the agent saw
Saved p1 (4 lines). Game time: 3m 33s elapsed, 5h 56m 27s of budget remaining.
- run_program at 3m 33s for 30s (agent saw)
Ran p1 for 30s of game time; it is still running. Inventory change: hay +45. Game time: 4m 13s elapsed, 5h 55m 47s of budget remaining. Output: (none)
r26m 53sRan
while True: for i in range(3): if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East) for i in range(3): if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East) for i in range(3): if can_harvest(): harvest() move(North) move(East)Changes from the previous revision
while True: - if can_harvest(): - harvest() - move(North) + for i in range(3): + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + move(East) + for i in range(3): + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + move(East) + for i in range(3): + if can_harvest(): + harvest() + move(North) + move(East)
- Write result the agent saw
Saved p1 (18 lines). Game time: 7m 3s elapsed, 5h 52m 57s of budget remaining.
- run_program at 7m 03s for 45s (agent saw)
Ran p1 for 45s of game time; it is still running. Inventory change: hay +45, wood +62. Game time: 7m 58s elapsed, 5h 52m 2s of budget remaining. Output: (none)
r312m 08sRan
while True: for i in range(get_world_size()): if can_harvest(): harvest() if get_pos_x() == 0: if get_ground_type() == Grounds.Soil: till() elif get_pos_x() == 1: plant(Entities.Bush) else: if get_ground_type() != Grounds.Soil: till() if num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: plant(Entities.Carrot) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) else: plant(Entities.Bush) move(North) move(East)Changes from the previous revision
while True: - for i in range(3): - if can_harvest(): - harvest() - plant(Entities.Bush) - move(North) - move(East) - for i in range(3): + for i in range(get_world_size()): if can_harvest(): harvest() + if get_pos_x() == 0: + if get_ground_type() == Grounds.Soil: + till() + elif get_pos_x() == 1: plant(Entities.Bush) - move(North) - move(East) - for i in range(3): - if can_harvest(): - harvest() + else: + if get_ground_type() != Grounds.Soil: + till() + if num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: + plant(Entities.Carrot) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + else: + plant(Entities.Bush) move(North) move(East)
- Write result the agent saw
Saved p1 (20 lines). Game time: 12m 18s elapsed, 5h 47m 42s of budget remaining.
- run_program at 12m 18s for 70s (agent saw)
Ran p1 for 1m 10s of game time; it is still running. Inventory change: carrot +122, hay -25, water -5, wood +19. Game time: 13m 38s elapsed, 5h 46m 22s of budget remaining. Output: (none)
r417m 28sRan
while True: ws = get_world_size() for i in range(ws): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() even = (x + y) % 2 == 0 if x < 2: if get_ground_type() == Grounds.Soil: till() else: if get_ground_type() != Grounds.Soil: till() if even and num_items(Items.Wood) < 1500: plant(Entities.Tree) elif num_items(Items.Hay) > 320 or x >= 4: if num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: plant(Entities.Carrot) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East)Changes from the previous revision
while True: - for i in range(get_world_size()): + ws = get_world_size() + for i in range(ws): if can_harvest(): harvest() - if get_pos_x() == 0: + x = get_pos_x() + y = get_pos_y() + even = (x + y) % 2 == 0 + if x < 2: if get_ground_type() == Grounds.Soil: till() - elif get_pos_x() == 1: - plant(Entities.Bush) else: if get_ground_type() != Grounds.Soil: till() - if num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: - plant(Entities.Carrot) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - else: - plant(Entities.Bush) + if even and num_items(Items.Wood) < 1500: + plant(Entities.Tree) + elif num_items(Items.Hay) > 320 or x >= 4: + if num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: + plant(Entities.Carrot) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) move(North) move(East)
- Write result the agent saw
Saved p1 (23 lines). Game time: 17m 38s elapsed, 5h 42m 22s of budget remaining.
- run_program at 17m 38s for 40s (agent saw)
Ran p1 for 40s of game time; it is still running. Inventory change: carrot +84, hay +38, wood +494. Game time: 18m 28s elapsed, 5h 41m 32s of budget remaining. Output: (none)
r522m 35sRan
def do_giant_pumpkin(): ws = get_world_size() for x in range(ws): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) while num_items(Items.Carrot) >= 10: ready = 0 for x in range(ws): for y in range(ws): if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) elif can_harvest(): ready = ready + 1 else: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) if ready == ws * ws: harvest() return while True: if num_items(Items.Carrot) >= 260 and num_items(Items.Pumpkin) < 1100: while num_items(Items.Carrot) >= 50 and num_items(Items.Pumpkin) < 1100: do_giant_pumpkin() ws = get_world_size() for x in range(ws): for y in range(ws): if can_harvest(): harvest() px = get_pos_x() py = get_pos_y() even = (px + py) % 2 == 0 if px < ws // 2: if get_ground_type() == Grounds.Soil: till() if even and num_items(Items.Hay) > 1000 and num_items(Items.Wood) < 1500: plant(Entities.Tree) else: if get_ground_type() != Grounds.Soil: till() if even and (num_items(Items.Wood) < 1500 or num_items(Items.Hay) < 150): plant(Entities.Tree) elif num_items(Items.Hay) >= 150 and num_items(Items.Wood) >= 150: plant(Entities.Carrot) elif even: plant(Entities.Tree) else: plant(Entities.Bush) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East)Changes from the previous revision
- while True: + def do_giant_pumpkin(): ws = get_world_size() - for i in range(ws): - if can_harvest(): - harvest() - x = get_pos_x() - y = get_pos_y() - even = (x + y) % 2 == 0 - if x < 2: - if get_ground_type() == Grounds.Soil: - till() - else: + for x in range(ws): + for y in range(ws): + if can_harvest(): + harvest() if get_ground_type() != Grounds.Soil: till() - if even and num_items(Items.Wood) < 1500: - plant(Entities.Tree) - elif num_items(Items.Hay) > 320 or x >= 4: - if num_items(Items.Wood) > 10 and num_items(Items.Hay) > 10: - plant(Entities.Carrot) + plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) - move(North) - move(East) + move(North) + move(East) + while num_items(Items.Carrot) >= 10: + ready = 0 + for x in range(ws): + for y in range(ws): + if get_entity_type() != Entities.Pumpkin: + plant(Entities.Pumpkin) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + elif can_harvest(): + ready = ready + 1 + else: + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + if ready == ws * ws: + harvest() + return + + while True: + if num_items(Items.Carrot) >= 260 and num_items(Items.Pumpkin) < 1100: + while num_items(Items.Carrot) >= 50 and num_items(Items.Pumpkin) < 1100: + do_giant_pumpkin() + ws = get_world_size() + for x in range(ws): + for y in range(ws): + if can_harvest(): + harvest() + px = get_pos_x() + py = get_pos_y() + even = (px + py) % 2 == 0 + if px < ws // 2: + if get_ground_type() == Grounds.Soil: + till() + if even and num_items(Items.Hay) > 1000 and num_items(Items.Wood) < 1500: + plant(Entities.Tree) + else: + if get_ground_type() != Grounds.Soil: + till() + if even and (num_items(Items.Wood) < 1500 or num_items(Items.Hay) < 150): + plant(Entities.Tree) + elif num_items(Items.Hay) >= 150 and num_items(Items.Wood) >= 150: + plant(Entities.Carrot) + elif even: + plant(Entities.Tree) + else: + plant(Entities.Bush) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East)
- Write result the agent saw
Saved p1 (64 lines). Game time: 22m 45s elapsed, 5h 37m 15s of budget remaining.
- run_program at 22m 45s for 110s (agent saw)
Ran p1 for 1m 50s of game time; it is still running. Inventory change: carrot -52, fertilizer +11, hay +44, pumpkin +864, water -2, wood +198. Game time: 24m 45s elapsed, 5h 35m 15s of budget remaining. Output: (none)
r629m 15sRan
def do_giant_pumpkin(): ws = get_world_size() for x in range(ws): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) while num_items(Items.Carrot) >= 20: ws = get_world_size() ready = 0 for x in range(ws): for y in range(ws): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) elif can_harvest(): ready = ready + 1 else: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) if ready == ws * ws: harvest() return while True: ws = get_world_size() for x in range(ws): for y in range(ws): px = get_pos_x() py = get_pos_y() even = (px + py) % 2 == 0 if can_harvest(): if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 1500: use_item(Items.Weird_Substance) harvest() if px < 2: if get_ground_type() == Grounds.Soil: till() else: if get_ground_type() != Grounds.Soil: till() if even and (num_items(Items.Wood) < 4000 or num_items(Items.Weird_Substance) < 1200): plant(Entities.Tree) elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: plant(Entities.Carrot) elif even: plant(Entities.Tree) else: plant(Entities.Bush) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East)Changes from the previous revision
move(North) move(East) - while num_items(Items.Carrot) >= 10: + while num_items(Items.Carrot) >= 20: + ws = get_world_size() ready = 0 for x in range(ws): for y in range(ws): + if get_ground_type() != Grounds.Soil: + till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) while True: - if num_items(Items.Carrot) >= 260 and num_items(Items.Pumpkin) < 1100: - while num_items(Items.Carrot) >= 50 and num_items(Items.Pumpkin) < 1100: - do_giant_pumpkin() ws = get_world_size() for x in range(ws): for y in range(ws): - if can_harvest(): - harvest() px = get_pos_x() py = get_pos_y() even = (px + py) % 2 == 0 - if px < ws // 2: + if can_harvest(): + if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 1500: + use_item(Items.Weird_Substance) + harvest() + if px < 2: if get_ground_type() == Grounds.Soil: till() - if even and num_items(Items.Hay) > 1000 and num_items(Items.Wood) < 1500: - plant(Entities.Tree) else: if get_ground_type() != Grounds.Soil: till() - if even and (num_items(Items.Wood) < 1500 or num_items(Items.Hay) < 150): + if even and (num_items(Items.Wood) < 4000 or num_items(Items.Weird_Substance) < 1200): plant(Entities.Tree) - elif num_items(Items.Hay) >= 150 and num_items(Items.Wood) >= 150: + elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: plant(Entities.Carrot) elif even:
- Write result the agent saw
Saved p1 (64 lines). Game time: 29m 25s elapsed, 5h 30m 35s of budget remaining.
- run_program at 29m 25s for 70s (agent saw)
Ran p1 for 1m 10s of game time; it is still running. Inventory change: carrot +920, fertilizer +7, hay +420, weird_substance +1232, wood +1846. Game time: 30m 45s elapsed, 5h 29m 15s of budget remaining. Output: (none)
r734m 35sRan
def farm_power(): ws = get_world_size() for x in range(ws): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: for x in range(ws): for y in range(ws): if get_entity_type() == Entities.Sunflower: if measure() == p: while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) harvest() move(North) move(East) def pumpkin_half(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) while num_items(Items.Carrot) >= 20: while get_pos_x() != start_x: move(West) ready = 0 for x in range(cols): for y in range(ws): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) elif can_harvest(): ready = ready + 1 else: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) if ready == cols * ws: return def pumpkin_east(): ws = get_world_size() half = ws // 2 pumpkin_half(half, ws - half) def do_giant_pumpkin(): ws = get_world_size() half = ws // 2 d1 = spawn_drone(pumpkin_east) pumpkin_half(0, half) if d1 != None: wait_for(d1) if can_harvest(): harvest() def basics_half(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for step in range(4): while get_pos_x() != start_x: move(West) for x in range(cols): for y in range(ws): px = get_pos_x() py = get_pos_y() even = (px + py) % 2 == 0 if can_harvest(): if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 2500: use_item(Items.Weird_Substance) harvest() if px < 2: if get_ground_type() == Grounds.Soil: till() else: if get_ground_type() != Grounds.Soil: till() if even and (num_items(Items.Wood) < 4000 or num_items(Items.Weird_Substance) < 1000): plant(Entities.Tree) elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: plant(Entities.Carrot) elif even: plant(Entities.Tree) else: plant(Entities.Bush) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) def basics_east(): ws = get_world_size() half = ws // 2 basics_half(half, ws - half) def do_basics(): ws = get_world_size() half = ws // 2 d1 = spawn_drone(basics_east) basics_half(0, half) if d1 != None: wait_for(d1) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 100: farm_power() if num_items(Items.Pumpkin) < 6000 and num_items(Items.Carrot) >= 400: while num_items(Items.Pumpkin) < 6000 and num_items(Items.Carrot) >= 200: do_giant_pumpkin() do_basics()Changes from the previous revision
- def do_giant_pumpkin(): + def farm_power(): ws = get_world_size() for x in range(ws): if get_ground_type() != Grounds.Soil: till() + plant(Entities.Sunflower) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: + for x in range(ws): + for y in range(ws): + if get_entity_type() == Entities.Sunflower: + if measure() == p: + while not can_harvest(): + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + harvest() + move(North) + move(East) + + def pumpkin_half(start_x, cols): + ws = get_world_size() + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) + for x in range(cols): + for y in range(ws): + if can_harvest(): + harvest() + if get_ground_type() != Grounds.Soil: + till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 0: move(East) while num_items(Items.Carrot) >= 20: - ws = get_world_size() + while get_pos_x() != start_x: + move(West) ready = 0 - for x in range(ws): + for x in range(cols): for y in range(ws): if get_ground_type() != Grounds.Soil: move(North) move(East) - if ready == ws * ws: - harvest() + if ready == cols * ws: return - while True: + def pumpkin_east(): ws = get_world_size() - for x in range(ws): - for y in range(ws): - px = get_pos_x() - py = get_pos_y() - even = (px + py) % 2 == 0 - if can_harvest(): - if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 1500: - use_item(Items.Weird_Substance) - harvest() - if px < 2: - if get_ground_type() == Grounds.Soil: - till() - else: - if get_ground_type() != Grounds.Soil: - till() - if even and (num_items(Items.Wood) < 4000 or num_items(Items.Weird_Substance) < 1200): - plant(Entities.Tree) - elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: - plant(Entities.Carrot) - elif even: - plant(Entities.Tree) - else: - plant(Entities.Bush) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - move(North) + half = ws // 2 + pumpkin_half(half, ws - half) + + def do_giant_pumpkin(): + ws = get_world_size() + half = ws // 2 + d1 = spawn_drone(pumpkin_east) + pumpkin_half(0, half) + if d1 != None: + wait_for(d1) + if can_harvest(): + harvest() + + def basics_half(start_x, cols): + ws = get_world_size() + while get_pos_x() != start_x: move(East) + while get_pos_y() != 0: + move(North) + for step in range(4): + while get_pos_x() != start_x: + move(West) + for x in range(cols): + for y in range(ws): + px = get_pos_x() + py = get_pos_y() + even = (px + py) % 2 == 0 + if can_harvest(): + if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 2500: + use_item(Items.Weird_Substance) + harvest() + if px < 2: + if get_ground_type() == Grounds.Soil: + till() + else: + if get_ground_type() != Grounds.Soil: + till() + if even and (num_items(Items.Wood) < 4000 or num_items(Items.Weird_Substance) < 1000): + plant(Entities.Tree) + elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: + plant(Entities.Carrot) + elif even: + plant(Entities.Tree) + else: + plant(Entities.Bush) + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + + def basics_east(): + ws = get_world_size() + half = ws // 2 + basics_half(half, ws - half) + + def do_basics(): + ws = get_world_size() + half = ws // 2 + d1 = spawn_drone(basics_east) + basics_half(0, half) + if d1 != None: + wait_for(d1) + + if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: + harvest() + + while True: + if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 100: + farm_power() + if num_items(Items.Pumpkin) < 6000 and num_items(Items.Carrot) >= 400: + while num_items(Items.Pumpkin) < 6000 and num_items(Items.Carrot) >= 200: + do_giant_pumpkin() + do_basics()
- Write result the agent saw
Saved p1 (139 lines). Game time: 34m 45s elapsed, 5h 25m 15s of budget remaining.
- run_program at 34m 45s for 90s (agent saw)
Ran p1 for 1m 30s of game time; it is still running. Inventory change: carrot -570, fertilizer +18, hay +1208, power -159.68, pumpkin +4608, water -116, weird_substance +1516, wood +1556. Game time: 36m 25s elapsed, 5h 23m 35s of budget remaining. Output: (none)
r842m 28sRan
def sunflower_half(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) def sunflower_east(): ws = get_world_size() half = ws // 2 sunflower_half(half, ws - half) def farm_power(): ws = get_world_size() half = ws // 2 d1 = spawn_drone(sunflower_east) sunflower_half(0, half) if d1 != None: wait_for(d1) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: for x in range(ws): for y in range(ws): if get_entity_type() == Entities.Sunflower: if measure() == p: while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) harvest() move(North) move(East) def cactus_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for c in range(cols): while get_pos_y() != 0: move(North) for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Cactus) move(North) low = 0 high = ws - 1 while low < high: swapped = False while get_pos_y() < high: if measure() > measure(North): swap(North) swapped = True move(North) high = high - 1 if not swapped: break swapped = False while get_pos_y() > low: if measure(South) > measure(): swap(South) swapped = True move(South) low = low + 1 if not swapped: break move(East) def cactus_cols_east(): ws = get_world_size() half = ws // 2 cactus_cols(half, ws - half) def cactus_rows(start_y, rows): ws = get_world_size() while get_pos_y() != start_y: move(North) while get_pos_x() != 0: move(West) for r in range(rows): while get_pos_x() != 0: move(West) low = 0 high = ws - 1 while low < high: swapped = False while get_pos_x() < high: if measure() > measure(East): swap(East) swapped = True move(East) high = high - 1 if not swapped: break swapped = False while get_pos_x() > low: if measure(West) > measure(): swap(West) swapped = True move(West) low = low + 1 if not swapped: break move(North) def cactus_rows_north(): ws = get_world_size() half = ws // 2 cactus_rows(half, ws - half) def do_cactus_field(): ws = get_world_size() half = ws // 2 d1 = spawn_drone(cactus_cols_east) cactus_cols(0, half) if d1 != None: wait_for(d1) d2 = spawn_drone(cactus_rows_north) cactus_rows(0, half) if d2 != None: wait_for(d2) for i in range(ws): while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) move(East) harvest() def left_hand_solver(): dirs = [North, East, South, West] idx = 0 while get_entity_type() == Entities.Hedge: idx = (idx - 1) % 4 while not can_move(dirs[idx]): if get_entity_type() != Entities.Hedge: return idx = (idx + 1) % 4 move(dirs[idx]) if get_entity_type() == Entities.Treasure: harvest() def farm_gold(target): dirs = [North, East, South, West] while num_items(Items.Gold) < target and num_items(Items.Weird_Substance) >= 50: if can_harvest(): harvest() if get_entity_type() != None and get_entity_type() != Entities.Grass: till() till() plant(Entities.Bush) sub = 6 * 2**(num_unlocked(Unlocks.Mazes) - 1) use_item(Items.Weird_Substance, sub) d1 = spawn_drone(left_hand_solver) idx = 0 while get_entity_type() == Entities.Hedge: idx = (idx + 1) % 4 while not can_move(dirs[idx]): if get_entity_type() != Entities.Hedge: break idx = (idx - 1) % 4 if get_entity_type() == Entities.Hedge: move(dirs[idx]) if get_entity_type() == Entities.Treasure: harvest() if d1 != None: wait_for(d1) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 200: farm_power() if num_items(Items.Cactus) < 20000 and num_items(Items.Pumpkin) >= 300: do_cactus_field() if num_items(Items.Gold) < 8500 and num_items(Items.Weird_Substance) >= 100: farm_gold(8500) breakChanges from the previous revision
- def farm_power(): + def sunflower_half(start_x, cols): ws = get_world_size() - for x in range(ws): + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) + for x in range(cols): for y in range(ws): if can_harvest(): if get_ground_type() != Grounds.Soil: till() + if get_entity_type() != None: + till() + till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > 0: move(North) move(East) + + def sunflower_east(): + ws = get_world_size() + half = ws // 2 + sunflower_half(half, ws - half) + + def farm_power(): + ws = get_world_size() + half = ws // 2 + d1 = spawn_drone(sunflower_east) + sunflower_half(0, half) + if d1 != None: + wait_for(d1) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: for x in range(ws): move(East) - def pumpkin_half(start_x, cols): + def cactus_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: while get_pos_y() != 0: move(North) - for x in range(cols): + for c in range(cols): + while get_pos_y() != 0: + move(North) for y in range(ws): if can_harvest(): if get_ground_type() != Grounds.Soil: till() - plant(Entities.Pumpkin) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) + if get_entity_type() != None: + till() + till() + plant(Entities.Cactus) move(North) - move(East) - while num_items(Items.Carrot) >= 20: - while get_pos_x() != start_x: - move(West) - ready = 0 - for x in range(cols): - for y in range(ws): - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != Entities.Pumpkin: - plant(Entities.Pumpkin) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - elif can_harvest(): - ready = ready + 1 - else: - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) + low = 0 + high = ws - 1 + while low < high: + swapped = False + while get_pos_y() < high: + if measure() > measure(North): + swap(North) + swapped = True move(North) - move(East) - if ready == cols * ws: - return - - def pumpkin_east(): - ws = get_world_size() - half = ws // 2 - pumpkin_half(half, ws - half) + high = high - 1 + if not swapped: + break + swapped = False + while get_pos_y() > low: + if measure(South) > measure(): + swap(South) + swapped = True + move(South) + low = low + 1 + if not swapped: + break + move(East) - def do_giant_pumpkin(): + def cactus_cols_east(): ws = get_world_size() half = ws // 2 - d1 = spawn_drone(pumpkin_east) - pumpkin_half(0, half) - if d1 != None: - wait_for(d1) - if can_harvest(): - harvest() + cactus_cols(half, ws - half) - def basics_half(start_x, cols): + def cactus_rows(start_y, rows): ws = get_world_size() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: + while get_pos_y() != start_y: move(North) - for step in range(4): - while get_pos_x() != start_x: + while get_pos_x() != 0: + move(West) + for r in range(rows): + while get_pos_x() != 0: move(West) - for x in range(cols): - for y in range(ws): - px = get_pos_x() - py = get_pos_y() - even = (px + py) % 2 == 0 - if can_harvest(): - if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 2500: - use_item(Items.Weird_Substance) - harvest() - if px < 2: - if get_ground_type() == Grounds.Soil: - till() - else: - if get_ground_type() != Grounds.Soil: - till() - if even and (num_items(Items.Wood) < 4000 or num_items(Items.Weird_Substance) < 1000): - plant(Entities.Tree) - elif num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: - plant(Entities.Carrot) - elif even: - plant(Entities.Tree) - else: - plant(Entities.Bush) - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - move(North) - move(East) + low = 0 + high = ws - 1 + while low < high: + swapped = False + while get_pos_x() < high: + if measure() > measure(East): + swap(East) + swapped = True + move(East) + high = high - 1 + if not swapped: + break + swapped = False + while get_pos_x() > low: + if measure(West) > measure(): + swap(West) + swapped = True + move(West) + low = low + 1 + if not swapped: + break + move(North) - def basics_east(): + def cactus_rows_north(): ws = get_world_size() half = ws // 2 - basics_half(half, ws - half) + cactus_rows(half, ws - half) - def do_basics(): + def do_cactus_field(): ws = get_world_size() half = ws // 2 - d1 = spawn_drone(basics_east) - basics_half(0, half) + d1 = spawn_drone(cactus_cols_east) + cactus_cols(0, half) if d1 != None: wait_for(d1) + d2 = spawn_drone(cactus_rows_north) + cactus_rows(0, half) + if d2 != None: + wait_for(d2) + for i in range(ws): + while not can_harvest(): + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + move(North) + move(East) + harvest() + def left_hand_solver(): + dirs = [North, East, South, West] + idx = 0 + while get_entity_type() == Entities.Hedge: + idx = (idx - 1) % 4 + while not can_move(dirs[idx]): + if get_entity_type() != Entities.Hedge: + return + idx = (idx + 1) % 4 + move(dirs[idx]) + if get_entity_type() == Entities.Treasure: + harvest() + + def farm_gold(target): + dirs = [North, East, South, West] + while num_items(Items.Gold) < target and num_items(Items.Weird_Substance) >= 50: + if can_harvest(): + harvest() + if get_entity_type() != None and get_entity_type() != Entities.Grass: + till() + till() + plant(Entities.Bush) + sub = 6 * 2**(num_unlocked(Unlocks.Mazes) - 1) + use_item(Items.Weird_Substance, sub) + d1 = spawn_drone(left_hand_solver) + idx = 0 + while get_entity_type() == Entities.Hedge: + idx = (idx + 1) % 4 + while not can_move(dirs[idx]): + if get_entity_type() != Entities.Hedge: + break + idx = (idx - 1) % 4 + if get_entity_type() == Entities.Hedge: + move(dirs[idx]) + if get_entity_type() == Entities.Treasure: + harvest() + if d1 != None: + wait_for(d1) + if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: - if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 100: + if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 200: farm_power() - if num_items(Items.Pumpkin) < 6000 and num_items(Items.Carrot) >= 400: - while num_items(Items.Pumpkin) < 6000 and num_items(Items.Carrot) >= 200: - do_giant_pumpkin() - do_basics() + if num_items(Items.Cactus) < 20000 and num_items(Items.Pumpkin) >= 300: + do_cactus_field() + if num_items(Items.Gold) < 8500 and num_items(Items.Weird_Substance) >= 100: + farm_gold(8500) + break
- Write result the agent saw
Saved p1 (198 lines). Game time: 42m 38s elapsed, 5h 17m 22s of budget remaining.
- run_program at 42m 38s for 45s (agent saw)
Ran p1 for 45s of game time; it is still running. Inventory change: carrot +1080, fertilizer +9, hay +1984, power +581.36, water +19, wood +3432. Game time: 43m 33s elapsed, 5h 16m 27s of budget remaining. Output: (none)
r953m 28sRan
def run_parallel_cols(fn): ws = get_world_size() n = max_drones() if n > ws: n = ws chunk = ws // n drones = [] for i in range(1, n): sx = i * chunk c = chunk if i == n - 1: c = ws - sx def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) fn(0, chunk) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() n = max_drones() if n > ws: n = ws chunk = ws // n drones = [] for i in range(1, n): sy = i * chunk r = chunk if i == n - 1: r = ws - sy def task(): fn(sy, r) d = spawn_drone(task) if d != None: drones.append(d) fn(0, chunk) for d in drones: wait_for(d) def clear_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for c in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() move(North) move(East) def sunflower_cols(start_x, cols): ws = get_world_size() md = max_drones() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Sunflower) if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) move(North) move(East) def farm_power(): ws = get_world_size() md = max_drones() run_parallel_cols(sunflower_cols) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: def harvest_p_cols(start_x, cols): while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if get_entity_type() == Entities.Sunflower: if measure() == p: while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) harvest() move(North) move(East) run_parallel_cols(harvest_p_cols) def cactus_cols(start_x, cols): ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for c in range(cols): while get_pos_y() != 0: move(North) for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Cactus) move(North) low = 0 high = ws - 1 while low < high: swapped = False while get_pos_y() < high: if measure() > measure(North): swap(North) swapped = True move(North) high = high - 1 if not swapped: break swapped = False while get_pos_y() > low: if measure(South) > measure(): swap(South) swapped = True move(South) low = low + 1 if not swapped: break move(East) def cactus_rows(start_y, rows): ws = get_world_size() while get_pos_y() != start_y: move(North) while get_pos_x() != 0: move(West) for r in range(rows): while get_pos_x() != 0: move(West) low = 0 high = ws - 1 while low < high: swapped = False while get_pos_x() < high: if measure() > measure(East): swap(East) swapped = True move(East) high = high - 1 if not swapped: break swapped = False while get_pos_x() > low: if measure(West) > measure(): swap(West) swapped = True move(West) low = low + 1 if not swapped: break move(North) def do_cactus_field(): ws = get_world_size() md = max_drones() run_parallel_cols(cactus_cols) run_parallel_rows(cactus_rows) for i in range(ws): while not can_harvest(): if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) move(North) move(East) harvest() def maze_helper(start_dir, turn, target_gold): dirs = [North, East, South, West] idx = start_dir ws = get_world_size() while num_items(Items.Gold) < target_gold and num_items(Items.Power) >= 50: sub = ws * 2**(num_unlocked(Unlocks.Mazes) - 1) et = get_entity_type() if et != Entities.Hedge and et != Entities.Treasure and num_items(Items.Weird_Substance) < sub: return if et == Entities.Treasure: harvest() elif et == Entities.Hedge: idx = (idx + turn) % 4 while not can_move(dirs[idx]): if get_entity_type() != Entities.Hedge: break idx = (idx - turn) % 4 if get_entity_type() == Entities.Hedge: move(dirs[idx]) else: move(dirs[idx]) def spawn_maze_helpers(drones, count, target_gold): for i in range(count): sd = (len(drones) + i) % 4 tn = 1 if (len(drones) + i) % 2 == 1: tn = -1 def task(): maze_helper(sd, tn, target_gold) d = spawn_drone(task) if d != None: drones.append(d) def farm_gold(target_gold): dirs = [North, East, South, West] idx = 0 ws = get_world_size() drones = [] spawn_maze_helpers(drones, max_drones() - 1, target_gold) while num_items(Items.Gold) < target_gold and num_items(Items.Power) >= 50: if unlock(Unlocks.Megafarm): spawn_maze_helpers(drones, max_drones() - 1 - len(drones), target_gold) sub = ws * 2**(num_unlocked(Unlocks.Mazes) - 1) et = get_entity_type() if et == Entities.Treasure: harvest() elif et == Entities.Hedge: idx = (idx + 1) % 4 while not can_move(dirs[idx]): if get_entity_type() != Entities.Hedge: break idx = (idx - 1) % 4 if get_entity_type() == Entities.Hedge: move(dirs[idx]) else: if num_items(Items.Weird_Substance) < sub: break if can_harvest(): harvest() if get_entity_type() != None and get_entity_type() != Entities.Grass: till() till() plant(Entities.Bush) use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() for d in drones: wait_for(d) ax = -1 ay = -1 tail_len = 0 def step_dino(d): global ax global ay global tail_len if get_entity_type() == Entities.Apple: m = measure() if m != None: ax, ay = m tail_len = tail_len + 1 return move(d) def do_dinosaur(): global ax global ay global tail_len run_parallel_cols(clear_cols) while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) ax = -1 ay = -1 tail_len = 0 change_hat(Hats.Dinosaur_Hat) ws = get_world_size() alive = True while alive and num_items(Items.Cactus) >= 50: for i in range(ws - 1): if not step_dino(North): alive = False break if not alive: break if not step_dino(East): break for i in range(ws - 2): if not step_dino(South): alive = False break if not alive: break col = 2 returned_early = False while col <= ws - 2: if tail_len < 30 and ax >= 0 and ax < col: if not step_dino(South): alive = False break for i in range(col - 1): if not step_dino(West): alive = False break returned_early = True break if not step_dino(East): alive = False break if tail_len < 75 and ax != col and ax != col + 1: if not step_dino(East): alive = False break else: for i in range(ws - 2): if not step_dino(North): alive = False break if not alive: break if not step_dino(East): alive = False break for i in range(ws - 2): if not step_dino(South): alive = False break if not alive: break col = col + 2 if not alive: break if not returned_early: if not step_dino(South): break for i in range(ws - 1): if not step_dino(West): alive = False break change_hat(Hats.Green_Hat) def pumpkin_cols(start_x, cols): ws = get_world_size() md = max_drones() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for x in range(cols): for y in range(ws): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) move(North) move(East) while num_items(Items.Carrot) >= 200: while get_pos_x() != start_x: move(West) ready = 0 for x in range(cols): for y in range(ws): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: if can_harvest(): harvest() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) elif can_harvest(): ready = ready + 1 else: if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) move(North) move(East) if ready == cols * ws: return def do_giant_pumpkin(): run_parallel_cols(pumpkin_cols) if can_harvest(): harvest() def basics_cols(start_x, cols): ws = get_world_size() md = max_drones() comp = {} while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) for step in range(6): while get_pos_x() != start_x: move(West) for x in range(cols): for y in range(ws): px = get_pos_x() py = get_pos_y() pos = (px, py) even = (px + py) % 2 == 0 if can_harvest(): if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 50000: use_item(Items.Weird_Substance) harvest() et = get_entity_type() if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: want = None if pos in comp: want = comp[pos] comp.pop(pos) if want != None: crop = want elif x == 0 and num_items(Items.Hay) < 100000: crop = Entities.Grass elif even and (num_items(Items.Wood) < 200000 or num_items(Items.Weird_Substance) < 25000): crop = Entities.Tree elif num_items(Items.Hay) >= 1000 and num_items(Items.Wood) >= 1000: crop = Entities.Carrot elif even: crop = Entities.Tree else: crop = Entities.Grass if crop == Entities.Grass: if get_ground_type() == Grounds.Soil: till() elif crop == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: plant(Entities.Carrot) else: plant(crop) if crop != Entities.Grass and get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) c = get_companion() if c != None: c_type, c_pos = c cx, cy = c_pos if cx >= start_x and cx < start_x + cols: if c_pos not in comp: comp[c_pos] = c_type move(North) move(East) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: if num_items(Items.Power) < 250 and num_items(Items.Carrot) >= 500: farm_power() if num_unlocked(Unlocks.Cactus) < 3 and num_items(Items.Carrot) >= 6000: while num_unlocked(Unlocks.Cactus) < 3 and num_items(Items.Carrot) >= 6000 and num_items(Items.Power) >= 50: do_giant_pumpkin() unlock(Unlocks.Cactus) if num_unlocked(Unlocks.Mazes) < 4 and num_items(Items.Pumpkin) >= 2000: while num_unlocked(Unlocks.Mazes) < 4 and num_items(Items.Pumpkin) >= 2000 and num_items(Items.Power) >= 50: do_cactus_field() unlock(Unlocks.Mazes) unlock(Unlocks.Dinosaurs) if num_unlocked(Unlocks.Megafarm) < 4 and num_items(Items.Weird_Substance) >= 1000: farm_gold(130000) unlock(Unlocks.Megafarm) if num_items(Items.Bone) < 60000 and num_items(Items.Cactus) >= 2000: do_dinosaur() unlock(Unlocks.Polyculture) if num_items(Items.Pumpkin) < 300000 and num_items(Items.Carrot) >= 25000: unlock(Unlocks.Pumpkins) while num_items(Items.Pumpkin) < 300000 and num_items(Items.Carrot) >= 6000 and num_items(Items.Power) >= 50: do_giant_pumpkin() unlock(Unlocks.Cactus) run_parallel_cols(basics_cols) unlock(Unlocks.Trees) unlock(Unlocks.Carrots) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) unlock(Unlocks.Pumpkins)Changes from the previous revision
- def sunflower_half(start_x, cols): + def run_parallel_cols(fn): ws = get_world_size() + n = max_drones() + if n > ws: + n = ws + chunk = ws // n + drones = [] + for i in range(1, n): + sx = i * chunk + c = chunk + if i == n - 1: + c = ws - sx + def task(): + fn(sx, c) + d = spawn_drone(task) + if d != None: + drones.append(d) + fn(0, chunk) + for d in drones: + wait_for(d) + + def run_parallel_rows(fn): + ws = get_world_size() + n = max_drones() + if n > ws: + n = ws + chunk = ws // n + drones = [] + for i in range(1, n): + sy = i * chunk + r = chunk + if i == n - 1: + r = ws - sy + def task(): + fn(sy, r) + d = spawn_drone(task) + if d != None: + drones.append(d) + fn(0, chunk) + for d in drones: + wait_for(d) + + def clear_cols(start_x, cols): + ws = get_world_size() while get_pos_x() != start_x: move(East) while get_pos_y() != 0: move(North) + for c in range(cols): + for y in range(ws): + if can_harvest(): + harvest() + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != None: + till() + till() + move(North) + move(East) + + def sunflower_cols(start_x, cols): + ws = get_world_size() + md = max_drones() + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) for x in range(cols): for y in range(ws): till() plant(Entities.Sunflower) - if get_water() < 0.5 and num_items(Items.Water) > 0: + if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) move(North) move(East) - def sunflower_east(): - ws = get_world_size() - half = ws // 2 - sunflower_half(half, ws - half) - def farm_power(): ws = get_world_size() - half = ws // 2 - d1 = spawn_drone(sunflower_east) - sunflower_half(0, half) - if d1 != None: - wait_for(d1) + md = max_drones() + run_parallel_cols(sunflower_cols) for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: - for x in range(ws): - for y in range(ws): - if get_entity_type() == Entities.Sunflower: - if measure() == p: - while not can_harvest(): - if get_water() < 0.5 and num_items(Items.Water) > 0: - use_item(Items.Water) - harvest() + def harvest_p_cols(start_x, cols): + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: move(North) - move(East) + for x in range(cols): + for y in range(ws): + if get_entity_type() == Entities.Sunflower: + if measure() == p: + while not can_harvest(): + if get_water() < 0.5 and num_items(Items.Water) > md: + use_item(Items.Water) + harvest() + move(North) + move(East) + run_parallel_cols(harvest_p_cols) def cactus_cols(start_x, cols): move(East) - def cactus_cols_east(): - ws = get_world_size() - half = ws // 2 - cactus_cols(half, ws - half) - def cactus_rows(start_y, rows): ws = get_world_size() move(North) - def cactus_rows_north(): - ws = get_world_size() - half = ws // 2 - cactus_rows(half, ws - half) - def do_cactus_field(): ws = get_world_size() - half = ws // 2 - d1 = spawn_drone(cactus_cols_east) - cactus_cols(0, half) - if d1 != None: - wait_for(d1) - d2 = spawn_drone(cactus_rows_north) - cactus_rows(0, half) - if d2 != None: - wait_for(d2) + md = max_drones() + run_parallel_cols(cactus_cols) + run_parallel_rows(cactus_rows) for i in range(ws): while not can_harvest(): - if get_water() < 0.5 and num_items(Items.Water) > 0: + if get_water() < 0.5 and num_items(Items.Water) > md: use_item(Items.Water) move(North) harvest() - def left_hand_solver(): + def maze_helper(start_dir, turn, target_gold): dirs = [North, East, South, West] - idx = 0 - while get_entity_type() == Entities.Hedge: - idx = (idx - 1) % 4 - while not can_move(dirs[idx]): - if get_entity_type() != Entities.Hedge: - return - idx = (idx + 1) % 4 - move(dirs[idx]) - if get_entity_type() == Entities.Treasure: - harvest() + idx = start_dir + ws = get_world_size() + while num_items(Items.Gold) < target_gold and num_items(Items.Power) >= 50: + sub = ws * 2**(num_unlocked(Unlocks.Mazes) - 1) + et = get_entity_type() + if et != Entities.Hedge and et != Entities.Treasure and num_items(Items.Weird_Substance) < sub: + return + if et == Entities.Treasure: + harvest() + elif et == Entities.Hedge: + idx = (idx + turn) % 4 + while not can_move(dirs[idx]): + if get_entity_type() != Entities.Hedge: + break + idx = (idx - turn) % 4 + if get_entity_type() == Entities.Hedge: + move(dirs[idx]) + else: + move(dirs[idx]) - def farm_gold(target): + def spawn_maze_helpers(drones, count, target_gold): + for i in range(count): + sd = (len(drones) + i) % 4 + tn = 1 + if (len(drones) + i) % 2 == 1: + tn = -1 + def task(): + maze_helper(sd, tn, target_gold) + d = spawn_drone(task) + if d != None: + drones.append(d) + + def farm_gold(target_gold): dirs = [North, East, South, West] - while num_items(Items.Gold) < target and num_items(Items.Weird_Substance) >= 50: - if can_harvest(): + idx = 0 + ws = get_world_size() + drones = [] + spawn_maze_helpers(drones, max_drones() - 1, target_gold) + while num_items(Items.Gold) < target_gold and num_items(Items.Power) >= 50: + if unlock(Unlocks.Megafarm): + spawn_maze_helpers(drones, max_drones() - 1 - len(drones), target_gold) + sub = ws * 2**(num_unlocked(Unlocks.Mazes) - 1) + et = get_entity_type() + if et == Entities.Treasure: harvest() - if get_entity_type() != None and get_entity_type() != Entities.Grass: - till() - till() - plant(Entities.Bush) - sub = 6 * 2**(num_unlocked(Unlocks.Mazes) - 1) - use_item(Items.Weird_Substance, sub) - d1 = spawn_drone(left_hand_solver) - idx = 0 - while get_entity_type() == Entities.Hedge: + elif et == Entities.Hedge: idx = (idx + 1) % 4 while not can_move(dirs[idx]): if get_entity_type() == Entities.Hedge: move(dirs[idx]) - if get_entity_type() == Entities.Treasure: - harvest() - if d1 != None: - wait_for(d1) + else: + if num_items(Items.Weird_Substance) < sub: + break + if can_harvest(): + harvest() + if get_entity_type() != None and get_entity_type() != Entities.Grass: + till() + till() + plant(Entities.Bush) + use_item(Items.Weird_Substance, sub) + if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: + harvest() + for d in drones: + wait_for(d) + ax = -1 + ay = -1 + tail_len = 0 + + def step_dino(d): + global ax + global ay + global tail_len + if get_entity_type() == Entities.Apple: + m = measure() + if m != None: + ax, ay = m + tail_len = tail_len + 1 + return move(d) + + def do_dinosaur(): + global ax + global ay + global tail_len + run_parallel_cols(clear_cols) + while get_pos_x() != 0: + move(West) + while get_pos_y() != 0: + move(South) + ax = -1 + ay = -1 + tail_len = 0 + change_hat(Hats.Dinosaur_Hat) + ws = get_world_size() + alive = True + while alive and num_items(Items.Cactus) >= 50: + for i in range(ws - 1): + if not step_dino(North): + alive = False + break + if not alive: + break + if not step_dino(East): + break + for i in range(ws - 2): + if not step_dino(South): + alive = False + break + if not alive: + break + col = 2 + returned_early = False + while col <= ws - 2: + if tail_len < 30 and ax >= 0 and ax < col: + if not step_dino(South): + alive = False + break + for i in range(col - 1): + if not step_dino(West): + alive = False + break + returned_early = True + break + if not step_dino(East): + alive = False + break + if tail_len < 75 and ax != col and ax != col + 1: + if not step_dino(East): + alive = False + break + else: + for i in range(ws - 2): + if not step_dino(North): + alive = False + break + if not alive: + break + if not step_dino(East): + alive = False + break + for i in range(ws - 2): + if not step_dino(South): + alive = False + break + if not alive: + break + col = col + 2 + if not alive: + break + if not returned_early: + if not step_dino(South): + break + for i in range(ws - 1): + if not step_dino(West): + alive = False + break + change_hat(Hats.Green_Hat) + + def pumpkin_cols(start_x, cols): + ws = get_world_size() + md = max_drones() + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) + for x in range(cols): + for y in range(ws): + if can_harvest(): + harvest() + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != None: + till() + till() + plant(Entities.Pumpkin) + if get_water() < 0.5 and num_items(Items.Water) > md: + use_item(Items.Water) + move(North) + move(East) + while num_items(Items.Carrot) >= 200: + while get_pos_x() != start_x: + move(West) + ready = 0 + for x in range(cols): + for y in range(ws): + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != Entities.Pumpkin: + if can_harvest(): + harvest() + plant(Entities.Pumpkin) + if get_water() < 0.5 and num_items(Items.Water) > md: + use_item(Items.Water) + elif can_harvest(): + ready = ready + 1 + else: + if get_water() < 0.5 and num_items(Items.Water) > md: + use_item(Items.Water) + move(North) + move(East) + if ready == cols * ws: + return + + def do_giant_pumpkin(): + run_parallel_cols(pumpkin_cols) + if can_harvest(): + harvest() + + def basics_cols(start_x, cols): + ws = get_world_size() + md = max_drones() + comp = {} + while get_pos_x() != start_x: + move(East) + while get_pos_y() != 0: + move(North) + for step in range(6): + while get_pos_x() != start_x: + move(West) + for x in range(cols): + for y in range(ws): + px = get_pos_x() + py = get_pos_y() + pos = (px, py) + even = (px + py) % 2 == 0 + if can_harvest(): + if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 50000: + use_item(Items.Weird_Substance) + harvest() + et = get_entity_type() + if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: + want = None + if pos in comp: + want = comp[pos] + comp.pop(pos) + if want != None: + crop = want + elif x == 0 and num_items(Items.Hay) < 100000: + crop = Entities.Grass + elif even and (num_items(Items.Wood) < 200000 or num_items(Items.Weird_Substance) < 25000): + crop = Entities.Tree + elif num_items(Items.Hay) >= 1000 and num_items(Items.Wood) >= 1000: + crop = Entities.Carrot + elif even: + crop = Entities.Tree + else: + crop = Entities.Grass + if crop == Entities.Grass: + if get_ground_type() == Grounds.Soil: + till() + elif crop == Entities.Carrot: + if get_ground_type() != Grounds.Soil: + till() + if num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: + plant(Entities.Carrot) + else: + plant(crop) + if crop != Entities.Grass and get_water() < 0.5 and num_items(Items.Water) > md: + use_item(Items.Water) + c = get_companion() + if c != None: + c_type, c_pos = c + cx, cy = c_pos + if cx >= start_x and cx < start_x + cols: + if c_pos not in comp: + comp[c_pos] = c_type + move(North) + move(East) + if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() while True: - if num_items(Items.Power) < 100 and num_items(Items.Carrot) >= 200: + if num_items(Items.Power) < 250 and num_items(Items.Carrot) >= 500: farm_power() - if num_items(Items.Cactus) < 20000 and num_items(Items.Pumpkin) >= 300: - do_cactus_field() - if num_items(Items.Gold) < 8500 and num_items(Items.Weird_Substance) >= 100: - farm_gold(8500) - break + if num_unlocked(Unlocks.Cactus) < 3 and num_items(Items.Carrot) >= 6000: + while num_unlocked(Unlocks.Cactus) < 3 and num_items(Items.Carrot) >= 6000 and num_items(Items.Power) >= 50: + do_giant_pumpkin() + unlock(Unlocks.Cactus) + if num_unlocked(Unlocks.Mazes) < 4 and num_items(Items.Pumpkin) >= 2000: + while num_unlocked(Unlocks.Mazes) < 4 and num_items(Items.Pumpkin) >= 2000 and num_items(Items.Power) >= 50: + do_cactus_field() + unlock(Unlocks.Mazes) + unlock(Unlocks.Dinosaurs) + if num_unlocked(Unlocks.Megafarm) < 4 and num_items(Items.Weird_Substance) >= 1000: + farm_gold(130000) + unlock(Unlocks.Megafarm) + if num_items(Items.Bone) < 60000 and num_items(Items.Cactus) >= 2000: + do_dinosaur() + unlock(Unlocks.Polyculture) + if num_items(Items.Pumpkin) < 300000 and num_items(Items.Carrot) >= 25000: + unlock(Unlocks.Pumpkins) + while num_items(Items.Pumpkin) < 300000 and num_items(Items.Carrot) >= 6000 and num_items(Items.Power) >= 50: + do_giant_pumpkin() + unlock(Unlocks.Cactus) + run_parallel_cols(basics_cols) + unlock(Unlocks.Trees) + unlock(Unlocks.Carrots) + unlock(Unlocks.Grass) + unlock(Unlocks.Watering) + unlock(Unlocks.Fertilizer) + unlock(Unlocks.Pumpkins)
- Write result the agent saw
Saved p1 (498 lines). Game time: 53m 38s elapsed, 5h 6m 22s of budget remaining.
- run_program at 53m 38s for 240s (agent saw)
Ran p1 for 4m of game time; it is still running. Inventory change: cactus +380288, carrot -25808, fertilizer +96, power -825.78, pumpkin -23152, water +258. Game time: 57m 48s elapsed, 5h 2m 12s of budget remaining. Output: (none)
r101h 13mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(200) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(200) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(400) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < (ws * 2) and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, max_reloc): reloc = 0 while True: et = get_entity_type() if et == Entities.Treasure: if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) reloc += 1 if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, max_reloc): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, max_reloc) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, max_reloc) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, max_reloc) if d != None: wait_for(d) def maze_follower(right_turn, start_idx, sub, max_reloc): dirs = [North, East, South, West] d_idx = start_idx reloc = 0 while True: et = get_entity_type() if et == Entities.Treasure: if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) reloc += 1 else: harvest() return elif et != Entities.Hedge: return if right_turn: next_d = (d_idx + 1) % 4 if move(dirs[next_d]): d_idx = next_d elif move(dirs[d_idx]): pass elif move(dirs[(d_idx + 3) % 4]): d_idx = (d_idx + 3) % 4 else: move(dirs[(d_idx + 2) % 4]) d_idx = (d_idx + 2) % 4 else: next_d = (d_idx + 3) % 4 if move(dirs[next_d]): d_idx = next_d elif move(dirs[d_idx]): pass elif move(dirs[(d_idx + 1) % 4]): d_idx = (d_idx + 1) % 4 else: move(dirs[(d_idx + 2) % 4]) d_idx = (d_idx + 2) % 4 def solve_reusable_maze(sub, max_reloc): reloc = 0 opp = {North: South, South: North, East: West, West: East} while get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: visited = set() stack = [] while get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: if get_entity_type() == Entities.Treasure: if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) reloc += 1 break else: harvest() return res = measure() if res == None: return tx, ty = res cx = get_pos_x() cy = get_pos_y() if cx == tx and cy == ty: if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) reloc += 1 break else: harvest() return visited.add((cx, cy)) dirs = [] if tx > cx: dirs.append(East) elif tx < cx: dirs.append(West) if ty > cy: dirs.append(North) elif ty < cy: dirs.append(South) for d in [North, East, South, West]: if d not in dirs: dirs.append(d) moved = False for d in dirs: nx = cx ny = cy if d == North: ny += 1 elif d == South: ny -= 1 elif d == East: nx += 1 elif d == West: nx -= 1 if (nx, ny) not in visited: if move(d): stack.append(d) moved = True break if not moved: if len(stack) == 0: break last_d = stack.pop() if not move(opp[last_d]): break def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(300) ws = get_world_size() if ws > 8: m_size = 8 else: m_size = ws sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break if max_drones() >= 32: # 5x5 instant sentinel grid! Zero walking! m_size = 5 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break move_to(2, 2) prep_soil_empty() plant(Entities.Bush) positions = [] for x in range(5): for y in range(5): if not (x == 2 and y == 2): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, 290) d = spawn_drone(grid_task) # Wait a brief moment for 24 drones to reach their tiles for _ in range(6): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, 290) if d != None: wait_for(d) try_unlocks() else: cx = m_size // 2 cy = m_size // 2 move_to(cx, cy) prep_soil_empty() plant(Entities.Bush) use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: drones = [] for idx in range(4): def f_r(): maze_follower(True, idx, sub, 60) def f_l(): maze_follower(False, idx, sub, 60) d1 = spawn_drone(f_r) if d1 != None: drones.append(d1) d2 = spawn_drone(f_l) if d2 != None: drones.append(d2) solve_reusable_maze(sub, 60) if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: harvest() for d in drones: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 300000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(400) # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using fast reusable mazes! if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 4000: farm_gold(512000) # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) if num_items(Items.Pumpkin) < 750000 and num_items(Items.Carrot) >= 60000: for _ in range(4): if num_items(Items.Carrot) >= 30000: do_giant_pumpkin() if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: break # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) if num_items(Items.Cactus) < 600000 and num_items(Items.Pumpkin) >= 40000: do_cactus_field() # 4. Unlock Polyculture 5 (1.25M bone) once Dinosaurs 4 or 22x22 is unlocked if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): do_dinosaur() # 5. Polyculture basics for Hay, Wood, Carrots, Weird Substance if num_items(Items.Carrot) < 600000 or num_items(Items.Hay) < 600000 or num_items(Items.Wood) < 600000 or num_items(Items.Weird_Substance) < 60000: ensure_power(300) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks()Changes from the previous revision
+ def move_to(tx, ty): + ws = get_world_size() + cx = get_pos_x() + cy = get_pos_y() + dx = (tx - cx) % ws + wx = (cx - tx) % ws + if dx <= wx: + for _ in range(dx): + move(East) + else: + for _ in range(wx): + move(West) + dy = (ty - cy) % ws + sy = (cy - ty) % ws + if dy <= sy: + for _ in range(dy): + move(North) + else: + for _ in range(sy): + move(South) + + def try_unlocks(): + unlock(Unlocks.Megafarm) + unlock(Unlocks.Polyculture) + unlock(Unlocks.Expand) + unlock(Unlocks.Dinosaurs) + unlock(Unlocks.Mazes) + unlock(Unlocks.Cactus) + unlock(Unlocks.Pumpkins) + unlock(Unlocks.Carrots) + unlock(Unlocks.Trees) + unlock(Unlocks.Grass) + unlock(Unlocks.Watering) + unlock(Unlocks.Fertilizer) + + def safe_water(thresh): + if get_water() < thresh and num_items(Items.Water) > max_drones(): + use_item(Items.Water) + + def prep_soil_empty(): + if can_harvest(): + harvest() + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() != None: + till() + till() + def run_parallel_cols(fn): - ws = get_world_size() - n = max_drones() - if n > ws: - n = ws - chunk = ws // n - drones = [] - for i in range(1, n): - sx = i * chunk - c = chunk - if i == n - 1: - c = ws - sx - def task(): - fn(sx, c) - d = spawn_drone(task) - if d != None: - drones.append(d) - fn(0, chunk) - for d in drones: - wait_for(d) + ws = get_world_size() + md = max_drones() + if md > ws: + md = ws + base = ws // md + rem = ws % md + drones = [] + col = 0 + for i in range(md): + c = base + if i < rem: + c += 1 + sx = col + col += c + if i < md - 1: + def task(): + fn(sx, c) + d = spawn_drone(task) + if d != None: + drones.append(d) + else: + fn(sx, c) + else: + fn(sx, c) + for d in drones: + wait_for(d) def run_parallel_rows(fn): - ws = get_world_size() - n = max_drones() - if n > ws: - n = ws - chunk = ws // n - drones = [] - for i in range(1, n): - sy = i * chunk - r = chunk - if i == n - 1: - r = ws - sy - def task(): - fn(sy, r) - d = spawn_drone(task) - if d != None: - drones.append(d) - fn(0, chunk) - for d in drones: - wait_for(d) + ws = get_world_size() + md = max_drones() + if md > ws: + md = ws + base = ws // md + rem = ws % md + drones = [] + row = 0 + for i in range(md): + c = base + if i < rem: + c += 1 + sy = row + row += c + if i < md - 1: + def task(): + fn(sy, c) + d = spawn_drone(task) + if d != None: + drones.append(d) + else: + fn(sy, c) + else: + fn(sy, c) + for d in drones: + wait_for(d) - def clear_cols(start_x, cols): - ws = get_world_size() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for c in range(cols): - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - move(North) - move(East) + def sf_plant_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + plant(Entities.Sunflower) + safe_water(0.75) + if y < ws - 1: + move(North) - def sunflower_cols(start_x, cols): - ws = get_world_size() - md = max_drones() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for x in range(cols): - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - plant(Entities.Sunflower) - if get_water() < 0.5 and num_items(Items.Water) > md: - use_item(Items.Water) - move(North) - move(East) + def sf_harvest_petal_cols(sx, count, p): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + if get_entity_type() == Entities.Sunflower: + while not can_harvest(): + safe_water(0.8) + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + if measure() == p: + harvest() + if y < ws - 1: + move(North) def farm_power(): - ws = get_world_size() - md = max_drones() - run_parallel_cols(sunflower_cols) - for p in [15, 14, 13, 12, 11, 10, 9, 8, 7]: - def harvest_p_cols(start_x, cols): - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for x in range(cols): - for y in range(ws): - if get_entity_type() == Entities.Sunflower: - if measure() == p: - while not can_harvest(): - if get_water() < 0.5 and num_items(Items.Water) > md: - use_item(Items.Water) - harvest() - move(North) - move(East) - run_parallel_cols(harvest_p_cols) + if num_items(Items.Carrot) < 500: + return + run_parallel_cols(sf_plant_cols) + for p in range(15, 6, -1): + def h_task(sx, c): + sf_harvest_petal_cols(sx, c, p) + run_parallel_cols(h_task) - def cactus_cols(start_x, cols): - ws = get_world_size() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for c in range(cols): - while get_pos_y() != 0: - move(North) - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - plant(Entities.Cactus) - move(North) - low = 0 - high = ws - 1 - while low < high: - swapped = False - while get_pos_y() < high: - if measure() > measure(North): - swap(North) - swapped = True - move(North) - high = high - 1 - if not swapped: - break - swapped = False - while get_pos_y() > low: - if measure(South) > measure(): - swap(South) - swapped = True - move(South) - low = low + 1 - if not swapped: - break - move(East) + def ensure_power(min_p): + if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: + farm_power() - def cactus_rows(start_y, rows): - ws = get_world_size() - while get_pos_y() != start_y: - move(North) - while get_pos_x() != 0: - move(West) - for r in range(rows): - while get_pos_x() != 0: - move(West) - low = 0 - high = ws - 1 - while low < high: - swapped = False - while get_pos_x() < high: - if measure() > measure(East): - swap(East) - swapped = True - move(East) - high = high - 1 - if not swapped: - break - swapped = False - while get_pos_x() > low: - if measure(West) > measure(): - swap(West) - swapped = True - move(West) - low = low + 1 - if not swapped: - break - move(North) + def p_plant_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + plant(Entities.Pumpkin) + safe_water(0.75) + if y < ws - 1: + move(North) - def do_cactus_field(): - ws = get_world_size() - md = max_drones() - run_parallel_cols(cactus_cols) - run_parallel_rows(cactus_rows) - for i in range(ws): - while not can_harvest(): - if get_water() < 0.5 and num_items(Items.Water) > md: - use_item(Items.Water) - move(North) - move(East) - harvest() + def p_fix_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + bad = [] + for y in range(ws): + et = get_entity_type() + if et != Entities.Pumpkin: + plant(Entities.Pumpkin) + safe_water(0.75) + bad.append(y) + elif not can_harvest(): + safe_water(0.75) + bad.append(y) + if y < ws - 1: + move(North) + while len(bad) > 0: + next_bad = [] + for y in bad: + move_to(x, y) + et = get_entity_type() + if et != Entities.Pumpkin: + plant(Entities.Pumpkin) + safe_water(0.8) + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + next_bad.append(y) + elif not can_harvest(): + safe_water(0.8) + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + if get_entity_type() != Entities.Pumpkin: + plant(Entities.Pumpkin) + next_bad.append(y) + elif not can_harvest(): + next_bad.append(y) + bad = next_bad - def maze_helper(start_dir, turn, target_gold): - dirs = [North, East, South, West] - idx = start_dir - ws = get_world_size() - while num_items(Items.Gold) < target_gold and num_items(Items.Power) >= 50: - sub = ws * 2**(num_unlocked(Unlocks.Mazes) - 1) - et = get_entity_type() - if et != Entities.Hedge and et != Entities.Treasure and num_items(Items.Weird_Substance) < sub: - return - if et == Entities.Treasure: - harvest() - elif et == Entities.Hedge: - idx = (idx + turn) % 4 - while not can_move(dirs[idx]): - if get_entity_type() != Entities.Hedge: - break - idx = (idx - turn) % 4 - if get_entity_type() == Entities.Hedge: - move(dirs[idx]) - else: - move(dirs[idx]) + def do_giant_pumpkin(): + ensure_power(200) + run_parallel_cols(p_plant_cols) + run_parallel_cols(p_fix_cols) + move_to(0, 0) + if can_harvest(): + harvest() + try_unlocks() - def spawn_maze_helpers(drones, count, target_gold): - for i in range(count): - sd = (len(drones) + i) % 4 - tn = 1 - if (len(drones) + i) % 2 == 1: - tn = -1 - def task(): - maze_helper(sd, tn, target_gold) - d = spawn_drone(task) - if d != None: - drones.append(d) + def c_plant_and_sort_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + plant(Entities.Cactus) + if y < ws - 1: + move(North) + low = 0 + high = ws - 1 + while low < high: + swapped = False + move_to(x, low) + for y in range(low, high): + if measure() > measure(North): + swap(North) + swapped = True + move(North) + high -= 1 + if not swapped: + break + swapped = False + move_to(x, high) + for y in range(high, low, -1): + if measure() < measure(South): + swap(South) + swapped = True + move(South) + low += 1 + if not swapped: + break - def farm_gold(target_gold): - dirs = [North, East, South, West] - idx = 0 - ws = get_world_size() - drones = [] - spawn_maze_helpers(drones, max_drones() - 1, target_gold) - while num_items(Items.Gold) < target_gold and num_items(Items.Power) >= 50: - if unlock(Unlocks.Megafarm): - spawn_maze_helpers(drones, max_drones() - 1 - len(drones), target_gold) - sub = ws * 2**(num_unlocked(Unlocks.Mazes) - 1) - et = get_entity_type() - if et == Entities.Treasure: - harvest() - elif et == Entities.Hedge: - idx = (idx + 1) % 4 - while not can_move(dirs[idx]): - if get_entity_type() != Entities.Hedge: - break - idx = (idx - 1) % 4 - if get_entity_type() == Entities.Hedge: - move(dirs[idx]) - else: - if num_items(Items.Weird_Substance) < sub: - break - if can_harvest(): - harvest() - if get_entity_type() != None and get_entity_type() != Entities.Grass: - till() - till() - plant(Entities.Bush) - use_item(Items.Weird_Substance, sub) - if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: - harvest() - for d in drones: - wait_for(d) + def c_sort_rows(sy, count): + ws = get_world_size() + for offset in range(count): + y = sy + offset + low = 0 + high = ws - 1 + while low < high: + swapped = False + move_to(low, y) + for x in range(low, high): + if measure() > measure(East): + swap(East) + swapped = True + move(East) + high -= 1 + if not swapped: + break + swapped = False + move_to(high, y) + for x in range(high, low, -1): + if measure() < measure(West): + swap(West) + swapped = True + move(West) + low += 1 + if not swapped: + break - ax = -1 - ay = -1 - tail_len = 0 + def do_cactus_field(): + ensure_power(200) + ws = get_world_size() + run_parallel_cols(c_plant_and_sort_cols) + run_parallel_rows(c_sort_rows) + for i in range(ws): + move_to(i, i) + while not can_harvest(): + if num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + else: + safe_water(0.5) + move_to(0, 0) + harvest() + try_unlocks() - def step_dino(d): - global ax - global ay - global tail_len - if get_entity_type() == Entities.Apple: - m = measure() - if m != None: - ax, ay = m - tail_len = tail_len + 1 - return move(d) + def clear_cols(sx, count): + ws = get_world_size() + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + prep_soil_empty() + if y < ws - 1: + move(North) def do_dinosaur(): - global ax - global ay - global tail_len - run_parallel_cols(clear_cols) - while get_pos_x() != 0: - move(West) - while get_pos_y() != 0: - move(South) - ax = -1 - ay = -1 - tail_len = 0 - change_hat(Hats.Dinosaur_Hat) - ws = get_world_size() - alive = True - while alive and num_items(Items.Cactus) >= 50: - for i in range(ws - 1): - if not step_dino(North): - alive = False - break - if not alive: - break - if not step_dino(East): - break - for i in range(ws - 2): - if not step_dino(South): - alive = False - break - if not alive: - break - col = 2 - returned_early = False - while col <= ws - 2: - if tail_len < 30 and ax >= 0 and ax < col: - if not step_dino(South): - alive = False - break - for i in range(col - 1): - if not step_dino(West): - alive = False - break - returned_early = True - break - if not step_dino(East): - alive = False - break - if tail_len < 75 and ax != col and ax != col + 1: - if not step_dino(East): - alive = False - break - else: - for i in range(ws - 2): - if not step_dino(North): - alive = False - break - if not alive: - break - if not step_dino(East): - alive = False - break - for i in range(ws - 2): - if not step_dino(South): - alive = False - break - if not alive: - break - col = col + 2 - if not alive: - break - if not returned_early: - if not step_dino(South): - break - for i in range(ws - 1): - if not step_dino(West): - alive = False - break - change_hat(Hats.Green_Hat) + if num_items(Items.Cactus) < 8000: + return + ensure_power(400) + ws = get_world_size() + run_parallel_cols(clear_cols) + move_to(0, 0) + change_hat(Hats.Dinosaur_Hat) + tail_len = 0 + stuck = False + target = measure() + while not stuck: + for _ in range(ws - 1): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(North): + stuck = True + break + if stuck: + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + break - def pumpkin_cols(start_x, cols): - ws = get_world_size() - md = max_drones() - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for x in range(cols): - for y in range(ws): - if can_harvest(): - harvest() - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != None: - till() - till() - plant(Entities.Pumpkin) - if get_water() < 0.5 and num_items(Items.Water) > md: - use_item(Items.Water) - move(North) - move(East) - while num_items(Items.Carrot) >= 200: - while get_pos_x() != start_x: - move(West) - ready = 0 - for x in range(cols): - for y in range(ws): - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() != Entities.Pumpkin: - if can_harvest(): - harvest() - plant(Entities.Pumpkin) - if get_water() < 0.5 and num_items(Items.Water) > md: - use_item(Items.Water) - elif can_harvest(): - ready = ready + 1 - else: - if get_water() < 0.5 and num_items(Items.Water) > md: - use_item(Items.Water) - move(North) - move(East) - if ready == cols * ws: - return + max_skip = (ws * ws) // 3 - 5 + while get_pos_x() < ws - 2: + cx = get_pos_x() + if tail_len < max_skip and target != None: + tx, ty = target + if (tx < cx or tx > cx + 1) and ty != 0: + if not move(East): + stuck = True + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + stuck = True + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + continue + for _ in range(ws - 2): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if tail_len < (ws * 2) and target != None: + tx, ty = target + if tx != cx and tx != cx + 1 and get_pos_y() > ty: + break + if not move(South): + stuck = True + break + if stuck: + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + stuck = True + break + while get_pos_y() < ws - 1: + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(North): + stuck = True + break + if stuck: + break + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(East): + stuck = True + break + if stuck: + break - def do_giant_pumpkin(): - run_parallel_cols(pumpkin_cols) - if can_harvest(): - harvest() + for _ in range(ws - 1): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(South): + stuck = True + break + if stuck: + break + for _ in range(ws - 1): + if get_entity_type() == Entities.Apple: + tail_len += 1 + target = measure() + if not move(West): + stuck = True + break + change_hat(Hats.Straw_Hat) + try_unlocks() - def basics_cols(start_x, cols): - ws = get_world_size() - md = max_drones() - comp = {} - while get_pos_x() != start_x: - move(East) - while get_pos_y() != 0: - move(North) - for step in range(6): - while get_pos_x() != start_x: - move(West) - for x in range(cols): - for y in range(ws): - px = get_pos_x() - py = get_pos_y() - pos = (px, py) - even = (px + py) % 2 == 0 - if can_harvest(): - if even and get_entity_type() == Entities.Tree and num_items(Items.Weird_Substance) > 0 and num_items(Items.Weird_Substance) < 50000: - use_item(Items.Weird_Substance) - harvest() - et = get_entity_type() - if et == None or et == Entities.Grass or et == Entities.Dead_Pumpkin: - want = None - if pos in comp: - want = comp[pos] - comp.pop(pos) - if want != None: - crop = want - elif x == 0 and num_items(Items.Hay) < 100000: - crop = Entities.Grass - elif even and (num_items(Items.Wood) < 200000 or num_items(Items.Weird_Substance) < 25000): - crop = Entities.Tree - elif num_items(Items.Hay) >= 1000 and num_items(Items.Wood) >= 1000: - crop = Entities.Carrot - elif even: - crop = Entities.Tree - else: - crop = Entities.Grass - if crop == Entities.Grass: - if get_ground_type() == Grounds.Soil: - till() - elif crop == Entities.Carrot: - if get_ground_type() != Grounds.Soil: - till() - if num_items(Items.Hay) >= 200 and num_items(Items.Wood) >= 200: - plant(Entities.Carrot) - else: - plant(crop) - if crop != Entities.Grass and get_water() < 0.5 and num_items(Items.Water) > md: - use_item(Items.Water) - c = get_companion() - if c != None: - c_type, c_pos = c - cx, cy = c_pos - if cx >= start_x and cx < start_x + cols: - if c_pos not in comp: - comp[c_pos] = c_type - move(North) - move(East) + def maze_sentinel(sub, max_reloc): + reloc = 0 + while True: + et = get_entity_type() + if et == Entities.Treasure: + if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: + use_item(Items.Weird_Substance, sub) + reloc += 1 + if get_entity_type() == None: + return + else: + harvest() + return + elif et != Entities.Hedge: + return - if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: - harvest() + def spawn_maze_grid(positions, idx, count, sub, max_reloc): + if count <= 1: + tx, ty = positions[idx] + move_to(tx, ty) + maze_sentinel(sub, max_reloc) + return + half = count // 2 + def right_branch(): + spawn_maze_grid(positions, idx + half, count - half, sub, max_reloc) + d = spawn_drone(right_branch) + spawn_maze_grid(positions, idx, half, sub, max_reloc) + if d != None: + wait_for(d) + def maze_follower(right_turn, start_idx, sub, max_reloc): + dirs = [North, East, South, West] + d_idx = start_idx + reloc = 0 + while True: + et = get_entity_type() + if et == Entities.Treasure: + if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: + use_item(Items.Weird_Substance, sub) + reloc += 1 + else: + harvest() + return + elif et != Entities.Hedge: + return + if right_turn: + next_d = (d_idx + 1) % 4 + if move(dirs[next_d]): + d_idx = next_d + elif move(dirs[d_idx]): + pass + elif move(dirs[(d_idx + 3) % 4]): + d_idx = (d_idx + 3) % 4 + else: + move(dirs[(d_idx + 2) % 4]) + d_idx = (d_idx + 2) % 4 + else: + next_d = (d_idx + 3) % 4 + if move(dirs[next_d]): + d_idx = next_d + elif move(dirs[d_idx]): + pass + elif move(dirs[(d_idx + 1) % 4]): + d_idx = (d_idx + 1) % 4 + else: + move(dirs[(d_idx + 2) % 4]) + d_idx = (d_idx + 2) % 4 + + def solve_reusable_maze(sub, max_reloc): + reloc = 0 + opp = {North: South, South: North, East: West, West: East} + while get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: + visited = set() + stack = [] + while get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: + if get_entity_type() == Entities.Treasure: + if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: + use_item(Items.Weird_Substance, sub) + reloc += 1 + break + else: + harvest() + return + res = measure() + if res == None: + return + tx, ty = res + cx = get_pos_x() + cy = get_pos_y() + if cx == tx and cy == ty: + if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: + use_item(Items.Weird_Substance, sub) + reloc += 1 + break + else: + harvest() + return + visited.add((cx, cy)) + dirs = [] + if tx > cx: + dirs.append(East) + elif tx < cx: + dirs.append(West) + if ty > cy: + dirs.append(North) + elif ty < cy: + dirs.append(South) + for d in [North, East, South, West]: + if d not in dirs: + dirs.append(d) + moved = False + for d in dirs: + nx = cx + ny = cy + if d == North: + ny += 1 + elif d == South: + ny -= 1 + elif d == East: + nx += 1 + elif d == West: + nx -= 1 + if (nx, ny) not in visited: + if move(d): + stack.append(d) + moved = True + break + if not moved: + if len(stack) == 0: + break + last_d = stack.pop() + if not move(opp[last_d]): + break + + def farm_gold(target_gold): + while num_items(Items.Gold) < target_gold: + ensure_power(300) + ws = get_world_size() + if ws > 8: + m_size = 8 + else: + m_size = ws + sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) + if num_items(Items.Weird_Substance) < sub: + break + if max_drones() >= 32: + # 5x5 instant sentinel grid! Zero walking! + m_size = 5 + sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) + if num_items(Items.Weird_Substance) < sub: + break + move_to(2, 2) + prep_soil_empty() + plant(Entities.Bush) + positions = [] + for x in range(5): + for y in range(5): + if not (x == 2 and y == 2): + positions.append((x, y)) + def grid_task(): + spawn_maze_grid(positions, 0, len(positions), sub, 290) + d = spawn_drone(grid_task) + # Wait a brief moment for 24 drones to reach their tiles + for _ in range(6): + do_a_flip() + use_item(Items.Weird_Substance, sub) + maze_sentinel(sub, 290) + if d != None: + wait_for(d) + try_unlocks() + else: + cx = m_size // 2 + cy = m_size // 2 + move_to(cx, cy) + prep_soil_empty() + plant(Entities.Bush) + use_item(Items.Weird_Substance, sub) + if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: + drones = [] + for idx in range(4): + def f_r(): + maze_follower(True, idx, sub, 60) + def f_l(): + maze_follower(False, idx, sub, 60) + d1 = spawn_drone(f_r) + if d1 != None: + drones.append(d1) + d2 = spawn_drone(f_l) + if d2 != None: + drones.append(d2) + solve_reusable_maze(sub, 60) + if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: + harvest() + for d in drones: + wait_for(d) + try_unlocks() + + def basics_cols(sx, count): + ws = get_world_size() + companions = {} + for offset in range(count): + x = sx + offset + move_to(x, 0) + for y in range(ws): + px = get_pos_x() + py = get_pos_y() + if can_harvest(): + if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: + if num_items(Items.Weird_Substance) < 300000 and num_items(Items.Weird_Substance) > max_drones(): + use_item(Items.Weird_Substance) + elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): + use_item(Items.Fertilizer) + harvest() + elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: + till() + till() + + pos = (px, py) + if pos in companions: + want = companions[pos] + else: + if (px + py) % 2 == 0: + want = Entities.Tree + elif py % 2 == 0: + want = Entities.Carrot + else: + want = Entities.Grass + + if want == Entities.Grass: + if get_ground_type() != Grounds.Grassland: + till() + elif want == Entities.Carrot: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Carrot) + safe_water(0.75) + elif want == Entities.Tree: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Tree) + safe_water(0.75) + elif want == Entities.Bush: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Bush) + safe_water(0.75) + + comp = get_companion() + if comp != None: + c_type, c_pos = comp + companions[c_pos] = c_type + + if y < ws - 1: + move(North) + while True: - if num_items(Items.Power) < 250 and num_items(Items.Carrot) >= 500: - farm_power() - if num_unlocked(Unlocks.Cactus) < 3 and num_items(Items.Carrot) >= 6000: - while num_unlocked(Unlocks.Cactus) < 3 and num_items(Items.Carrot) >= 6000 and num_items(Items.Power) >= 50: - do_giant_pumpkin() - unlock(Unlocks.Cactus) - if num_unlocked(Unlocks.Mazes) < 4 and num_items(Items.Pumpkin) >= 2000: - while num_unlocked(Unlocks.Mazes) < 4 and num_items(Items.Pumpkin) >= 2000 and num_items(Items.Power) >= 50: - do_cactus_field() - unlock(Unlocks.Mazes) - unlock(Unlocks.Dinosaurs) - if num_unlocked(Unlocks.Megafarm) < 4 and num_items(Items.Weird_Substance) >= 1000: - farm_gold(130000) - unlock(Unlocks.Megafarm) - if num_items(Items.Bone) < 60000 and num_items(Items.Cactus) >= 2000: - do_dinosaur() - unlock(Unlocks.Polyculture) - if num_items(Items.Pumpkin) < 300000 and num_items(Items.Carrot) >= 25000: - unlock(Unlocks.Pumpkins) - while num_items(Items.Pumpkin) < 300000 and num_items(Items.Carrot) >= 6000 and num_items(Items.Power) >= 50: - do_giant_pumpkin() - unlock(Unlocks.Cactus) - run_parallel_cols(basics_cols) - unlock(Unlocks.Trees) - unlock(Unlocks.Carrots) - unlock(Unlocks.Grass) - unlock(Unlocks.Watering) - unlock(Unlocks.Fertilizer) - unlock(Unlocks.Pumpkins) + try_unlocks() + ensure_power(400) + + # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using fast reusable mazes! + if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 4000: + farm_gold(512000) + + # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) + if num_items(Items.Pumpkin) < 750000 and num_items(Items.Carrot) >= 60000: + for _ in range(4): + if num_items(Items.Carrot) >= 30000: + do_giant_pumpkin() + if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: + break + + # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) + if num_items(Items.Cactus) < 600000 and num_items(Items.Pumpkin) >= 40000: + do_cactus_field() + + # 4. Unlock Polyculture 5 (1.25M bone) once Dinosaurs 4 or 22x22 is unlocked + if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): + do_dinosaur() + + # 5. Polyculture basics for Hay, Wood, Carrots, Weird Substance + if num_items(Items.Carrot) < 600000 or num_items(Items.Hay) < 600000 or num_items(Items.Wood) < 600000 or num_items(Items.Weird_Substance) < 60000: + ensure_power(300) + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks()
- Write result the agent saw
Saved p1 (683 lines). Game time: 1h 13m 51s elapsed, 4h 46m 9s of budget remaining.
- run_program at 1h 13m for 90s (agent saw)
Ran p1 for 1m 30s of game time; it is still running. Inventory change: fertilizer +72, gold +99840, power -816.94, water +576, weird_substance -12544. Game time: 1h 15m 31s elapsed, 4h 44m 29s of budget remaining. Output: (none)
r111h 18mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(200) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(200) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(400) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < (ws * 2) and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): # Wait up to a few ticks for the maze to appear if spawned slightly before use_item for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(200) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(400) # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using zero-movement sentinel grid! if num_unlocked(Unlocks.Megafarm) < 5: if num_items(Items.Weird_Substance) < 40000: for _ in range(3): run_parallel_cols(basics_cols) try_unlocks() if num_items(Items.Weird_Substance) >= 4000: farm_gold(512000) # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: for _ in range(4): if num_items(Items.Carrot) >= 30000: do_giant_pumpkin() if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: break # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 50000: do_cactus_field() # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): do_dinosaur() # 5. Expand 9 (22x22 -> 32x32!) and high-tier upgrades if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: for _ in range(3): if num_items(Items.Carrot) >= 80000: do_giant_pumpkin() # 6. Polyculture basics for Hay, Wood, Carrots, Weird Substance ensure_power(300) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks()Changes from the previous revision
try_unlocks() - def maze_sentinel(sub, max_reloc): - reloc = 0 + def maze_sentinel(sub, target_gold): + # Wait up to a few ticks for the maze to appear if spawned slightly before use_item + for _ in range(15): + et = get_entity_type() + if et == Entities.Hedge or et == Entities.Treasure: + break + do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: - if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: + if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) - reloc += 1 if get_entity_type() == None: return return - def spawn_maze_grid(positions, idx, count, sub, max_reloc): + def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) - maze_sentinel(sub, max_reloc) + maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): - spawn_maze_grid(positions, idx + half, count - half, sub, max_reloc) + spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) - spawn_maze_grid(positions, idx, half, sub, max_reloc) + spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) - def maze_follower(right_turn, start_idx, sub, max_reloc): - dirs = [North, East, South, West] - d_idx = start_idx - reloc = 0 - while True: - et = get_entity_type() - if et == Entities.Treasure: - if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: - use_item(Items.Weird_Substance, sub) - reloc += 1 - else: - harvest() - return - elif et != Entities.Hedge: - return - if right_turn: - next_d = (d_idx + 1) % 4 - if move(dirs[next_d]): - d_idx = next_d - elif move(dirs[d_idx]): - pass - elif move(dirs[(d_idx + 3) % 4]): - d_idx = (d_idx + 3) % 4 - else: - move(dirs[(d_idx + 2) % 4]) - d_idx = (d_idx + 2) % 4 - else: - next_d = (d_idx + 3) % 4 - if move(dirs[next_d]): - d_idx = next_d - elif move(dirs[d_idx]): - pass - elif move(dirs[(d_idx + 1) % 4]): - d_idx = (d_idx + 1) % 4 - else: - move(dirs[(d_idx + 2) % 4]) - d_idx = (d_idx + 2) % 4 - - def solve_reusable_maze(sub, max_reloc): - reloc = 0 - opp = {North: South, South: North, East: West, West: East} - while get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: - visited = set() - stack = [] - while get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: - if get_entity_type() == Entities.Treasure: - if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: - use_item(Items.Weird_Substance, sub) - reloc += 1 - break - else: - harvest() - return - res = measure() - if res == None: - return - tx, ty = res - cx = get_pos_x() - cy = get_pos_y() - if cx == tx and cy == ty: - if reloc < max_reloc and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: - use_item(Items.Weird_Substance, sub) - reloc += 1 - break - else: - harvest() - return - visited.add((cx, cy)) - dirs = [] - if tx > cx: - dirs.append(East) - elif tx < cx: - dirs.append(West) - if ty > cy: - dirs.append(North) - elif ty < cy: - dirs.append(South) - for d in [North, East, South, West]: - if d not in dirs: - dirs.append(d) - moved = False - for d in dirs: - nx = cx - ny = cy - if d == North: - ny += 1 - elif d == South: - ny -= 1 - elif d == East: - nx += 1 - elif d == West: - nx -= 1 - if (nx, ny) not in visited: - if move(d): - stack.append(d) - moved = True - break - if not moved: - if len(stack) == 0: - break - last_d = stack.pop() - if not move(opp[last_d]): - break - def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: - ensure_power(300) - ws = get_world_size() - if ws > 8: - m_size = 8 + ensure_power(200) + if max_drones() >= 32: + m_size = 5 + elif max_drones() >= 16: + m_size = 4 else: - m_size = ws + m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break - if max_drones() >= 32: - # 5x5 instant sentinel grid! Zero walking! - m_size = 5 - sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) - if num_items(Items.Weird_Substance) < sub: - break - move_to(2, 2) - prep_soil_empty() - plant(Entities.Bush) - positions = [] - for x in range(5): - for y in range(5): - if not (x == 2 and y == 2): - positions.append((x, y)) - def grid_task(): - spawn_maze_grid(positions, 0, len(positions), sub, 290) - d = spawn_drone(grid_task) - # Wait a brief moment for 24 drones to reach their tiles - for _ in range(6): - do_a_flip() - use_item(Items.Weird_Substance, sub) - maze_sentinel(sub, 290) - if d != None: - wait_for(d) - try_unlocks() - else: - cx = m_size // 2 - cy = m_size // 2 - move_to(cx, cy) - prep_soil_empty() - plant(Entities.Bush) - use_item(Items.Weird_Substance, sub) - if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: - drones = [] - for idx in range(4): - def f_r(): - maze_follower(True, idx, sub, 60) - def f_l(): - maze_follower(False, idx, sub, 60) - d1 = spawn_drone(f_r) - if d1 != None: - drones.append(d1) - d2 = spawn_drone(f_l) - if d2 != None: - drones.append(d2) - solve_reusable_maze(sub, 60) - if get_entity_type() == Entities.Hedge or get_entity_type() == Entities.Treasure: - harvest() - for d in drones: - wait_for(d) - try_unlocks() + for x in range(m_size): + for y in range(m_size): + move_to(x, y) + prep_soil_empty() + move_to(0, 0) + plant(Entities.Bush) + positions = [] + for x in range(m_size): + for y in range(m_size): + if not (x == 0 and y == 0): + positions.append((x, y)) + def grid_task(): + spawn_maze_grid(positions, 0, len(positions), sub, target_gold) + d = spawn_drone(grid_task) + for _ in range(3): + do_a_flip() + use_item(Items.Weird_Substance, sub) + maze_sentinel(sub, target_gold) + if d != None: + wait_for(d) + try_unlocks() def basics_cols(sx, count): if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 300000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): ensure_power(400) - # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using fast reusable mazes! - if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 4000: - farm_gold(512000) + # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using zero-movement sentinel grid! + if num_unlocked(Unlocks.Megafarm) < 5: + if num_items(Items.Weird_Substance) < 40000: + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks() + if num_items(Items.Weird_Substance) >= 4000: + farm_gold(512000) # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) - if num_items(Items.Pumpkin) < 750000 and num_items(Items.Carrot) >= 60000: + if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: for _ in range(4): if num_items(Items.Carrot) >= 30000: # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) - if num_items(Items.Cactus) < 600000 and num_items(Items.Pumpkin) >= 40000: + if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 50000: do_cactus_field() - # 4. Unlock Polyculture 5 (1.25M bone) once Dinosaurs 4 or 22x22 is unlocked - if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): + # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked + if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): do_dinosaur() - # 5. Polyculture basics for Hay, Wood, Carrots, Weird Substance - if num_items(Items.Carrot) < 600000 or num_items(Items.Hay) < 600000 or num_items(Items.Wood) < 600000 or num_items(Items.Weird_Substance) < 60000: - ensure_power(300) + # 5. Expand 9 (22x22 -> 32x32!) and high-tier upgrades + if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() + if num_items(Items.Carrot) >= 80000: + do_giant_pumpkin() + + # 6. Polyculture basics for Hay, Wood, Carrots, Weird Substance + ensure_power(300) + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks()
- Write result the agent saw
Saved p1 (564 lines). Game time: 1h 18m 11s elapsed, 4h 41m 49s of budget remaining.
- run_program at 1h 18m for 45s (agent saw)
Ran p1 for 45s of game time; it is still running. Inventory change: fertilizer +36, gold +38400, hay +768, power -645.29, water +288, weird_substance -9632. Game time: 1h 19m 6s elapsed, 4h 40m 54s of budget remaining. Output: (none)
r121h 25mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(200) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(200) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(400) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < (ws * 2) and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(200) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(400) # 1. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) while (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 30000: do_giant_pumpkin() # 2. Farm Cactus on 22x22 to unlock Mazes 5 (2.59M cactus)! while num_unlocked(Unlocks.Mazes) < 5 and num_items(Items.Pumpkin) >= 40000: do_cactus_field() # 3. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE run!) if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() # 4. Polyculture basics (at 160x multiplier!) to refill Weird_Substance, Carrots, Hay, Wood if num_items(Items.Weird_Substance) < 50000 or num_items(Items.Carrot) < 500000: ensure_power(300) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks() # 5. Unlock Megafarm 5 (512k gold -> 32 drones!) once we have Weird_Substance if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 20000: farm_gold(512000) # 6. Expand 9 (22x22 -> 32x32!) and high-tier upgrades if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: for _ in range(3): if num_items(Items.Carrot) >= 80000: do_giant_pumpkin() # 7. Keep Cactus and Polyculture rolling if num_items(Items.Pumpkin) >= 150000 and num_items(Items.Cactus) < 5000000: do_cactus_field() ensure_power(300) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks()Changes from the previous revision
def maze_sentinel(sub, target_gold): - # Wait up to a few ticks for the maze to appear if spawned slightly before use_item for _ in range(15): et = get_entity_type() ensure_power(400) - # 1. Unlock Megafarm 5 (512k gold -> 32 drones) using zero-movement sentinel grid! - if num_unlocked(Unlocks.Megafarm) < 5: - if num_items(Items.Weird_Substance) < 40000: - for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() - if num_items(Items.Weird_Substance) >= 4000: - farm_gold(512000) - - # 2. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) - if (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 60000: - for _ in range(4): - if num_items(Items.Carrot) >= 30000: - do_giant_pumpkin() - if get_world_size() >= 22 and num_unlocked(Unlocks.Cactus) >= 4: - break + # 1. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) + while (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 30000: + do_giant_pumpkin() - # 3. Farm Cactus to unlock Dinosaurs 4 (432k cactus) and Mazes 5 (2.59M cactus) - if (num_unlocked(Unlocks.Dinosaurs) < 4 or num_unlocked(Unlocks.Mazes) < 5) and num_items(Items.Pumpkin) >= 50000: + # 2. Farm Cactus on 22x22 to unlock Mazes 5 (2.59M cactus)! + while num_unlocked(Unlocks.Mazes) < 5 and num_items(Items.Pumpkin) >= 40000: do_cactus_field() - # 4. Unlock Polyculture 5 (1.25M bone -> 160x!) once Dinosaurs 4 or 22x22 is unlocked - if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 40000 and (num_unlocked(Unlocks.Dinosaurs) >= 4 or get_world_size() >= 22): + # 3. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE run!) + if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() - # 5. Expand 9 (22x22 -> 32x32!) and high-tier upgrades + # 4. Polyculture basics (at 160x multiplier!) to refill Weird_Substance, Carrots, Hay, Wood + if num_items(Items.Weird_Substance) < 50000 or num_items(Items.Carrot) < 500000: + ensure_power(300) + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks() + + # 5. Unlock Megafarm 5 (512k gold -> 32 drones!) once we have Weird_Substance + if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 20000: + farm_gold(512000) + + # 6. Expand 9 (22x22 -> 32x32!) and high-tier upgrades if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: for _ in range(3): do_giant_pumpkin() - # 6. Polyculture basics for Hay, Wood, Carrots, Weird Substance + # 7. Keep Cactus and Polyculture rolling + if num_items(Items.Pumpkin) >= 150000 and num_items(Items.Cactus) < 5000000: + do_cactus_field() + ensure_power(300) for _ in range(3):
- Write result the agent saw
Saved p1 (564 lines). Game time: 1h 25m 56s elapsed, 4h 34m 4s of budget remaining.
- run_program at 1h 25m for 90s (agent saw)
Ran p1 for 1m 30s of game time; it is still running. Inventory change: carrot -142948, fertilizer -163, hay +31552, power +2845.18, pumpkin +92800, water -1726, weird_substance +18076. Game time: 1h 27m 36s elapsed, 4h 32m 24s of budget remaining. Output: (none)
r131h 41mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(300) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(300) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 8000: return ensure_power(600) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if tail_len < ws and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: break if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Treasure: harvest() return if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(300) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 2000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(500) # 1. Unlock Megafarm 5 (512k gold -> 32 drones) IMMEDIATELY! if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: farm_gold(512000) # 2. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE safe run!) if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() # 3. Polyculture basics (at 160x multiplier with 32 drones!) to unlock Pumpkins 7 (1.02M carrot), Trees 8 (1.23M hay), Carrots 8 (3.91M wood), Watering 9 (3.28M wood) if num_items(Items.Carrot) < 1200000 or num_items(Items.Hay) < 1500000 or num_items(Items.Wood) < 4000000 or num_items(Items.Weird_Substance) < 200000: ensure_power(500) for _ in range(4): run_parallel_cols(basics_cols) try_unlocks() # 4. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: do_giant_pumpkin() # 5. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! if num_items(Items.Pumpkin) >= 200000 and (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6 or num_items(Items.Cactus) < 20000000): do_cactus_field() # 6. Keep all resources growing balanced if num_items(Items.Carrot) >= 300000 and num_items(Items.Pumpkin) < 10000000: do_giant_pumpkin() if num_items(Items.Weird_Substance) >= 50000 and num_items(Items.Gold) < 5000000: farm_gold(num_items(Items.Gold) + 1000000) if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 10000000: do_dinosaur()Changes from the previous revision
def do_giant_pumpkin(): - ensure_power(200) + ensure_power(300) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) def do_cactus_field(): - ensure_power(200) + ensure_power(300) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) if num_items(Items.Cactus) < 8000: return - ensure_power(400) + ensure_power(600) ws = get_world_size() run_parallel_cols(clear_cols) tail_len += 1 target = measure() - if tail_len < (ws * 2) and target != None: + if tail_len < ws and target != None: tx, ty = target if tx != cx and tx != cx + 1 and get_pos_y() > ty: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) + if get_entity_type() == Entities.Treasure: + harvest() + return if get_entity_type() == None: return def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: - ensure_power(200) + ensure_power(300) if max_drones() >= 32: m_size = 5 if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 500000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 2000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): while True: try_unlocks() - ensure_power(400) - - # 1. Unlock Expand 8 (512k pumpkin -> 22x22) and Cactus 4 (720k pumpkin) - while (get_world_size() < 22 or num_unlocked(Unlocks.Cactus) < 4) and num_items(Items.Carrot) >= 30000: - do_giant_pumpkin() + ensure_power(500) - # 2. Farm Cactus on 22x22 to unlock Mazes 5 (2.59M cactus)! - while num_unlocked(Unlocks.Mazes) < 5 and num_items(Items.Pumpkin) >= 40000: - do_cactus_field() + # 1. Unlock Megafarm 5 (512k gold -> 32 drones) IMMEDIATELY! + if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: + farm_gold(512000) - # 3. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE run!) + # 2. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE safe run!) if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: do_dinosaur() - # 4. Polyculture basics (at 160x multiplier!) to refill Weird_Substance, Carrots, Hay, Wood - if num_items(Items.Weird_Substance) < 50000 or num_items(Items.Carrot) < 500000: - ensure_power(300) - for _ in range(3): + # 3. Polyculture basics (at 160x multiplier with 32 drones!) to unlock Pumpkins 7 (1.02M carrot), Trees 8 (1.23M hay), Carrots 8 (3.91M wood), Watering 9 (3.28M wood) + if num_items(Items.Carrot) < 1200000 or num_items(Items.Hay) < 1500000 or num_items(Items.Wood) < 4000000 or num_items(Items.Weird_Substance) < 200000: + ensure_power(500) + for _ in range(4): run_parallel_cols(basics_cols) try_unlocks() - # 5. Unlock Megafarm 5 (512k gold -> 32 drones!) once we have Weird_Substance - if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 20000: - farm_gold(512000) - - # 6. Expand 9 (22x22 -> 32x32!) and high-tier upgrades - if get_world_size() >= 22 and num_items(Items.Carrot) >= 150000 and num_items(Items.Pumpkin) < 5000000: - for _ in range(3): - if num_items(Items.Carrot) >= 80000: - do_giant_pumpkin() + # 4. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) + while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: + do_giant_pumpkin() - # 7. Keep Cactus and Polyculture rolling - if num_items(Items.Pumpkin) >= 150000 and num_items(Items.Cactus) < 5000000: + # 5. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! + if num_items(Items.Pumpkin) >= 200000 and (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6 or num_items(Items.Cactus) < 20000000): do_cactus_field() - ensure_power(300) - for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() + # 6. Keep all resources growing balanced + if num_items(Items.Carrot) >= 300000 and num_items(Items.Pumpkin) < 10000000: + do_giant_pumpkin() + if num_items(Items.Weird_Substance) >= 50000 and num_items(Items.Gold) < 5000000: + farm_gold(num_items(Items.Gold) + 1000000) + if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 10000000: + do_dinosaur()
- Write result the agent saw
Saved p1 (560 lines). Game time: 1h 41m 26s elapsed, 4h 18m 34s of budget remaining.
- run_program at 1h 41m for 150s (agent saw)
Ran p1 for 2m 30s of game time; it is still running. Inventory change: carrot -484, fertilizer -288, gold -79208, hay +20992, power -80.20, water +1028, weird_substance -85528. Game time: 1h 44m 6s elapsed, 4h 15m 54s of budget remaining. Output: (none)
r142h 01mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) unlock(Unlocks.Top_Hat) unlock(Unlocks.The_Farmers_Remains) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.75) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 500: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.75) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.75) bad.append(y) elif not can_harvest(): safe_water(0.75) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(500) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(500) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 50000: return ensure_power(1500) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() max_skip = (ws * ws) // 4 while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Treasure: harvest() return if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(400) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 5000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.75) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.75) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.75) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: try_unlocks() ensure_power(800) # 1. Unlock Mazes 6 (6/6 MAXED!) and Dinosaurs 6 (6/6 MAXED!) with Cactus! while (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6) and num_items(Items.Pumpkin) >= 200000: do_cactus_field() if num_items(Items.Pumpkin) < 400000 and num_items(Items.Carrot) >= 200000: do_giant_pumpkin() # 2. Unlock Cactus 6 (6/6 MAXED! 25.9M pumpkin) using Giant Pumpkins! while num_unlocked(Unlocks.Cactus) < 6 and num_items(Items.Carrot) >= 200000: do_giant_pumpkin() if num_items(Items.Carrot) < 400000: ensure_power(600) for _ in range(3): run_parallel_cols(basics_cols) try_unlocks() # 3. Unlock Trees 10, Carrots 10, Pumpkins 10 using 32-drone Polyculture! ensure_power(800) for _ in range(4): run_parallel_cols(basics_cols) try_unlocks() # 4. Balanced super-economy loop across all crops! if num_items(Items.Carrot) >= 1000000: for _ in range(2): if num_items(Items.Carrot) >= 500000: do_giant_pumpkin() if num_items(Items.Pumpkin) >= 2000000: do_cactus_field() if num_items(Items.Weird_Substance) >= 100000 and num_items(Items.Gold) < 200000000: farm_gold(num_items(Items.Gold) + 3000000) if num_items(Items.Cactus) >= 2000000 and num_items(Items.Bone) < 200000000: do_dinosaur()Changes from the previous revision
unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) + unlock(Unlocks.Top_Hat) + unlock(Unlocks.The_Farmers_Remains) def safe_water(thresh): def do_giant_pumpkin(): - ensure_power(300) + ensure_power(500) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) def do_cactus_field(): - ensure_power(300) + ensure_power(500) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) def do_dinosaur(): - if num_items(Items.Cactus) < 8000: + if num_items(Items.Cactus) < 50000: return - ensure_power(600) + ensure_power(1500) ws = get_world_size() run_parallel_cols(clear_cols) stuck = False target = measure() + max_skip = (ws * ws) // 4 while not stuck: for _ in range(ws - 1): break - max_skip = (ws * ws) // 3 - 5 while get_pos_x() < ws - 2: cx = get_pos_x() tail_len += 1 target = measure() - if tail_len < ws and target != None: - tx, ty = target - if tx != cx and tx != cx + 1 and get_pos_y() > ty: - break if not move(South): stuck = True def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: - ensure_power(300) + ensure_power(400) if max_drones() >= 32: m_size = 5 if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 2000000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 5000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): while True: try_unlocks() - ensure_power(500) + ensure_power(800) - # 1. Unlock Megafarm 5 (512k gold -> 32 drones) IMMEDIATELY! - if num_unlocked(Unlocks.Megafarm) < 5 and num_items(Items.Weird_Substance) >= 15000: - farm_gold(512000) + # 1. Unlock Mazes 6 (6/6 MAXED!) and Dinosaurs 6 (6/6 MAXED!) with Cactus! + while (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6) and num_items(Items.Pumpkin) >= 200000: + do_cactus_field() + if num_items(Items.Pumpkin) < 400000 and num_items(Items.Carrot) >= 200000: + do_giant_pumpkin() - # 2. Unlock Polyculture 5 (1.25M bone -> 160x!) on 22x22 at Dinosaurs 4 (8x -> 1.88M bones in ONE safe run!) - if num_unlocked(Unlocks.Polyculture) < 5 and num_items(Items.Cactus) >= 30000: - do_dinosaur() + # 2. Unlock Cactus 6 (6/6 MAXED! 25.9M pumpkin) using Giant Pumpkins! + while num_unlocked(Unlocks.Cactus) < 6 and num_items(Items.Carrot) >= 200000: + do_giant_pumpkin() + if num_items(Items.Carrot) < 400000: + ensure_power(600) + for _ in range(3): + run_parallel_cols(basics_cols) + try_unlocks() - # 3. Polyculture basics (at 160x multiplier with 32 drones!) to unlock Pumpkins 7 (1.02M carrot), Trees 8 (1.23M hay), Carrots 8 (3.91M wood), Watering 9 (3.28M wood) - if num_items(Items.Carrot) < 1200000 or num_items(Items.Hay) < 1500000 or num_items(Items.Wood) < 4000000 or num_items(Items.Weird_Substance) < 200000: - ensure_power(500) - for _ in range(4): - run_parallel_cols(basics_cols) - try_unlocks() + # 3. Unlock Trees 10, Carrots 10, Pumpkins 10 using 32-drone Polyculture! + ensure_power(800) + for _ in range(4): + run_parallel_cols(basics_cols) + try_unlocks() - # 4. Unlock Expand 9 (4.1M pumpkin -> 32x32 MAXED!) and Cactus 5 (4.32M pumpkin) - while (get_world_size() < 32 or num_unlocked(Unlocks.Cactus) < 5) and num_items(Items.Carrot) >= 100000: - do_giant_pumpkin() + # 4. Balanced super-economy loop across all crops! + if num_items(Items.Carrot) >= 1000000: + for _ in range(2): + if num_items(Items.Carrot) >= 500000: + do_giant_pumpkin() - # 5. Farm Cactus on 32x32 (16.77M cactus per harvest!) to unlock Mazes 5 & 6 and Dinosaurs 5 & 6! - if num_items(Items.Pumpkin) >= 200000 and (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6 or num_items(Items.Cactus) < 20000000): + if num_items(Items.Pumpkin) >= 2000000: do_cactus_field() - # 6. Keep all resources growing balanced - if num_items(Items.Carrot) >= 300000 and num_items(Items.Pumpkin) < 10000000: - do_giant_pumpkin() - if num_items(Items.Weird_Substance) >= 50000 and num_items(Items.Gold) < 5000000: - farm_gold(num_items(Items.Gold) + 1000000) - if num_items(Items.Cactus) >= 500000 and num_items(Items.Bone) < 10000000: + if num_items(Items.Weird_Substance) >= 100000 and num_items(Items.Gold) < 200000000: + farm_gold(num_items(Items.Gold) + 3000000) + + if num_items(Items.Cactus) >= 2000000 and num_items(Items.Bone) < 200000000: do_dinosaur()
- Write result the agent saw
Saved p1 (563 lines). Game time: 2h 1m 57s elapsed, 3h 58m 3s of budget remaining.
- run_program at 2h 01m for 240s (agent saw)
Ran p1 for 4m of game time; it is still running. Inventory change: cactus +2354432, carrot -1810688, fertilizer -259, hay +2048, power +2549.58, pumpkin +8450432, water -702, weird_substance +134840. Game time: 2h 6m 7s elapsed, 3h 53m 53s of budget remaining. Output: (none)
r152h 25mRan
def move_to(tx, ty): ws = get_world_size() cx = get_pos_x() cy = get_pos_y() dx = (tx - cx) % ws wx = (cx - tx) % ws if dx <= wx: for _ in range(dx): move(East) else: for _ in range(wx): move(West) dy = (ty - cy) % ws sy = (cy - ty) % ws if dy <= sy: for _ in range(dy): move(North) else: for _ in range(sy): move(South) def try_unlocks(): unlock(Unlocks.Megafarm) unlock(Unlocks.Polyculture) unlock(Unlocks.Expand) unlock(Unlocks.Dinosaurs) unlock(Unlocks.Mazes) unlock(Unlocks.Cactus) unlock(Unlocks.Pumpkins) unlock(Unlocks.Carrots) unlock(Unlocks.Trees) unlock(Unlocks.Grass) unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) unlock(Unlocks.Debug_2) unlock(Unlocks.Simulation) unlock(Unlocks.Leaderboard) def safe_water(thresh): if get_water() < thresh and num_items(Items.Water) > max_drones(): use_item(Items.Water) def prep_soil_empty(): if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != None: till() till() def run_parallel_cols(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] col = 0 for i in range(md): c = base if i < rem: c += 1 sx = col col += c if i < md - 1: def task(): fn(sx, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sx, c) else: fn(sx, c) for d in drones: wait_for(d) def run_parallel_rows(fn): ws = get_world_size() md = max_drones() if md > ws: md = ws base = ws // md rem = ws % md drones = [] row = 0 for i in range(md): c = base if i < rem: c += 1 sy = row row += c if i < md - 1: def task(): fn(sy, c) d = spawn_drone(task) if d != None: drones.append(d) else: fn(sy, c) else: fn(sy, c) for d in drones: wait_for(d) def sf_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Sunflower) safe_water(0.8) if y < ws - 1: move(North) def sf_harvest_petal_cols(sx, count, p): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): if get_entity_type() == Entities.Sunflower: while not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if measure() == p: harvest() if y < ws - 1: move(North) def farm_power(): if num_items(Items.Carrot) < 1000: return run_parallel_cols(sf_plant_cols) for p in range(15, 6, -1): def h_task(sx, c): sf_harvest_petal_cols(sx, c, p) run_parallel_cols(h_task) def ensure_power(min_p): while num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 1000: farm_power() def p_plant_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Pumpkin) safe_water(0.8) if y < ws - 1: move(North) def p_fix_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) bad = [] for y in range(ws): et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) bad.append(y) elif not can_harvest(): safe_water(0.8) bad.append(y) if y < ws - 1: move(North) while len(bad) > 0: next_bad = [] for y in bad: move_to(x, y) et = get_entity_type() if et != Entities.Pumpkin: plant(Entities.Pumpkin) safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) next_bad.append(y) elif not can_harvest(): safe_water(0.8) if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) next_bad.append(y) elif not can_harvest(): next_bad.append(y) bad = next_bad def do_giant_pumpkin(): ensure_power(1500) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) move_to(0, 0) if can_harvest(): harvest() try_unlocks() def c_plant_and_sort_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() plant(Entities.Cactus) if y < ws - 1: move(North) low = 0 high = ws - 1 while low < high: swapped = False move_to(x, low) for y in range(low, high): if measure() > measure(North): swap(North) swapped = True move(North) high -= 1 if not swapped: break swapped = False move_to(x, high) for y in range(high, low, -1): if measure() < measure(South): swap(South) swapped = True move(South) low += 1 if not swapped: break def c_sort_rows(sy, count): ws = get_world_size() for offset in range(count): y = sy + offset low = 0 high = ws - 1 while low < high: swapped = False move_to(low, y) for x in range(low, high): if measure() > measure(East): swap(East) swapped = True move(East) high -= 1 if not swapped: break swapped = False move_to(high, y) for x in range(high, low, -1): if measure() < measure(West): swap(West) swapped = True move(West) low += 1 if not swapped: break def do_cactus_field(): ensure_power(1500) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) run_parallel_rows(c_sort_rows) for i in range(ws): move_to(i, i) while not can_harvest(): if num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) else: safe_water(0.5) move_to(0, 0) harvest() try_unlocks() def clear_cols(sx, count): ws = get_world_size() for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): prep_soil_empty() if y < ws - 1: move(North) def do_dinosaur(): if num_items(Items.Cactus) < 200000: return ensure_power(1500) # Use set_world_size(12) so a full 143-apple Dinosaur run takes only ~35 seconds and yields 654,432 Bones! set_world_size(12) ws = get_world_size() run_parallel_cols(clear_cols) move_to(0, 0) change_hat(Hats.Dinosaur_Hat) tail_len = 0 stuck = False target = measure() max_skip = (ws * ws) // 3 - 4 while not stuck: for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): break while get_pos_x() < ws - 2: cx = get_pos_x() if tail_len < max_skip and target != None: tx, ty = target if (tx < cx or tx > cx + 1) and ty != 0: if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() continue for _ in range(ws - 2): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break while get_pos_y() < ws - 1: if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(North): stuck = True break if stuck: break if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(East): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(South): stuck = True break if stuck: break for _ in range(ws - 1): if get_entity_type() == Entities.Apple: tail_len += 1 target = measure() if not move(West): stuck = True break change_hat(Hats.Straw_Hat) set_world_size(0) try_unlocks() def maze_sentinel(sub, target_gold): for _ in range(15): et = get_entity_type() if et == Entities.Hedge or et == Entities.Treasure: break do_a_flip() while True: et = get_entity_type() if et == Entities.Treasure: if num_items(Items.Gold) < target_gold and num_items(Items.Weird_Substance) >= sub and num_items(Items.Power) >= 30: use_item(Items.Weird_Substance, sub) if get_entity_type() == Entities.Treasure: harvest() return if get_entity_type() == None: return else: harvest() return elif et != Entities.Hedge: return def spawn_maze_grid(positions, idx, count, sub, target_gold): if count <= 1: tx, ty = positions[idx] move_to(tx, ty) maze_sentinel(sub, target_gold) return half = count // 2 def right_branch(): spawn_maze_grid(positions, idx + half, count - half, sub, target_gold) d = spawn_drone(right_branch) spawn_maze_grid(positions, idx, half, sub, target_gold) if d != None: wait_for(d) def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: ensure_power(1000) if max_drones() >= 32: m_size = 5 elif max_drones() >= 16: m_size = 4 else: m_size = 2 sub = m_size * (2 ** (num_unlocked(Unlocks.Mazes) - 1)) if num_items(Items.Weird_Substance) < sub: break for x in range(m_size): for y in range(m_size): move_to(x, y) prep_soil_empty() move_to(0, 0) plant(Entities.Bush) positions = [] for x in range(m_size): for y in range(m_size): if not (x == 0 and y == 0): positions.append((x, y)) def grid_task(): spawn_maze_grid(positions, 0, len(positions), sub, target_gold) d = spawn_drone(grid_task) for _ in range(3): do_a_flip() use_item(Items.Weird_Substance, sub) maze_sentinel(sub, target_gold) if d != None: wait_for(d) try_unlocks() def basics_cols(sx, count): ws = get_world_size() companions = {} for offset in range(count): x = sx + offset move_to(x, 0) for y in range(ws): px = get_pos_x() py = get_pos_y() if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: if num_items(Items.Weird_Substance) < 200000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): use_item(Items.Fertilizer) harvest() elif get_entity_type() == Entities.Pumpkin or get_entity_type() == Entities.Cactus or get_entity_type() == Entities.Sunflower: till() till() pos = (px, py) if pos in companions: want = companions[pos] else: if (px + py) % 2 == 0: want = Entities.Tree elif py % 2 == 0: want = Entities.Carrot else: want = Entities.Grass if want == Entities.Grass: if get_ground_type() != Grounds.Grassland: till() elif want == Entities.Carrot: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) safe_water(0.8) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Tree) safe_water(0.8) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Bush) safe_water(0.8) comp = get_companion() if comp != None: c_type, c_pos = comp companions[c_pos] = c_type if y < ws - 1: move(North) while True: set_world_size(0) try_unlocks() ensure_power(3000) # 1. Polyculture batch (Hay, Wood, Carrots, Weird Substance) for _ in range(5): run_parallel_cols(basics_cols) try_unlocks() # 2. Giant Pumpkin batch (+20.1M Pumpkins per harvest at 10/10!) if num_items(Items.Carrot) >= 2000000: for _ in range(3): if num_items(Items.Carrot) >= 1000000: do_giant_pumpkin() # 3. Cactus Field batch (+33.55M Cactus per harvest at 6/6!) if num_items(Items.Pumpkin) >= 2000000: for _ in range(2): if num_items(Items.Pumpkin) >= 1000000: do_cactus_field() # 4. Fast 12x12 Dinosaur batch (+654k Bones in ~35s per run at 6/6!) if num_items(Items.Cactus) >= 2000000: for _ in range(4): do_dinosaur() # 5. Gold Maze batch (+240k Gold per 5x5 sentinel cycle at 6/6!) if num_items(Items.Weird_Substance) >= 500000: farm_gold(num_items(Items.Gold) + 3000000)Changes from the previous revision
unlock(Unlocks.Watering) unlock(Unlocks.Fertilizer) - unlock(Unlocks.Top_Hat) - unlock(Unlocks.The_Farmers_Remains) + unlock(Unlocks.Debug_2) + unlock(Unlocks.Simulation) + unlock(Unlocks.Leaderboard) def safe_water(thresh): prep_soil_empty() plant(Entities.Sunflower) - safe_water(0.75) + safe_water(0.8) if y < ws - 1: move(North) def farm_power(): - if num_items(Items.Carrot) < 500: + if num_items(Items.Carrot) < 1000: return run_parallel_cols(sf_plant_cols) def ensure_power(min_p): - if num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 500: + while num_items(Items.Power) < min_p and num_items(Items.Carrot) >= 1000: farm_power() prep_soil_empty() plant(Entities.Pumpkin) - safe_water(0.75) + safe_water(0.8) if y < ws - 1: move(North) if et != Entities.Pumpkin: plant(Entities.Pumpkin) - safe_water(0.75) + safe_water(0.8) bad.append(y) elif not can_harvest(): - safe_water(0.75) + safe_water(0.8) bad.append(y) if y < ws - 1: def do_giant_pumpkin(): - ensure_power(500) + ensure_power(1500) run_parallel_cols(p_plant_cols) run_parallel_cols(p_fix_cols) def do_cactus_field(): - ensure_power(500) + ensure_power(1500) ws = get_world_size() run_parallel_cols(c_plant_and_sort_cols) def do_dinosaur(): - if num_items(Items.Cactus) < 50000: + if num_items(Items.Cactus) < 200000: return ensure_power(1500) + # Use set_world_size(12) so a full 143-apple Dinosaur run takes only ~35 seconds and yields 654,432 Bones! + set_world_size(12) ws = get_world_size() run_parallel_cols(clear_cols) stuck = False target = measure() - max_skip = (ws * ws) // 4 + max_skip = (ws * ws) // 3 - 4 while not stuck: for _ in range(ws - 1): break change_hat(Hats.Straw_Hat) + set_world_size(0) try_unlocks() def farm_gold(target_gold): while num_items(Items.Gold) < target_gold: - ensure_power(400) + ensure_power(1000) if max_drones() >= 32: m_size = 5 if can_harvest(): if get_entity_type() == Entities.Tree and (px + py) % 2 == 0: - if num_items(Items.Weird_Substance) < 5000000 and num_items(Items.Weird_Substance) > max_drones(): + if num_items(Items.Weird_Substance) < 200000000 and num_items(Items.Weird_Substance) > max_drones(): use_item(Items.Weird_Substance) elif num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > max_drones(): if get_entity_type() == None: plant(Entities.Carrot) - safe_water(0.75) + safe_water(0.8) elif want == Entities.Tree: if get_ground_type() != Grounds.Soil: if get_entity_type() == None: plant(Entities.Tree) - safe_water(0.75) + safe_water(0.8) elif want == Entities.Bush: if get_ground_type() != Grounds.Soil: if get_entity_type() == None: plant(Entities.Bush) - safe_water(0.75) + safe_water(0.8) comp = get_companion() while True: + set_world_size(0) try_unlocks() - ensure_power(800) - - # 1. Unlock Mazes 6 (6/6 MAXED!) and Dinosaurs 6 (6/6 MAXED!) with Cactus! - while (num_unlocked(Unlocks.Mazes) < 6 or num_unlocked(Unlocks.Dinosaurs) < 6) and num_items(Items.Pumpkin) >= 200000: - do_cactus_field() - if num_items(Items.Pumpkin) < 400000 and num_items(Items.Carrot) >= 200000: - do_giant_pumpkin() - - # 2. Unlock Cactus 6 (6/6 MAXED! 25.9M pumpkin) using Giant Pumpkins! - while num_unlocked(Unlocks.Cactus) < 6 and num_items(Items.Carrot) >= 200000: - do_giant_pumpkin() - if num_items(Items.Carrot) < 400000: - ensure_power(600) - for _ in range(3): - run_parallel_cols(basics_cols) - try_unlocks() + ensure_power(3000) - # 3. Unlock Trees 10, Carrots 10, Pumpkins 10 using 32-drone Polyculture! - ensure_power(800) - for _ in range(4): + # 1. Polyculture batch (Hay, Wood, Carrots, Weird Substance) + for _ in range(5): run_parallel_cols(basics_cols) try_unlocks() - # 4. Balanced super-economy loop across all crops! - if num_items(Items.Carrot) >= 1000000: - for _ in range(2): - if num_items(Items.Carrot) >= 500000: + # 2. Giant Pumpkin batch (+20.1M Pumpkins per harvest at 10/10!) + if num_items(Items.Carrot) >= 2000000: + for _ in range(3): + if num_items(Items.Carrot) >= 1000000: do_giant_pumpkin() + # 3. Cactus Field batch (+33.55M Cactus per harvest at 6/6!) if num_items(Items.Pumpkin) >= 2000000: - do_cactus_field() + for _ in range(2): + if num_items(Items.Pumpkin) >= 1000000: + do_cactus_field() - if num_items(Items.Weird_Substance) >= 100000 and num_items(Items.Gold) < 200000000: - farm_gold(num_items(Items.Gold) + 3000000) + # 4. Fast 12x12 Dinosaur batch (+654k Bones in ~35s per run at 6/6!) + if num_items(Items.Cactus) >= 2000000: + for _ in range(4): + do_dinosaur() - if num_items(Items.Cactus) >= 2000000 and num_items(Items.Bone) < 200000000: - do_dinosaur() + # 5. Gold Maze batch (+240k Gold per 5x5 sentinel cycle at 6/6!) + if num_items(Items.Weird_Substance) >= 500000: + farm_gold(num_items(Items.Gold) + 3000000)
- Write result the agent saw
Saved p1 (558 lines). Game time: 2h 25m 37s elapsed, 3h 34m 23s of budget remaining.
- run_program at 2h 25m for 300s (agent saw)
Ran p1 for 5m of game time; it is still running. Inventory change: bone +654368, cactus +67099264, carrot +32114944, fertilizer +82, hay +32483072, power +3477.22, pumpkin +9101824, water +3250, weird_substance +149935467, wood +227719424. Game time: 2h 30m 47s elapsed, 3h 29m 13s of budget remaining. Output: (none)
log
Step by step
- 0sthoughtAnalyzing Tool Call Delays I'm realizing now that each `farmerbench` tool call consumes a significant 10 seconds of game time. My current thinking is to prioritize `observe` and `research` at the outset, especially since I'm starting with a fresh save, meaning no program is active initially.
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 20sthoughtUnlocking Loops I've been considering the initial stages of progress. Manually calling `harvest()` five times will unlock the `loops` functionality. This seems to be the immediate path forward. Testing Loops Implementation I've been refining the approach to activate `loops`. My current thinking is to implement five sequential `harvest()` calls within the program, followed by purchasing the `loops` upgrade. This should allow for parallel execution of `write_program` and `run_program`. Refining Upgrade Path I'm now focusing on the optimal sequence for unlocking `loops` and subsequently `speed`. My current iteration involves a specific timing for writing and running programs to acquire hay, which will then facilitate the purchase of `loops` and immediately following that, `speed` for enhanced drone capability.
- 20s
write_programname="main" · evidenceresult
Saved main (5 lines). Game time: 30s elapsed, 5h 59m 30s of budget remaining.
- 30s
run_programname="main" seconds=10result
Ran main for 3s of game time; it finished. Inventory change: hay +5. Game time: 43s elapsed, 5h 59m 17s of budget remaining. Output: (none)
- 43s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 53s elapsed, 5h 59m 7s of budget remaining.
- 53s
write_programname="main" · evidenceresult
Saved main (2 lines). Game time: 1m 3s elapsed, 5h 58m 57s of budget remaining.
- 1m 03s
run_programname="main" seconds=20result
Ran main for 20s of game time; it is still running. Inventory change: hay +40. Game time: 1m 33s elapsed, 5h 58m 27s of budget remaining. Output: (none)
- 1m 33s
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 1m 43s elapsed, 5h 58m 17s of budget remaining.
- 1m 43sthoughtAnalyzing Game Time I'm currently dissecting the game's time mechanics, specifically how action durations and overhead combine. My recent focus is on reconciling the elapsed game time with inventory changes. This has revealed a subtle discrepancy in my understanding of process timing. Investigating Process Flow I'm digging into the core loop's behavior, particularly the interaction between harvesting and growth timers. It seems that harvesting unripe grass at speed 1 perfectly aligns with its growth time on a 1x1 farm. My next step is to explore the impact of buying upgrades like "expand" and "plant" on this timing.
- 1m 43s
waitseconds=20 until_resources={"hay":80}result
Waited 20s (time up). Program: main running. Inventory change: no change. Game time: 2m 13s elapsed, 5h 57m 47s of budget remaining.
- 2m 13s
buy_upgradeupgrades=["expand","plant"] · evidenceresult
Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy plant: Not enough resources. Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining.
- 2m 23s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 2m 33sthoughtDiscovering Speed Bug I've identified a critical issue with the "speed" upgrade. At level 1 (150% speed), the harvest duration is now shorter than the grass grow time, causing unexpected inventory behavior. I'm currently investigating the implications and potential fixes for this.
- 2m 33s
write_programname="main" · evidenceresult
Stop the program before editing it.
- 2m 43s
run_programname="main" seconds=20result
Ran main for 20s of game time; it is still running. Inventory change: no change. Game time: 3m 13s elapsed, 5h 56m 47s of budget remaining. Output: (none)
- 3m 13s
buy_upgradeupgrades=["plant"] · evidenceresult
Could not buy plant: Not enough resources.
- 3m 23sthoughtStopping Program Editing I've identified a critical constraint: the program must be stopped before any edits to `main` can occur. Alternatively, I can write to a new program name and subsequently execute it.
- 3m 23s
write_programname="p1" · evidenceresult
Saved p1 (4 lines). Game time: 3m 33s elapsed, 5h 56m 27s of budget remaining.
- 3m 33s
run_programname="p1" seconds=30result
Ran p1 for 30s of game time; it is still running. Inventory change: hay +45. Game time: 4m 13s elapsed, 5h 55m 47s of budget remaining. Output: (none)
- 4m 13s
buy_upgradeupgrades=["plant"] · evidenceresult
Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 4m 23s elapsed, 5h 55m 37s of budget remaining.
- 4m 23sthoughtDiscovering Code Update Flow I've realized I can write to non-running programs, `main` and `p1`, without needing to stop them first. This allows me to switch between updating `main` and `p1` freely, avoiding the ten-second wait and keeping the old program running. Unlocking Resources and Prioritizing Upgrades With `plant` now unlocked, my focus has shifted to acquiring the necessary resources. I'm strategizing how to best utilize the new `Entities.Bush` capability for wood generation, especially considering the immediate needs for `speed`, `expand`, and `operators` upgrades. I'm currently evaluating the most efficient planting patterns to meet these demands. Optimizing Bush Planting I've figured out a more efficient planting strategy. Instead of three bushes, a combination of two bushes and one grass tile on the 1x3 farm yields both wood and hay simultaneously. This approach appears to be more resource-efficient and avoids slowing down bush growth. Investigating Loop Functionality I'm now exploring how `for` loops operate and whether upgrading `expand` to level 2 unlocks them and the `get_world_size()` function. My current plan involves setting up a 2-bush, 1-grass farm, accumulating 40 wood and sufficient hay, then purchasing `speed` level 2 and `expand` level 2 before examining the documentation.
- 4m 23s
write_programname="main" · evidenceresult
Saved main (12 lines). Game time: 4m 33s elapsed, 5h 55m 27s of budget remaining.
- 4m 33s
run_programname="main" seconds=90result
Ran main for 1m 30s of game time; it is still running. Inventory change: hay +119, wood +59. Game time: 6m 13s elapsed, 5h 53m 47s of budget remaining. Output: (none)
- 6m 13s
waitseconds=60 until_resources={"wood":40}result
Waited 0s (wood reached 66). Program: main running. Inventory change: no change. Game time: 6m 23s elapsed, 5h 53m 37s of budget remaining.
- 6m 23s
buy_upgradeupgrades=["speed","expand"] · evidenceresult
Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 6m 33s elapsed, 5h 53m 27s of budget remaining.
- 6m 33s
observeresult
Game time: 6m 43s elapsed, 5h 53m 17s of budget remaining. Program: main (running). Inventory: hay 196, wood 37. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Bu2 _Gr3 _Gr3 y= 0 _Bu1* _Gr3 _Gr3 Recent output: (n…
- 6m 43s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 6m 53sthoughtAcquiring Operators My current focus is on resource acquisition, specifically for purchasing operators. With 196 hay and 37 wood, I'm close to affording them, which is a critical next step. I'm also considering the potential of a 3x3 farm script to further boost production. Optimizing Harvest Cycles I'm re-evaluating my strategy to balance immediate operator acquisition with long-term resource generation. Buying operators is tempting, but unlocking the ability to traverse multiple columns of the 3x3 farm first might provide a significantly faster hay and wood rate, allowing for quicker subsequent purchases.
- 6m 53s
write_programname="p1" · evidenceresult
Saved p1 (18 lines). Game time: 7m 3s elapsed, 5h 52m 57s of budget remaining.
- 7m 03s
run_programname="p1" seconds=45result
Ran p1 for 45s of game time; it is still running. Inventory change: hay +45, wood +62. Game time: 7m 58s elapsed, 5h 52m 2s of budget remaining. Output: (none)
- 7m 58s
buy_upgradeupgrades=["operators","senses","carrots"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 8m 8s elapsed, 5h 51m 52s of budget remaining.
- 8m 08s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 8m 18sthoughtExploring New Tools I'm excited to have unlocked `operators`, `senses`, and `carrots`. My current focus is on the `senses` module, particularly exploring the functions available like `get_pos_x()`, `get_ground_type()`, and `num_items(Items.Hay)`. I'm eager to see how these can be applied. Investigating Carrot Costs I'm delving into the specifics of planting carrots, aiming to confirm the required resources. Simultaneously, I'm evaluating upcoming upgrades, particularly `expand` and its implications for world size adaptability in my `main` function design, which I want to make dynamic for any world dimensions. Refining Planting Logic I'm re-evaluating my core loop, realizing a simpler approach than nested loops is possible. My current focus is optimizing resource checks, specifically ensuring sufficient hay and wood before planting carrots, and dynamically adjusting to resource availability to prevent planting failures and wasted soil. Optimizing Resource Allocation I'm refining my planting strategy, aiming to dynamically balance farm output. My current focus is on resource efficiency, particularly the cost and growth times of carrots versus bushes and grass. I've identified a potential issue with unnecessary tilling and am structuring columns by `get_pos_x()` for improved management. Analyzing Wood Economy My latest thoughts reveal a critical wood balance issue; multiple bush columns are inefficient as their wood is entirely consumed. A strategic distribution on a 3x3 farm, focusing on grass for hay and strategic bush placement, shows a net positive wood gain, especially when considering future tree unlocks. Evaluating Wood Decisions My current thoughts are focusing on the wood economy again, specifically how much wood is truly required for efficient carrot planting versus bush placement. I've confirmed bushes can plant on soil, which simplifies resource management, and I'm now modeling the costs for crucial upgrades like `expand` and `trees`.
- 8m 18s
write_programname="main" · evidenceresult
Saved main (18 lines). Game time: 8m 28s elapsed, 5h 51m 32s of budget remaining.
- 8m 28s
run_programname="main" seconds=50result
Ran main for 50s of game time; it is still running. Inventory change: carrot +16, hay +31, wood +65. Game time: 9m 28s elapsed, 5h 50m 32s of budget remaining. Output: (none)
- 9m 28s
buy_upgradeupgrades=["expand"] · evidenceresult
Could not buy expand: Not enough resources.
- 9m 38s
waitseconds=90 until_resources={"carrot":120}result
Waited 1m 30s (time up). Program: main running. Inventory change: carrot +31, hay +71, wood +111. Game time: 11m 18s elapsed, 5h 48m 42s of budget remaining.
- 11m 18s
buy_upgradeupgrades=["trees","speed","variables","watering"] · evidenceresult
Could not buy trees: Not enough resources. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Could not buy variables: Not enough resources. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Game time: 11m 28s elapsed, 5h 48m 32s of budget remaining.
- 11m 28s
observeresult
Game time: 11m 38s elapsed, 5h 48m 22s of budget remaining. Program: main (running). Inventory: hay 177, wood 227, carrot 10. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush, Gr=grass, Ca=carrot. y= 2 _Bu1 _Bu2 _Bu1 y= 1 _Gr3 _Bu3* #Ca3 y= 0 _Gr2 _Bu2…
- 11m 38sthoughtAnalyzing Growth Rates My focus is on understanding the observed growth rates, particularly for carrots. I'm cross-referencing the current inventory (hay, wood, carrot) with purchased upgrades (speed, watering) and noting that carrot growth seems slower than expected given the planted tiles. I need to investigate this discrepancy further. Optimizing Planting Strategy I'm refining the carrot planting logic. Carrots are growing much faster with watering! I'm prioritizing expanding the farm to 4x4 next, and will now plant carrots whenever I have ample wood and hay, and the number of carrots is less than wood. I'm also considering leaving the first column as grassland for consistent hay production. Expanding Planting Options I've confirmed that bushes and trees can indeed grow on both grassland and soil, unlike grass itself. This realization allows me to strategically plan my farm layout: column 0 for grass, column 1 for bushes (and later trees), and columns two and beyond for a significant number of carrots. I'll ensure the carrots are watered for optimal growth.
- 11m 38s
waitseconds=30 until_resources={"carrot":20}result
Waited 11s (carrot reached 20). Program: main running. Inventory change: carrot +8, hay +15, water +1, wood +10. Game time: 11m 58s elapsed, 5h 48m 2s of budget remaining.
- 11m 58s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 12m 8s elapsed, 5h 47m 52s of budget remaining.
- 12m 08s
write_programname="p1" · evidenceresult
Saved p1 (20 lines). Game time: 12m 18s elapsed, 5h 47m 42s of budget remaining.
- 12m 18s
run_programname="p1" seconds=70result
Ran p1 for 1m 10s of game time; it is still running. Inventory change: carrot +122, hay -25, water -5, wood +19. Game time: 13m 38s elapsed, 5h 46m 22s of budget remaining. Output: (none)
- 13m 38s
buy_upgradeupgrades=["trees","variables","functions"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Game time: 13m 48s elapsed, 5h 46m 12s of budget remaining.
- 13m 48s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 13m 58sthoughtUnlocking Core Game Mechanics I've successfully integrated the foundational elements: trees, variables, and functions. My focus is now on the intricate mechanics of tree harvesting, specifically the yield of 5 wood per tree and the adjacency constraint, which I'm actively simulating. Refining Tile Placement Logic I've confirmed that placing trees exclusively on even-sum coordinates prevents any orthogonal adjacency issues. This means the odd-sum tiles are free for carrots or grass, and I'm calculating the potential wood yield based on these placement rules across different farm sizes. Testing Placement Strategies I'm exploring more nuanced tree placement logic. My current approach is to assign trees to even-sum coordinates, but I'm considering conditional assignments based on world size and even column indices to optimize land use and prevent repeated tilling. I'm simulating these rules on different farm dimensions. Adapting Planting Rules I've refined my understanding of planting conditions. Trees can now be placed on soil tiles with even coordinate sums, dynamically switching with carrots without needing to till. I'm exploring this flexibility on soil tiles to optimize resource generation and land use. Discovering Grass Growth I've confirmed a crucial detail: after harvesting on grassland without replanting, grass automatically appears. This contrasts with soil, where only carrots or trees can be planted. I'm now investigating conditional planting on grassland based on column indices to further refine land use strategies. Optimizing Land Allocation I'm now implementing a refined planting strategy. Trees will exclusively occupy even-sum coordinate soil tiles, with a condition to prioritize carrots if wood or hay counts are low relative to carrots. Other soil columns will maintain carrots, and grassland will generate hay. Expanding Farm Capacity I've refined the planting logic to optimize resource generation. If wood or carrot stocks are high, even soil tiles will now plant carrots, and if hay is abundant, even grassland tiles will yield trees. I'm also incorporating a watering mechanic for trees and carrots, and planning to purchase the expand upgrade in the next 35 seconds.
- 13m 58s
write_programname="main" · evidenceresult
Saved main (28 lines). Game time: 14m 8s elapsed, 5h 45m 52s of budget remaining.
- 14m 08s
run_programname="main" seconds=40result
Ran main for 40s of game time; it is still running. Inventory change: carrot +70, hay +17, water -1, wood +116. Game time: 14m 58s elapsed, 5h 45m 2s of budget remaining. Output: (none)
- 14m 58s
buy_upgradeupgrades=["expand","watering"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 15m 8s elapsed, 5h 44m 52s of budget remaining.
- 15m 08s
waitseconds=90result
Waited 1m 30s (time up). Program: main running. Inventory change: carrot +104, hay +63, wood +630. Game time: 16m 48s elapsed, 5h 43m 12s of budget remaining.
- 16m 48s
buy_upgradeupgrades=["trees","carrots","grass","pumpkins","speed"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy grass: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy speed: Not enough resources. Game time: 16m 58s elapsed, 5h 43m 2s of budget remaining.
- 16m 58s
observeresult
Game time: 17m 8s elapsed, 5h 42m 52s of budget remaining. Program: main (running). Inventory: hay 31, wood 491, carrot 232. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Tr=tree, Bu=bush. y= 5 _Gr3 _Gr3 #Ca3* #Ca3 #Ca3 #Tr3 y= 4 _Gr3 _…
- 17m 08s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of …
- 17m 18sthoughtAnalyzing Carrot Yields I'm currently scrutinizing the implications of the second level of carrot cultivation. It appears to double both yield and cost, meaning each planted carrot now requires two hay and two wood, but returns two carrots. This significant shift is impacting my understanding of resource allocation for our existing four columns of carrot plots. Evaluating Hay Scarcity I'm prioritizing a strategy to address our current hay shortage, which has been exacerbated by carrot cultivation. The imminent purchase of pumpkins and the upgrade to grass level 2 are key factors in this decision. I'm also considering how this impacts future resource management, particularly with the introduction of sunflowers. Investigating Resource Mechanics I'm digging into how 'power' functions, specifically whether it's a consumable or a persistent inventory item, to inform its stockpiling strategy. Concurrently, I'm cataloging all available resources and their acquisition methods from the research tree to better understand our economic landscape. Exploring Unlock Opportunities I'm currently analyzing the game's unlock tree, specifically focusing on how Megafarm upgrades directly influence drone capacity and the strategic benefits of Mazes for gold acquisition. I'm also weighing the resource investment for Fertilizer against its potential for generating crucial Weird Substance. Discovering New Pathways I've just realized we have an ample game time budget to unlock the entire tech tree. This means we can rapidly acquire pumpkins, sunflowers for drone speed, and the game-changing Polyculture for massive yield increases. I'm prioritizing reaching Megafarm and Polyculture for a significant production boost. Acquiring New Options I'm focusing on the immediate opportunities available, specifically the choice between upgrading grass for better hay yield, increasing overall speed, or unlocking sunflowers for a power boost. I'm also eyeing the expansion upgrade and the mechanics of pumpkins, aiming to understand their implications before committing resources. Researching Pumpkin Mechanics I'm currently verifying the exact yield calculation for pumpkins, then I'll dive into their documentation. Concurrently, I'm shifting to a balanced farming setup to accumulate hay and carrots, preparing for upcoming upgrades like grass level 2 and speed level 4. I'm also investigating a recent hay shortage. Prioritizing Hay Acquisition I'm now focusing on how to quickly get 300 hay to purchase grass level 2. The plan is to avoid planting carrots until we have enough hay, then immediately purchase the upgrade. This should resolve our hay deficit and enable more efficient carrot farming. Optimizing Grassland Production I'm re-evaluating grassland tile efficiency, specifically comparing configurations before and after purchasing grass level 2. My current focus is on maximizing hay and wood output through strategic placement of grass, trees, and carrots on a 6x6 grid, considering resource costs and production rates per second.
- 17m 18s
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 17m 28s elapsed, 5h 42m 32s of budget remaining.
- 17m 28s
write_programname="p1" · evidenceresult
Saved p1 (23 lines). Game time: 17m 38s elapsed, 5h 42m 22s of budget remaining.
- 17m 38s
run_programname="p1" seconds=40result
Ran p1 for 40s of game time; it is still running. Inventory change: carrot +84, hay +38, wood +494. Game time: 18m 28s elapsed, 5h 41m 32s of budget remaining. Output: (none)
- 18m 28s
buy_upgradeupgrades=["grass"] · evidenceresult
Could not buy grass: Not enough resources.
- 18m 38s
docs_readpath="docs/unlocks/pumpkins.md" show_hints=trueresult
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 18m 48s
waitseconds=80 until_resources={"carrot":500}result
Waited 56s (carrot reached 500). Program: p1 running. Inventory change: carrot +168, hay -30, wood +272. Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
- 19m 55s
buy_upgradeupgrades=["speed","trees","carrots"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Could not buy trees: Not enough resources. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 20m 5s elapsed, 5h 39m 55s of budget remaining.
- 20m 05sthoughtAcquiring Upgrades I've just secured level 4 speed and level 3 carrots, doubling carrot yield. However, I need to account for the increased resource cost of planting carrots now – 4 hay and 4 wood per plant, with grass still at its current level. Prioritizing Hay Production My current focus is ensuring a stable hay supply. I've realized planting carrots prematurely drains our hay reserves. Therefore, I'm implementing a strategy to temporarily halt carrot planting until hay levels exceed 400, prioritizing grass and tree harvesting to rapidly increase hay production. Exploring Pumpkin Cultivation I'm now considering how to incorporate pumpkin farming into our current 6x6 layout to afford crucial upgrades like expand level 5. I've noted a 6x6 giant pumpkin yields significantly, and planting them is dependent on carrot availability. Cultivating Giant Pumpkins I've discovered a way to grow a massive 6x6 giant pumpkin, yielding 216 pumpkins per harvest, within our current farm size by carefully managing tile states and ensuring all are ready simultaneously. Developing Farming Logic I'm now contemplating a programmatic approach, envisioning functions to automate basic resource farming and specialized giant pumpkin cultivation. This would allow dynamic switching based on current inventory levels and upgrade needs. Optimizing Pumpkin Harvests I'm refining strategies for maximizing pumpkin yields, considering both sequential planting on smaller plots and the immense potential of an 8x8 farm. My current analysis focuses on efficient resource acquisition to enable these larger-scale operations, particularly the acquisition of 1500 Hay, 1500 Wood, and 800 Carrots. Revising Planting Constraints I've realized my previous carrot planting strategy was unsustainable due to hay costs. I'm now implementing a strict rule: no carrots if hay is below 400. Instead, I'll prioritize trees for wood and grass for hay until that threshold is met. Simulating Farm Progression I'm now simulating a rapid hay and wood acquisition strategy. By prioritizing grass farming at level 4 speed, I anticipate reaching 300 hay within 20 seconds, enabling crucial upgrades to grass and tree yields, followed by investments in sunflowers and other beneficial items.
- 20m 05s
write_programname="main" · evidenceresult
Saved main (24 lines). Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
- 20m 15s
run_programname="main" seconds=25result
Ran main for 25s of game time; it is still running. Inventory change: carrot +40, hay +60, water -2, wood +410. Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining. Output: (none)
- 20m 50s
buy_upgradeupgrades=["grass"] · evidenceresult
Could not buy grass: Not enough resources.
- 21m 00s
waitseconds=45result
Waited 45s (time up). Program: main running. Inventory change: hay +126, water +1, wood +660. Game time: 21m 55s elapsed, 5h 38m 5s of budget remaining.
- 21m 55s
buy_upgradeupgrades=["grass","trees","sunflowers","fertilizer","lists","watering"] · evidenceresult
Could not buy grass: Not enough resources. Could not buy trees: Not enough resources. Could not buy sunflowers: Not enough resources. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Could not buy lists: Not enough resources. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 22m 5s elapsed…
- 22m 05s
observeresult
Game time: 22m 15s elapsed, 5h 37m 45s of budget remaining. Program: main (running). Inventory: hay 309, wood 919, carrot 218. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Tr=tree. y= 5 _Gr3 _Gr3 _Gr3 #Tr3 #-- #--* y= 4 _Gr3 _Gr3 _Gr3 #-- #…
- 22m 15s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 22m 25sthoughtAnalyzing Production Rates I'm currently scrutinizing the recent output from `main`, specifically questioning the efficiency of its hay production over 45 seconds. My attention is drawn to a specific condition, `x >= ws // 2`, and the subsequent movement over nine unoccupied tiles, which I suspect is a significant bottleneck. Evaluating Purchase Strategies My current focus is on optimizing resource acquisition, specifically re-evaluating the immediate purchase of Grass level 2 given the current Hay yield. I'm also prioritizing a review of the fertilizer unlock details and its potential impact. Simultaneously, I'm tracing the feasibility of a dual-mode farming strategy for both basic resources and giant pumpkins. Discovering Carrot Potential I've just realized the significant cost-effectiveness of carrots for pumpkin farming. Planting a 6x6 square of pumpkins, including replants, costs only 45 carrots and yields 216 pumpkins. This is a game-changer for expanding my farm quickly. Refining Pumpkin Planting I'm re-examining the pumpkin planting subroutine, particularly the logic for checking and planting on each tile within the `ws * ws` grid. My focus is now on the harvest trigger and the safety break condition to ensure efficient and reliable giant pumpkin cultivation. Refining Giant Pumpkin Harvesting I'm re-evaluating the `do_giant_pumpkin()` function, specifically how it handles harvesting. I've realized that if pumpkins merge and become harvestable during the readiness check, the subsequent harvest call will be automatic and immediate, even on the very next tile processed. This also simplifies future giant pumpkin growths on tilled soil. Analyzing Tilling Cycles I'm re-examining the `do_basics()` function's behavior when switching back from pumpkin mode, noticing it tills a section to Grassland and then loops through 8 farm passes. This extended loop ensures growth before re-evaluation, a critical factor for resource accumulation and the subsequent transition to giant pumpkin cultivation. Optimizing Weird Substance Accumulation I'm re-evaluating my resource management, particularly focusing on accumulating `Items.Weird_Substance`. I've identified a key opportunity to utilize `Items.Fertilizer` more aggressively, applying it to Trees and Carrots when my fertilizer count exceeds five. This proactive approach should accelerate my progress towards the `megafarm` goal. Investigating Fertilizer Interactions I'm currently analyzing the interplay between fertilizer and weird substance accumulation. My immediate plan is to consult the fertilizer documentation, purchase Grass level 2, and then run the `p1` routine. This sequence is designed to maximize resource acquisition and prepare for future upgrades. Calculating Carrot Needs I'm recalculating the carrot requirement for planting five giant pumpkins, which will now use 225 carrots. This means I need to farm for approximately 15 more seconds to reach my target of 260 carrots before proceeding with pumpkin cultivation. Adjusting Pumpkin Farming I'm re-evaluating my strategy based on the provided code. It appears I was overestimating the carrot needs for planting five giant pumpkins; the code suggests only 50 carrots per planting cycle. I’m also noting that harvest() is called immediately if ready, simplifying the process. Analyzing Planting Logic I'm reviewing the planting decisions based on resource availability. My current thought process indicates I should prioritize planting trees when wood or hay is low, carrots when both are abundant, and bushes otherwise. I'm also ensuring water usage is optimized when reserves are low. Verifying Resource Thresholds I'm currently verifying the resource thresholds within the planting logic. Specifically, I'm confirming that planting trees when wood is below 1500 or hay below 150, and carrots when both exceed 150, aligns with optimal farming progression. Ensuring Water Management My focus is on efficient water usage. I'm confirming that water items are only used when the current water level drops below 0.5, and there are water items available. Validating Giant Pumpkin Conditions I'm examining the conditions for initiating giant pumpkin cultivation. My current understanding is that it requires at least 50 carrots and fewer than 1100 pumpkins planted, initiating a 6x6 planting cycle with replants. Assessing Initial Resource State I've analyzed the initial resource state upon `p1`'s start: 218 carrots, approximately 330 hay (reducing to 30 after a grass purchase), and 919 wood. This baseline is crucial for the subsequent planting strategy. Tracking Carrot Accumulation My attention is on the carrot accumulation rate. I've observed that within approximately 25 seconds, the carrot count reaches the target of 260, triggering the transition to giant pumpkin planting. Confirming Giant Pumpkin Trigger I'm confirming that once carrots reach 260, the `do_giant_pumpkin()` function is invoked, which involves growing five giant pumpkins in a 6x6 grid, accounting for replants. Examining Farming Passes I'm analyzing the farming passes within the 6x6 grid. This includes tilling to Grassland, harvesting grass, trees, and eventually planting carrots once the hay threshold is met. Optimizing Hay Production My current thought is to optimize hay production during the initial passes by harvesting level 2 grass, yielding an additional 36 hay per pass. Understanding Tilling Behavior I'm observing the tilling behavior when switching from pumpkin mode back to basics. It appears a section is tilled to Grassland, followed by 8 farm passes to allow for growth before re-evaluation.
- 22m 25s
buy_upgradeupgrades=["grass"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Game time: 22m 35s elapsed, 5h 37m 25s of budget remaining.
- 22m 35s
write_programname="p1" · evidenceresult
Saved p1 (64 lines). Game time: 22m 45s elapsed, 5h 37m 15s of budget remaining.
- 22m 45s
run_programname="p1" seconds=110result
Ran p1 for 1m 50s of game time; it is still running. Inventory change: carrot -52, fertilizer +11, hay +44, pumpkin +864, water -2, wood +198. Game time: 24m 45s elapsed, 5h 35m 15s of budget remaining. Output: (none)
- 24m 45s
docs_readpath="docs/unlocks/fertilizer.md" show_hints=trueresult
# Fertilizer At some point, waiting for the plants to grow is just not efficient enough anymore. Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade. Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds. This has some side effects. Plants grown w…
- 24m 55s
waitseconds=60 until_resources={"pumpkin":1000}result
Waited 0s (pumpkin reached 1080). Program: p1 running. Inventory change: no change. Game time: 25m 5s elapsed, 5h 34m 55s of budget remaining.
- 25m 05s
buy_upgradeupgrades=["expand","grass","trees"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought grass, now level 3. Paid wood 500. Could not buy trees: Not enough resources. Game time: 25m 15s elapsed, 5h 34m 45s of budget remaining.
- 25m 15s
observeresult
Game time: 25m 25s elapsed, 5h 34m 35s of budget remaining. Program: p1 (running). Inventory: hay 212, wood 1139, carrot 108, pumpkin 80, fertilizer 19. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 7 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 y=…
- 25m 25s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 25m 35sthoughtOptimizing Harvests and Expanding I've just achieved an impressive 1080 pumpkins in under 110 seconds with `do_giant_pumpkin`. Simultaneously, I've significantly boosted my capabilities by acquiring `expand` level 5, granting an 8x8 farm, and `grass` level 3 for 400% increased yield. However, a crucial warning arose: I cannot plant pumpkins on grasslands, which necessitates a strategic adjustment to my planting approach. Fixing Planting Logic I've discovered a critical flaw: expanding the farm while planting caused it to revert to grassland, preventing pumpkin growth. I'll adjust the planting loop to re-till the soil if it's not suitable before planting, and I'll also refresh the world size within the loop. My focus now shifts to understanding how to rapidly acquire 1000 weird substance, which seems to be the key to unlocking advanced upgrades like mazes and megafarms, especially considering its interaction with infected plants and their yield. Discovering Weird Substance Farming I'm exploring new methods for acquiring "Weird Substance." Fertilizing trees at higher levels yields this resource, but I've identified an even more promising approach: fertilizing giant pumpkins before harvesting them. This could convert a significant portion of their yield into Weird Substance, and I'm also considering its infectious properties on surrounding plants. Acquiring More Weird Substance I've realized that fertilizing giant pumpkins before harvesting them is a highly efficient way to generate Weird Substance, especially given my current fertilizer reserves. I'm also investigating fertilizing trees as a secondary method to rapidly increase my Weird Substance stockpile, aiming to gather at least 1200 units. This will be crucial for unlocking the next tier of upgrades. Expanding Yield Capabilities I'm now focused on maximizing resource generation by integrating polyculture, which offers a substantial 5x yield multiplier when companion planting. This, combined with a doubled pumpkin yield from level 2 pumpkins and enhanced tree output via hay level 3, should dramatically accelerate my progress. I'm also strategizing to unlock drone speed upgrades with sunflowers and further improve my overall farm efficiency. Prioritizing Drone Upgrades I'm re-evaluating the order of operations, realizing that upgrading drone speed and pumpkin yield *before* a major pumpkin harvest will significantly amplify future gains. The plan is to secure enough carrots for these crucial upgrades first, optimizing subsequent farming runs for maximum efficiency. Acquiring Essential Resources I'm shifting focus to a phased approach, gathering Hay, Wood, and Carrots for roughly 90 seconds. During this time, I'll be prioritizing fertilizer application on trees to build Weird Substance reserves, aiming for over 1200 units. I'm also exploring specific tile placements for Weird Substance application post-planting to leverage its infectious properties.
- 25m 35s
write_programname="main" · evidenceresult
Saved main (71 lines). Game time: 25m 45s elapsed, 5h 34m 15s of budget remaining.
- 25m 45s
run_programname="main" seconds=40result
Ran main for 40s of game time; it is still running. Inventory change: carrot +136, fertilizer -17, hay +376, water -4, weird_substance +145, wood +21. Game time: 26m 35s elapsed, 5h 33m 25s of budget remaining. Output: (none)
- 26m 35s
buy_upgradeupgrades=["trees"] · evidenceresult
Could not buy trees: Not enough resources.
- 26m 45s
waitseconds=90result
Waited 1m 30s (time up). Program: main running. Inventory change: carrot +800, hay +412, weird_substance +105, wood +1443. Game time: 28m 25s elapsed, 5h 31m 35s of budget remaining.
- 28m 25s
buy_upgradeupgrades=["speed","sunflowers","pumpkins","lists","grass","fertilizer"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Could not buy sunflowers: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy lists: Not enough resources. Bought grass, now level 4. Paid wood 2500. Could not buy fertilizer: Not enough resources. Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining.
- 28m 35s
observeresult
Game time: 28m 45s elapsed, 5h 31m 15s of budget remaining. Program: main (running). Inventory: hay 1176, wood 668, carrot 520, pumpkin 80, weird_substance 305, fertilizer 5. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Tr=tree, Ca=carrot. y= 7 _Gr3 _…
- 28m 45s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 28m 55sthoughtAchieving Resource Goals I've maxed out speed, which is fantastic. Grass yield has significantly improved, and I'm now able to purchase trees. My next focus is on sunflowers. Leveraging Resource Interactions I've discovered a critical interaction where using `Weird_Substance` on specific tiles can exponentially multiply resources by toggling plant statuses. This mechanic holds significant promise for boosting yields beyond initial expectations. Refining Item Interactions I'm exploring the nuanced application of `Weird_Substance`. My current thought process is critically examining its use directly before harvesting a fully grown tree to determine the optimal timing and impact on resource generation. Testing Substance Interactions I'm re-evaluating the `Weird_Substance` effect on trees. Initial tests suggest a potential net gain of nine substances per harvest, even if the tree is already infected by a neighbor, which I need to thoroughly verify. Discovering Tile Parity I've had a breakthrough understanding how tile parity dictates item interactions. Specifically, using `Weird_Substance` on even tiles only affects odd neighbors, guaranteeing even tiles remain uninfected for optimal substance harvesting. This significantly clarifies the resource generation strategy. Optimizing Substance Harvesting My latest findings confirm that strategically applying `Weird_Substance` solely to even tiles before harvesting provides a guaranteed net gain of nine substances per tree. This method ensures a rapid accumulation towards the 1000 substance goal.
- 28m 55s
buy_upgradeupgrades=["trees","sunflowers"] · evidenceresult
Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Game time: 29m 5s elapsed, 5h 30m 55s of budget remaining.
- 29m 05s
docs_readpath="docs/unlocks/sunflowers.md" show_hints=trueresult
# Sunflowers [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. Planting them works exactly like planting carrots or pumpkins. Harvesting a grown sunflower yields power. If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power! If you harvest a sunflower while there is another s…
- 29m 15s
write_programname="p1" · evidenceresult
Saved p1 (64 lines). Game time: 29m 25s elapsed, 5h 30m 35s of budget remaining.
- 29m 25s
run_programname="p1" seconds=70result
Ran p1 for 1m 10s of game time; it is still running. Inventory change: carrot +920, fertilizer +7, hay +420, weird_substance +1232, wood +1846. Game time: 30m 45s elapsed, 5h 29m 15s of budget remaining. Output: (none)
- 30m 45s
buy_upgradeupgrades=["mazes","pumpkins","lists","trees"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Could not buy trees: Not enough resources. Game time: 30m 55s elapsed, 5h 29m 5s of budget remaining.
- 30m 55s
docs_readpath="docs/unlocks/mazes.md" show_hints=trueresult
# Mazes `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges. The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call). Without maze upg…
- 31m 05s
observeresult
Game time: 31m 15s elapsed, 5h 28m 45s of budget remaining. Program: p1 (running). Inventory: hay 1632, wood 4526, carrot 514, pumpkin 80, weird_substance 868, fertilizer 15. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Tr=tree. y= 7 _Gr3 _…
- 31m 15s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 31m 25sthoughtConsidering Maze Triviality I'm revisiting the insight that 1x1 mazes are trivial. I'm also processing the intriguing suggestion to reuse mazes with equivalent item counts for a new challenge. This has sparked further contemplation on the implications and potential mechanics. Investigating Substance Mechanics I'm re-examining the interaction of `Weird_Substance` with 1x1 mazes. The continuous reuse of such a trivial space with the substance is a critical point, potentially leading to an unintended exploit or a simplified farming loop for gold. Analyzing Substance Economics I've identified a potential exploit: a 1x1 maze costs only 1 `Weird_Substance` to spawn and yields 1 gold. This contrasts with larger mazes. Crucially, a Tree provides 9 net `Weird_Substance` in just 0.05 seconds, making the 1x1 maze loop incredibly efficient for gold farming. Exploring Maze Relocation I'm now considering the implications of treasure relocation within mazes. Specifically, how the removal of walls after repeated relocations, up to 300 times, could drastically alter maze complexity and resource generation. This is particularly interesting for larger maze sizes. Comparing Gold Acquisition I'm evaluating the speed of gold acquisition through different methods. Method A, the 1x1 maze reuse, is being contrasted with Method B, utilizing larger 8x8 mazes for treasure hunting. This comparison highlights potential efficiency gains in gold farming. Evaluating Maze Strategies I'm re-evaluating the 4x4 maze strategy. It appears to offer 1 Gold per action, matching the 1x1 maze, yet it requires fewer `Weird_Substance` and takes longer to solve. This suggests a more balanced approach to resource management and challenge. Calculating Maze Efficiency I'm recalculating the gold yield from different maze sizes. The 5x5 maze costs 5 `Weird_Substance` for 25 Gold, while the 8x8 maze offers a much better yield at around 1 Gold per `Weird_Substance`, and significantly faster acquisition overall. Calculating Maze Rewards I'm evaluating the time to complete multiple 8x8 mazes at level 5 speed, approximately 50 seconds. This leads me to consider the cost and unlock potential of 2,000 Gold, specifically for `megafarm` level 1. I'm also assessing if 868 `Weird_Substance` is sufficient for 108 8x8 mazes, yielding 6,912 Gold. My thoughts are now focused on whether reusing 8x8 mazes is more efficient than spawning fresh ones, and the implications of treasure proximity to the drone or same-tile placement. Evaluating `megafarm` Unlock I'm trying to determine if I can unlock both levels of `megafarm` within 90 seconds using my current `Weird_Substance`. My current inventory is being checked against the requirements, and I'm analyzing if the available resources are sufficient for this rapid progression. Analyzing Maze Costs I'm confirming that at mazes level 1, spawning a maze on our 8x8 farm costs `ws` (world size) `Weird_Substance`. This is crucial for calculating resource expenditure and confirming my understanding of the game mechanics. Assessing Sunflower Strategy I'm now considering incorporating sunflowers into the gold farming strategy. The idea is to grow ten sunflowers, harvest the one with the most petals for Power, and then double the drone's speed to solve mazes faster. Harvesting Sunflower Potential I'm exploring a new sunflower strategy: planting many, harvesting those with 15 petals first, then iterating down to 7. This should provide significant Power boosts to rapidly accelerate drone speed for maze completion. Optimizing Sunflower Harvests I'm re-evaluating a strategy to maximize Power from sunflowers. By harvesting batches with descending petal counts (15 down to 7), and applying an 8x bonus when at least 10 sunflowers remain, I project significant Power gains for accelerated drone speed. Optimizing Sunflower Harvesting I'm refining a sunflower harvesting strategy. The goal is to maximize Power boosts by collecting sunflowers with descending petal counts, from 15 down to 7, while applying an 8x bonus when at least 10 are available. This should significantly increase drone speed for maze completion. Unlocking MegaFarm I'm focusing on unlocking `megafarm` levels within 90 seconds. This involves farming 6,000 gold using 868 `Weird_Substance` at 2x drone speed, then purchasing `megafarm` level 1 and potentially level 2 if gold allows. I'm also upgrading watering to level 4 using wood. Unlocking MegaFarm I'm refining the strategy for unlocking `megafarm` levels within 90 seconds. This involves efficiently farming 6,000 gold, leveraging 868 `Weird_Substance` with a 2x drone speed, and prioritizing `megafarm` level 1, with level 2 as a potential secondary goal if resources permit. I'm also upgrading watering to level 4 using wood. Harvesting All Sunflowers I'm reconsidering the `farm_power()` function. Instead of breaking the loop when fewer than 10 sunflowers remain, I'm thinking it's more beneficial to harvest all of them, from 15 down to 7 petals, to maximize the 8x Power bonus on the initial large batches. Harvesting All Sunflowers I'm realizing a more efficient `farm_power()` approach. Instead of stopping when fewer than 10 sunflowers are left, I'll harvest all of them, from 15 down to 7 petals. This ensures the 8x Power bonus applies to many more sunflowers, then a clean sweep for the remaining ones. I'll test this now.
- 31m 25s
buy_upgradeupgrades=["watering"] · evidenceresult
Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 31m 35s elapsed, 5h 28m 25s of budget remaining.
- 31m 35s
write_programname="main" · evidenceresult
Saved main (77 lines). Game time: 31m 45s elapsed, 5h 28m 15s of budget remaining.
- 31m 45s
run_programname="main" seconds=90result
Ran main for 1m 30s of game time; it is still running. Inventory change: carrot +124, fertilizer +9, gold +1280, hay +160, power +374.32, water +49, weird_substance -168, wood +420. Game time: 33m 25s elapsed, 5h 26m 35s of budget remaining. Output: (none)
- 33m 25s
buy_upgradeupgrades=["megafarm","megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources. Could not buy megafarm: Not enough resources.
- 33m 35s
docs_readpath="docs/unlocks/megafarm.md" show_hints=trueresult
No accessible documentation page docs/unlocks/megafarm.md. Use docs_list.
- 33m 45s
observeresult
Game time: 33m 55s elapsed, 5h 26m 5s of budget remaining. Program: main (running). Inventory: hay 1788, wood 2670, carrot 1038, pumpkin 80, weird_substance 1312, gold 2432, water 81, fertilizer 31, power 343.92. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: He=he…
- 33m 55s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 34m 05sthoughtAnalyzing Resource Availability My focus is on the current inventory levels, particularly noting the substantial amounts of hay, wood, and gold. I'm evaluating how these align with the purchase cost and requirements for the megafarm, specifically the 2000 gold.
- 34m 05s
buy_upgradeupgrades=["megafarm","fertilizer"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 34m 15s elapsed, 5h 25m 45s of budget remaining.
- 34m 15s
docs_readpath="docs/unlocks/megafarm.md" show_hints=trueresult
# Mega Farm This incredibly powerful unlock gives you access to multiple drones. As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates. Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function. `def drone_function(): move(North) do_a_flip() spawn_drone… - 34m 25s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 34m 35sthoughtAchieving MegaFarm Level 1 I've successfully reached `megafarm` level 1, unlocking the ability to spawn two drones simultaneously in just 34 minutes of game time. This significant advancement means I can now dedicate these dual drones to tackling mazes, farming Giant Pumpkins, or focusing on basic resource gathering. Optimizing Dual Drone Maze Solving I'm refining the strategy for two drones tackling mazes. By assigning one a right-hand wall approach and the other a left-hand wall approach, I anticipate one will discover the treasure in half the time. Upon retrieval, the maze vanishes, freeing up the second drone instantly. Refining Maze Strategy I'm exploring optimizing maze runs with dual drones by assigning them opposing wall-following strategies. This should drastically reduce maze completion time. I'm also considering the potential for reusing mazes via `Weird_Substance`, which could significantly boost gold acquisition for future upgrades. Prioritizing Pumpkin Upgrades I'm re-evaluating my upgrade path. Instead of rushing to `megafarm` level 2, I'm focusing on `pumpkin` upgrades. `polyculture` offers a significant yield multiplier, and it also enhances `Weird_Substance` gains from trees. Several other valuable unlocks are also tied to pumpkins. Analyzing Giant Pumpkin Synergy I'm assessing the rapid growth potential of Giant Pumpkins using dual drones. With `megafarm` level 1 and two drones, I can assign one to each half of the farm, significantly accelerating planting and harvesting for maximum pumpkin yield. Harvesting Giant Pumpkins Efficiently I've identified a highly efficient method for harvesting Giant Pumpkins. By strategically assigning two drones, one to each half of the 8x8 grid, and ensuring all 32 tiles are harvestable, a single combined harvest action will yield an impressive 768 pumpkins. Optimizing Planting Patterns I'm refining my planting strategy for efficiency. My current focus is on optimizing the return trip after planting a full row. Instead of simply moving back, I'm exploring how to integrate the return with the next planting pass to eliminate wasted movement. Analyzing Pumpkin Maturation I'm re-evaluating my dual-drone pumpkin harvesting strategy. My core insight is that once a pumpkin is ready to harvest, it stays that way indefinitely. This means I can synchronize drone actions and trigger a single, massive harvest when all pumpkins across both farm halves are mature. Harvesting Giant Pumpkins I've discovered a strategy to yield 768 pumpkins per Giant Pumpkin in under 8 seconds by coordinating two drones. This enables 3,840 pumpkins in just 40 seconds, and I'm exploring how to simultaneously utilize these drones for basic farming and power generation. Developing Dual Drone Maze Strategies I'm now focusing on implementing and refining dual-drone maze-solving techniques. I'm experimenting with assigning opposing wall-following algorithms to each drone to dramatically cut down maze completion times, aiming for near-instant treasure retrieval. Refining Maze Exit Logic I'm refining the drone logic within maze solving. Specifically, I'm ensuring that if a drone encounters a non-hedge entity while attempting to move, it breaks from its current movement loop. This accounts for the sudden disappearance of hedges when the other drone finds the treasure, preventing potential lock-ups. Optimizing Giant Pumpkin Growth I'm calculating the immediate impact of initiating giant pumpkin cultivation with my current resources. With 1,038 carrots and the current pumpkin level, I can immediately start six 8x8 giant pumpkins, yielding nearly 4,700 pumpkins. This will unlock further crucial upgrades almost instantly. Refining Dual Drone Synchronization I'm fine-tuning the synchronization of my dual drones to maximize efficiency. The goal is to have them act in concert, especially during planting and harvesting cycles, to eliminate any idle time and ensure continuous progress on all fronts. Calculating Polyculture Benefits I'm analyzing the cost-benefit of unlocking `dictionaries` and `polyculture` together. This combination seems to unlock a powerful companion-planting strategy that dramatically boosts yield through the `polyculture` multiplier. I'm calculating the immediate pumpkin return needed for this investment. Calculating Giant Pumpkin Investment I'm calculating the exact carrot cost for eight giant pumpkins, realizing I only need a small additional amount. With dual drones ready, I'm focusing on verifying my `do_giant_pumpkin` code to ensure seamless execution and swift yield. Analyzing Drone Pathing I'm re-examining the `pumpkin_half` function and have spotted a subtle but critical pathing error. It appears Drone 0, after completing its initial eastwards movement on an 8x8 farm, will incorrectly return all the way back to the west edge instead of proceeding to the next segment of its assigned half. This requires correction to ensure proper coverage. Refining Drone Movement Logic I'm analyzing a specific pathing error concerning Drone 0 on an 8x8 farm. It seems after an eastward movement, it incorrectly returns to the west edge instead of continuing to its assigned segment. This requires immediate correction to ensure complete and efficient farm coverage. Correcting Pathing Logic I've identified and am fixing a critical pathing error for Drone 0 on an 8x8 farm. It was incorrectly returning to the west edge after an eastward movement, hindering efficient coverage. This correction ensures proper segment progression and maximizes farm utilization. Fixing Maze Exit Logic I'm addressing a crucial detail where a drone might get stuck in a maze if the other drone resolves it. My fix ensures that if a drone encounters a non-hedge entity during movement, it correctly breaks its current loop, preventing lock-ups when a maze disappears. Clearing Maze Immediately I've discovered a critical optimization: by checking for hedges or treasure and harvesting immediately at the start of `p1`, any lingering mazes vanish instantly. This ensures subsequent actions, like initiating giant pumpkin cultivation with dual drones and high power, proceed without interruption, maximizing efficiency.
- 34m 35s
write_programname="p1" · evidenceresult
Saved p1 (139 lines). Game time: 34m 45s elapsed, 5h 25m 15s of budget remaining.
- 34m 45s
run_programname="p1" seconds=90result
Ran p1 for 1m 30s of game time; it is still running. Inventory change: carrot -570, fertilizer +18, hay +1208, power -159.68, pumpkin +4608, water -116, weird_substance +1516, wood +1556. Game time: 36m 25s elapsed, 5h 23m 35s of budget remaining. Output: (none)
- 36m 25s
waitseconds=60 until_resources={"pumpkin":5500}result
Waited 1m (time up). Program: p1 running. Inventory change: fertilizer +12, power -60.72, water +44. Game time: 37m 35s elapsed, 5h 22m 25s of budget remaining.
- 37m 35s
buy_upgradeupgrades=["polyculture","dictionaries"] · evidenceresult
Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Could not buy dictionaries: Not enough resources. Game time: 37m 45s elapsed, 5h 22m 15s of budget remaining.
- 37m 45s
docs_readpath="docs/unlocks/polyculture.md" show_hints=trueresult
# Polyculture You may have already noticed that sometimes plants yield more when planted together. Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
- 37m 55s
observeresult
Game time: 38m 5s elapsed, 5h 21m 55s of budget remaining. Program: p1 (running). Inventory: hay 2996, wood 2726, carrot 468, pumpkin 1688, weird_substance 2612, gold 2160, water 88, fertilizer 78, power 22.25. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Pu=pump…
- 38m 05s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 38m 15sthoughtInvestigating Giant Pumpkin Issue I've pinpointed a peculiar halt at the 7th Giant Pumpkin. Examining the farm map reveals the anomaly; the investigation continues. Analyzing Tree Obstructions I've identified that unfinished trees prevented pumpkin planting. The system failed to harvest these trees before attempting to plant pumpkins, leading to the current impasse. The logic needs adjustment to account for existing non-pumpkin entities. Correcting Pumpkin Planting Logic I've found the core issue: unfinished trees are blocking pumpkin planting. My current plan is to adjust the `pumpkin_half` logic to ensure any non-pumpkin entity is harvested or removed before attempting to plant a pumpkin there. This should resolve the issue on any pass. Refining Harvest Logic I've discovered that calling `harvest()` on an empty tile with `get_entity_type() != Entities.Pumpkin` and `not can_harvest()` actually removes unfinished plants. This has unlocked potential for improved efficiency. Exploring Polyculture Mechanics I'm re-evaluating polyculture interactions, specifically the implication that the companion plant's growth stage is irrelevant. This leads me to consider simplifying drone behavior to directly hop between companion plants, potentially streamlining operations. I'm now analyzing how this can be implemented efficiently. Revising Planting Logic I've identified a critical flaw. My current logic for planting companion plants doesn't account for the `comp` list’s dynamic updates. I'm now tracing the interaction between `plant()` and `get_companion()` to refine how companion entities are managed post-planting. Discovering Polyculture Yields I've realized the companion planting mechanic is far more potent than initially assumed. The logic allows for significant yield multipliers on harvest, especially with trees, which I'm now fully exploring. Investigating Companion Plant Assignments I'm now analyzing the potential for multiple tiles to request the same companion, and how to ensure the first assignment sticks. I'm also considering if trees adjacent to other trees still provide the polyculture bonus. Analyzing Companion Assignments I've discovered that the growth stage of companion trees is irrelevant to the polyculture bonus. This leads me to question how companion requests are handled across multiple drones, particularly when a plant might request a companion managed by a different drone. I'm currently tracing these potential inter-drone interactions. Optimizing Companion Planting I'm refining the companion planting logic. By ensuring each drone manages companions within its designated half, I've identified a significant efficiency gain. This approach means 75% of plants should receive the 10x polyculture bonus, nearly doubling overall yield speed. Refining Companion Logic I'm currently tracing the companion planting sequence. My analysis shows the `comp` list is being dynamically updated, which my existing `plant()` and `get_companion()` logic isn't fully accounting for. I need to synchronize these processes for accurate companion entity management. Refining Companion Logic My current analysis of the companion planting sequence shows the `comp` list is being dynamically updated. My existing `plant()` and `get_companion()` logic isn't fully accounting for this, so I need to synchronize these processes for accurate companion entity management. Revising Polyculture Interactions I've discovered that companion planting offers a substantial 10x yield bonus, even with trees. I'm now analyzing how my drone logic interacts with `comp` assignments, especially when multiple drones might be involved, to maximize this bonus and optimize harvesting. Adjusting Companion Logic I've discovered that my companion planting logic was incorrectly consuming companion requests for tiles that weren't actually harvested. I've fixed this by only consuming the request if the tile is cleared, ensuring companion requests are preserved for future turns when the tile is ready. Harvesting Trees Correctly I've identified that unfinished trees were preventing pumpkin planting. By ensuring that I harvest any non-pumpkin entities within `pumpkin_half` before attempting to plant, I can now clear those tiles and proceed with pumpkin cultivation. This should unlock significant pumpkin gains immediately. Calculating Polyculture Economics I'm recalculating the economics, realizing the 10x polyculture multiplier significantly accelerates resource generation. This rapid influx of hay, wood, and carrots drastically reduces the time needed for upgrades, especially when considering the increased pumpkin yield. Prioritizing Power and Polyculture I've realized that activating `farm_power()` early and then proceeding with polyculture-enhanced basic actions will be the fastest route. The substantial yield from level 3 pumpkins and polyculture means we can quickly reach the pumpkin targets for `cactus` and farm expansion. Calculating Polyculture Upgrades I'm recalculating the timing of upgrades based on polyculture's accelerated resource generation. Activating `farm_power` early and focusing on polyculture is key to quickly hitting pumpkin targets for `cactus` and farm expansion, leading to significant gains. Adjusting Trigger Conditions I'm refining the conditions for `do_giant_pumpkin()` to prevent premature spending of carrots. By increasing the carrot requirement, I ensure that key upgrades, particularly `pumpkins` level 3 and `carrots` level 4, are secured first. This leads to significantly boosted yields before initiating large-scale pumpkin production, optimizing the entire process. Recalculating Pumpkin Strategy I've re-evaluated the giant pumpkin strategy, realizing polyculture's 10x multiplier drastically cuts carrot acquisition time. This allows us to prioritize upgrades like pumpkins level 3 and carrots level 4 before mass producing giant pumpkins, ultimately accelerating progress. Refining Tile Management I'm ensuring that my logic correctly resets the companion request flag for tiles when they are no longer valid targets, preventing unnecessary consumption of requests for cleared tiles. Adjusting Planting Conditions I'm refining the planting logic based on current resource levels and upgrade prerequisites. The goal is to ensure necessary upgrades like pumpkins level 3 and carrots level 4 are secured before committing resources to giant pumpkins, optimizing overall progress and yield.
- 38m 15s
write_programname="main" · evidenceresult
Saved main (182 lines). Game time: 38m 25s elapsed, 5h 21m 35s of budget remaining.
- 38m 25s
run_programname="main" seconds=60result
Ran main for 1m of game time; it is still running. Inventory change: carrot +3060, fertilizer +12, hay +4472, power +366.19, pumpkin +420, water -111, weird_substance +2773, wood +9764. Game time: 39m 35s elapsed, 5h 20m 25s of budget remaining. Output: (none)
- 39m 35s
waitseconds=45 until_resources={"carrot":4000}result
Waited 0s (carrot reached 4564). Program: main running. Inventory change: no change. Game time: 39m 45s elapsed, 5h 20m 15s of budget remaining.
- 39m 45s
buy_upgradeupgrades=["pumpkins","trees","carrots","grass"] · evidenceresult
Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy grass: Not enough resources. Game time: 39m 55s elapsed, 5h 20m 5s of budget remaining.
- 39m 55s
waitseconds=100 until_resources={"pumpkin":18000}result
Waited 1m 33s (pumpkin reached 19004). Program: main running. Inventory change: carrot -2264, fertilizer +19, hay +392, power -183.12, pumpkin +16896, water +2, wood +3248. Game time: 41m 38s elapsed, 5h 18m 22s of budget remaining.
- 41m 38s
buy_upgradeupgrades=["expand","cactus","dictionaries","costs","utilities","debug","timing"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md. Bought costs, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/unlocks/costs.md. Bough…
- 41m 48s
observeresult
Game time: 41m 58s elapsed, 5h 18m 2s of budget remaining. Program: main (running). Inventory: hay 6578, wood 18246, carrot 1364, pumpkin 540, weird_substance 5385, gold 2160, water 1, fertilizer 125, power 85.79. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Pu…
- 41m 58s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; available, not affordable ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tu…
- 42m 08sthoughtAnalyzing Resource Spikes I'm currently processing a significant influx of resources from both Polyculture and Giant Pumpkins, noting the impressive gains in hay, wood, and particularly pumpkins. I'm also integrating recent purchases, including the level 6 'expand' upgrade, into my ongoing analysis.
- 42m 08s
buy_upgradeupgrades=["grass","hats","import"] · evidenceresult
Bought grass, now level 5. Paid wood 12500. Bought hats, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/hats.md. Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/import.md. Game time: 42m 18s elapsed, 5h 17m 42s of budget remaining.
- 42m 18s
docs_readpath="docs/unlocks/cactus.md" show_hints=trueresult
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 42m 28sthoughtAnalyzing Cactus Mechanics I'm currently examining the `docs/unlocks/cactus.md` file. My focus is on the cactus reward system, specifically the `n**2 Items.Cactus` formula when harvesting. I'm considering how this applies to our 12x12 grid. Discovering Harvest Potential My latest thoughts reveal an astonishing aspect of the cactus harvest. A single 12x12 grid, when properly sorted and harvested, yields an incredible 20,736 cacti, unlocking significant game advancements like dinosaurs and doubled treasure chest gold. This single harvest is incredibly potent. Developing Drone Sorting I'm now exploring how to sort a 12x12 cactus grid using two drones in parallel. The key insight is that sorting columns won't disrupt pre-sorted rows, allowing for efficient parallel processing. My focus is on the initial planting and column-sorting phase for each drone. Optimizing Growth During Sorting My latest insights reveal that cacti grow concurrently with the `measure()` and `swap()` operations. This means sorting columns and rows doesn't halt growth. I'm investigating cocktail shaker sort for a 12-tile column, noting how bidirectional sorting is particularly efficient. Refining Sort Efficiency I've been analyzing the cocktail shaker sort implementation for columns, noting its impressive speed and minimal sweeps. The bidirectional nature efficiently moves elements, and the parallel execution across drones for both columns and then rows is proving incredibly effective. Executing Row Sorting I'm now focusing on the row-sorting phase. After columns are sorted, I'm directing the drones to perform bidirectional cocktail shaker sorts on their assigned row segments, ensuring efficient horizontal arrangement and completion of the grid sorting process. Confirming Harvest Readiness I've confirmed that by the time row sorting concludes, all 144 cacti are guaranteed to be fully grown. I'm considering a final diagonal sweep to ensure readiness before initiating a single, comprehensive harvest call. This approach should yield 20,736 cacti. Discovering Resource Viability I've just realized the incredible cost-effectiveness of a 12x12 cactus field. For a mere 288 pumpkins, I can harvest 20,736 cacti in about 12 seconds. This opens up immediate opportunities to unlock dinosaurs and double treasure chest gold. I'm testing this now! Revising Maze Strategy My latest thoughts involve a critical re-evaluation of maze usage. I am questioning whether `use_item(Items.Weird_Substance, amount)` allows for arbitrary maze sizes and am re-reading `docs/unlocks/mazes.md` to confirm the relationship between substance used and maze dimensions. Confirming Maze Generation I've discovered that the amount of Weird Substance used directly dictates maze size; specifically, `n * 2**(unlocked mazes - 1)` Weird Substance creates an `n`x`n` maze. A 1x1 maze requires zero moves to solve. Calculating Maze Economics My current focus is on the economic efficiency of generating mazes. A 6x6 maze using 12 Weird Substance yields 72 Gold in approximately 0.4 seconds, proving significantly more cost-effective than 1x1 mazes. I am now calculating the resources needed to reach 8,000 Gold for megafarm upgrades. Validating Cactus Code I'm reviewing the `cactus_cols` and `cactus_cols_east` functions in `p1`. My goal is to ensure the logic for planting, harvesting, and sorting cacti within columns is robust and bug-free before proceeding. Implementing Column Sorting I am now focusing on the `cactus_cols` function. My current task is to implement the logic for bidirectional cocktail shaker sorting across columns, ensuring that each column of cacti is properly sorted before proceeding to row sorting. Addressing Unfinished Cacti I'm identifying a critical edge case in `cactus_cols`: handling unfinished cacti. If a tile contains an entity but cannot be harvested, I must first clear it, likely with `till()`, before planting anew. This ensures a clean slate for each planting cycle. Clearing Unfinished Cacti I've discovered a critical optimization: calling `till()` twice when `can_harvest()` is false instantly clears unfinished plants without waiting for growth. This ensures a clean planting cycle. I'm now verifying this logic holds true before integrating it into `sunflower_half` and `pumpkin_half`. Confirming Final Sort Logic My latest thoughts confirm that after both column and row sorting, the grid is fully ordered. The `cactus_cols` function ensures non-decreasing measurement from South to North, and `cactus_rows` enforces it from West to East, completing the sorting. Refining Harvest Timing I'm realizing the optimal harvest moment: after all 144 cacti are fully grown and sorted, a single `harvest()` call will yield 20,736 cacti. This is precisely timed before initiating the `farm_gold` function. Testing Maze Economics My current focus is on the exact timing of maze unlocks and their impact on gold farming efficiency. I'm testing a sequence to trigger the purchase of dinosaurs and mazes at level 2 immediately after cactus harvesting, then leveraging the increased maze generation capacity for rapid gold acquisition.
- 42m 28s
write_programname="p1" · evidenceresult
Saved p1 (198 lines). Game time: 42m 38s elapsed, 5h 17m 22s of budget remaining.
- 42m 38s
run_programname="p1" seconds=45result
Ran p1 for 45s of game time; it is still running. Inventory change: carrot +1080, fertilizer +9, hay +1984, power +581.36, water +19, wood +3432. Game time: 43m 33s elapsed, 5h 16m 27s of budget remaining. Output: (none)
- 43m 33s
waitseconds=40 until_resources={"cactus":14000}result
Waited 40s (time up). Program: p1 running. Inventory change: fertilizer +8, power +217.00, pumpkin -288, water +32. Game time: 44m 23s elapsed, 5h 15m 37s of budget remaining.
- 44m 23s
buy_upgradeupgrades=["dinosaurs","mazes"] · evidenceresult
Could not buy dinosaurs: Not enough resources. Could not buy mazes: Not enough resources.
- 44m 33s
docs_readpath="docs/unlocks/dinosaurs.md" show_hints=trueresult
No accessible documentation page docs/unlocks/dinosaurs.md. Use docs_list.
- 44m 43s
waitseconds=75 until_resources={"gold":8000}result
Waited 1m 15s (time up). Program: p1 running. Inventory change: fertilizer +15, gold +3024, power -142.89, water +60, weird_substance -504. Game time: 46m 8s elapsed, 5h 13m 52s of budget remaining.
- 46m 08s
buy_upgradeupgrades=["megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources.
- 46m 18s
observeresult
Game time: 46m 28s elapsed, 5h 13m 32s of budget remaining. Program: p1 (running). Inventory: hay 13488, wood 23994, carrot 6880, pumpkin 5756, cactus 20736, weird_substance 4713, gold 6156, water 159, fertilizer 179, power 747.95. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a d…
- 46m 28s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; can buy now ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs/un…
- 46m 38sthoughtAchieving Cactus Harvest Goals I'm thrilled to report our dual-drone Cactus sorter succeeded flawlessly on its inaugural run, securing 20,736 Cacti in a single harvest! Currently, p1 is still engaged in farm_gold(8500). Next, I'm considering acquiring 'din'.
- 46m 38s
buy_upgradeupgrades=["dinosaurs","mazes","watering","fertilizer","auto_unlock"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bo…
- 46m 48s
docs_readpath="docs/unlocks/dinosaurs.md" show_hints=trueresult
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 46m 58s
waitseconds=35 until_resources={"gold":8000}result
Waited 0s (gold reached 8568). Program: none running. Inventory change: no change. Game time: 47m 8s elapsed, 5h 12m 52s of budget remaining.
- 47m 08s
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 47m 18s elapsed, 5h 12m 42s of budget remaining.
- 47m 18s
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tut…
- 47m 28sthoughtDiscovering Auto-Unlock I'm currently processing the implications of unlocking `auto_unlock` at level 1/1. This is a significant development, and I'm delving into its functionalities and how it integrates with existing systems. Implementing Auto-Unlock I've realized I can call `unlock()` directly within my loop, bypassing tool calls entirely. I'm now verifying available `Unlocks` enum names and checking if `unlock()` or `get_cost()` can be used programmatically. This is in conjunction with the recent `megafarm` level 2 and `dinosaurs` level 1 unlocks. Exploring Hamiltonian Cycles I've discovered a simple Hamiltonian cycle construction for any even-width grid. The current focus is on visualizing and verifying this cycle for a 12x12 grid, particularly the zigzagging pattern across columns. Calculating Bone Gains I've calculated the impressive bone gains from a single dinosaur run on a full 12x12 farm, achieving over 20,000 bones at level 1. I'm now analyzing how these bones can be used to unlock significant upgrades like `polyculture` level 2. Discovering Bone Costs I've realized that polyculture upgrades require bones, which I'm already efficiently generating. I'm now focusing on the critical step of clearing the farm to soil before equipping the dinosaur hat to ensure apple spawns. This is a key insight for maximizing gains. Analyzing Farm State I've realized that grass regrows automatically and apples can't spawn on tilled soil. Crucially, with four drones, I can clear the entire farm to empty soil in just 1.5 seconds. This prompts me to consider if the dinosaur snake can be optimized for initial apple collection. Optimizing Apple Collection I'm refining my strategy to collect the initial apples more efficiently. Instead of traversing the entire farm, I'll leverage the Hamiltonian cycle for a shortcut when the snake's tail is shorter than the distance to the next apple. This should significantly reduce travel time during the early stages. Refining Hamiltonian Cycles I'm exploring a simplification for my Hamiltonian cycle construction, specifically for even-width grids. The current focus is on optimizing movement at the bottom of odd columns. If the next apple isn't in the immediate columns and my tail is short, I might go South to the return highway for a faster path back, bypassing standard upward traversal. Simplifying Hamiltonian Path I've identified a significant optimization for even-width grids. Instead of traversing entire columns, I can now skip ahead by moving East if the apple isn't in those columns and my tail is short, reducing travel significantly and staying in sync. Verifying Cycle Skip I'm currently verifying a crucial optimization for even-width grids where I can skip pairs of columns. This trick shortens the path significantly when the dinosaur's tail is short, and then reverts to a full Hamiltonian cycle once the tail is longer, preventing self-trapping. Refining Column Skipping I'm refining the column skipping logic. I've realized the skip should only occur up to column `ws - 4`, avoiding the last two columns. I'm also re-evaluating the tail length condition to ensure 100% collision-free skipping during these optimized moves. Optimizing Snake Movement I've mathematically proven that for `tail_len < 55`, skipping pairs of columns is collision-free. This optimization drastically reduces early lap times. I'm now verifying how `ax`, `ay`, and `tail_len` are tracked to ensure this logic integrates seamlessly. Discovering Tail Logic I've just realized how `step_dino` inherently manages apple collection and tail growth. It calls `measure()` while on an apple *before* moving, thus correctly updating the next apple's position and incrementing the tail length. This is key for understanding the subsequent bone harvest. Verifying Tail Length Logic I've confirmed that `step_dino`'s timing for calling `measure()` before moving ensures accurate apple position updates and tail growth. This understanding is crucial for the subsequent analysis of bone harvesting efficiency. Refining Hamiltonian Cycles I'm now focusing on refining the Hamiltonian cycle for even-width grids. My current goal is to optimize movement within odd columns, specifically deciding whether to go South to the return highway for a faster path back if the next apple is far and my tail is short, rather than the standard upward traversal. Analyzing Grid Traversal I'm meticulously tracing the Hamiltonian cycle execution for a 12-width grid, focusing on the `while col <= ws - 3` loop. My current attention is on the precise movements and state changes as the snake progresses, particularly when considering the skip logic for `tail_len < 50`. Correcting Cycle Start I've identified a critical off-by-one error in the Hamiltonian cycle's starting position for even columns within the `ws - 3` loop. The drone incorrectly ends up at the bottom of column 3 when it should be at the top, requiring a structural adjustment to ensure each iteration begins correctly at `(col, 1)` for even columns. Correcting Cycle Start I've identified a critical off-by-one error in my Hamiltonian cycle for even columns. The drone was incorrectly placed at the bottom of column 3, and now I'm fixing it to start at the top of the correct column within the `ws-3` loop, ensuring accurate traversal. Adjusting Grid Traversal I'm meticulously tracing the Hamiltonian cycle for a 12-width grid, specifically focusing on the `while col <= ws - 3` loop and the skip logic for `tail_len < 50`. I'm verifying the precise movements and state changes during this phase. Refining Hamiltonian Cycles I'm now focusing on optimizing movement within odd columns of the Hamiltonian cycle for even-width grids. My goal is to decide whether to go South to the return highway for a faster path back if the next apple is far and my tail is short, instead of the standard upward traversal. Simplifying Hamiltonian Path I've identified a significant optimization for even-width grids. Instead of traversing entire columns, I can now skip ahead by moving East if the apple isn't in those columns and my tail is short, reducing travel significantly and staying in sync. Verifying Cycle Skip I'm currently verifying a crucial optimization for even-width grids where I can skip pairs of columns. This trick shortens the path significantly when the dinosaur's tail is short, and then reverts to a full Hamiltonian cycle once the tail is longer, preventing self-trapping. Refining Column Skipping I'm refining the column skipping logic. I've realized the skip should only occur up to column `ws - 4`, avoiding the last two columns. I'm also re-evaluating the tail length condition to ensure 100% collision-free skipping during these optimized moves. Optimizing Snake Movement I've mathematically proven that for `tail_len < 55`, skipping pairs of columns is collision-free. This optimization drastically reduces early lap times. I'm now verifying how `ax`, `ay`, and `tail_len` are tracked to ensure this logic integrates seamlessly. Discovering Tail Logic I've just realized how `step_dino` inherently manages apple collection and tail growth. It calls `measure()` while on an apple *before* moving, thus correctly updating the next apple's position and incrementing the tail length. This is key for understanding the subsequent bone harvest. Verifying Tail Length Logic I've confirmed that `step_dino`'s timing for calling `measure()` before moving ensures accurate apple position updates and tail growth. This understanding is crucial for the subsequent analysis of bone harvesting efficiency. Calculating Bone Gains I've calculated the impressive bone gains from a single dinosaur run on a full 12x12 farm, achieving over 20,000 bones at level 1. I'm now analyzing how these bones can be used to unlock significant upgrades like `polyculture` level 2. Discovering Bone Costs I've realized that polyculture upgrades require bones, which I'm already efficiently generating. I'm now focusing on the critical step of clearing the farm to soil before equipping the dinosaur hat to ensure apple spawns. This is a key insight for maximizing gains. Analyzing Farm State I've realized that grass regrows automatically and apples can't spawn on tilled soil. Crucially, with four drones, I can clear the entire farm to empty soil in just 1.5 seconds. This prompts me to consider if the dinosaur snake can be optimized for initial apple collection. Optimizing Apple Collection I'm refining my strategy to collect the initial apples more efficiently. Instead of traversing the entire farm, I'll leverage the Hamiltonian cycle for a shortcut when the snake's tail is shorter than the distance to the next apple. This should significantly reduce travel time during the early stages. Discovering Auto-Unlock I'm currently processing the implications of unlocking `auto_unlock` at level 1/1. This is a significant development, and I'm delving into its functionalities and how it integrates with existing systems. Implementing Auto-Unlock I've realized I can call `unlock()` directly within my loop, bypassing tool calls entirely. I'm now verifying available `Unlocks` enum names and checking if `unlock()` or `get_cost()` can be used programmatically. This is in conjunction with the recent `megafarm` level 2 and `dinosaurs` level 1 unlocks. Exploring Hamiltonian Cycles I've discovered a simple Hamiltonian cycle construction for any even-width grid. The current focus is on visualizing and verifying this cycle for a 12x12 grid, particularly the zigzagging pattern across columns. Refining Hamiltonian Cycle I'm meticulously tracing the Hamiltonian cycle for a 12-width grid, specifically the `while col <= ws - 2` loop. I've found a crucial invariant: the drone always starts at `(col, 1)` and ends at `(col + 1, 1)` after each iteration, simplifying path verification. Refining Hamiltonian Cycle I've discovered a crucial invariant in the Hamiltonian cycle for even-width grids: each column iteration, ending at `(col + 1, 1)`, is consistently followed by a step South to `(col + 1, 0)`. This, combined with skipping pairs of columns when the tail is short, drastically reduces lap times to approximately 44 steps, ensuring no self-intersection. Optimizing Snake Movement I've mathematically proven that for `tail_len < 55`, skipping pairs of columns is collision-free, drastically reducing early lap times. I'm now verifying how `ax`, `ay`, and `tail_len` are tracked to ensure seamless integration. Refining Speed Calculations I'm recalculating the impact of speed upgrades combined with power-ups. The initial estimate of 15.1875x speed is correct, leading to drastically increased moves per second. I'm now focused on accurately modeling the time to collect the first 40 apples, aiming for significantly fewer moves per apple than previously calculated. Optimizing Traversal Path I'm refining the Hamiltonian cycle to skip traversal of entire columns when apples spawn behind me and my tail is short. By moving South and West along row 0, I can return much faster, drastically reducing steps for early apple collection. Refining Grid Navigation I'm optimizing my movement strategy by leveraging the grid's structure. If an apple appears behind me while my tail is short, I can now quickly return to the start by moving South and then West along the bottom row. This drastically cuts down on travel time for early apple collection. Optimizing Snake Path I'm refining my Hamiltonian cycle logic for even-width grids, specifically for early apple collection. I can now move South and West to return to the origin, avoiding unnecessary column traversals when the tail is short, significantly reducing steps. Calculating Total Time I've finalized the total time calculation for collecting all 143 apples using the optimized 3-stage Hamiltonian cycle. The breakdown estimates approximately 40 seconds for the first 22 apples, 35 seconds for the next 33, and a swift 30 seconds for the remaining 88, yielding a grand total of ~105 seconds for 20,449 bones. Upgrading Dinosaur Yield I've realized I can leverage the already unlocked `auto_unlock` functionality. By harvesting cactus first and then immediately unlocking the `Dinosaurs` upgrade, my very first dinosaur run will utilize the level 2 bonus, resulting in an immense bone yield of approximately 40,898 bones. This strategic upgrade order will be implemented immediately. Refining Unlock Logic I'm integrating the `auto_unlock` functionality, specifically using `unlock(Unlocks.Dinosaurs)` to achieve level 2. This strategic timing allows me to immediately leverage the doubled bone yield from my first dinosaur run, then promptly unlock `Polyculture` level 2 using the earned bones. I'm verifying the exact enum syntax for these unlocks. Integrating Auto-Unlock I'm now integrating the `auto_unlock` functionality, specifically by calling `unlock(Unlocks.Dinosaurs)` to quickly reach level 2. This strategic timing maximizes my first dinosaur run's bone yield and allows immediate progression to unlocking `Polyculture` level 2. I'm confirming the exact enum syntax. Investigating Drone Spawning I'm examining how to pass arguments to spawned drones, particularly looking at `spawn_drone` with single or multiple arguments versus using closures. The `megafarm.md` documentation provides examples of both functional and closure-based argument passing, which I'm now trying to adapt for my specific needs, considering worker indices or coordinate pairs. Adapting Drone Logic I'm adapting the `megafarm.md` closure pattern for `spawn_drone` to handle any number of drones by passing current loop variables. This ensures each drone gets its specific scope, enabling dynamic scaling for tasks like chunk processing without explicit worker indices. Adapting Drone Logic I'm adapting the closure pattern for `spawn_drone` to dynamically handle any number of drones, passing current loop variables. This ensures each drone has its own scope, enabling scalable tasks like chunk processing, and I've confirmed the distribution for 4 and 8 drones on a 12x12 farm. Tracing Dinosaur Run I'm carefully tracing the `do_dinosaur()` function for a 12x12 grid. This involves ensuring the farm is cleared to soil, the dinosaur hat is equipped, and then meticulously following the snake's North, East, and South movements within the cactus collection loop. Refining Column Logic I'm tracing the Hamiltonian cycle's column traversal for even grids. Specifically, I'm analyzing the early return condition where the drone can step South and then West to `(0, 0)` if `tail_len` is short and the apple's `ax` is behind the current `col`. Refining Early Returns I'm meticulously tracing the early return paths in my Hamiltonian cycle for even grids. I've identified a crucial condition where if the apple is within the first two columns and the tail is short, the drone can return to the origin in just 24 steps by moving South and West. I'm verifying the precise logic for these early exits. Executing New Strategy I am now executing a newly devised multi-stage strategy. This involves harvesting cactus, immediately unlocking the dinosaur upgrade to level 2 for doubled bone yield, running the dinosaur field once for massive bone acquisition, and then unlocking the polyculture upgrade to level 2 for a significant yield multiplier. This sequence will be followed by a loop of basic farming, giant pumpkin cultivation, and power generation.
- 47m 28s
write_programname="main" · evidenceresult
Saved main (412 lines). Game time: 47m 38s elapsed, 5h 12m 22s of budget remaining.
- 47m 38s
run_programname="main" seconds=150result
Ran main for 2m 30s of game time; it is still running. Inventory change: bone +30898, cactus +28900, carrot +5704, fertilizer +60, hay +16400, power -372.82, pumpkin -576, water -252, weird_substance +14476, wood +35344. Game time: 50m 18s elapsed, 5h 9m 42s of budget remaining. Output: (none)
- 50m 18s
observeresult
Game time: 50m 28s elapsed, 5h 9m 32s of budget remaining. Program: main (running). Inventory: hay 29888, wood 37538, carrot 11136, pumpkin 7092, cactus 35636, bone 30898, weird_substance 18799, gold 568, water 4, fertilizer 271, power 262.91. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full);…
- 50m 28s
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tu…
- 50m 38sthoughtDiscovering Dino Success My initial dinosaur run yielded an astonishing 40,898 bones. This immediately triggered an automatic upgrade for my dinosaur research to level 2, which feels like a significant early win. Expanding Farm Production The farm's growth is accelerating. Polyculture and trees have reached level 5, carrots are at level 5, and pumpkins are at level 4, yielding massive quantities. I'm currently focused on a giant pumpkin operation, leveraging our carrot surplus. Optimizing Pumpkin Prowess I'm re-evaluating my pumpkin strategy. It seems more efficient to delay unlocking farm expansion and cactus to build up a larger pumpkin reserve first. I'm aiming for around 84,000 pumpkins before proceeding, which should allow for significant upgrades without farm resets. Verifying Expansion Safety I've confirmed that calling `unlock(Unlocks.Expand)` at the start of the `while True` loop is indeed safe. This is because only Drone 0 is active at that point, and all expansion levels from 6 to 9 result in even-sized grids, which are compatible with the existing dinosaur Hamiltonian cycle implementation. Refining Farm and Tech Trajectory I've realized that all expansion levels from 6 to 9 result in even-sized grids, which perfectly aligns with my existing dinosaur cycle logic. This discovery allows me to confidently unlock expansion early in my autonomous loop. My current focus is on mapping out the costs for the remaining tech tree, specifically aiming to achieve the maximum farm size and drone count, while also considering the significant gold multipliers from mazes. Calculating Cactus Synergy I'm now deeply analyzing the interplay between cactus production, maze gold multipliers, and megafarm benefits. The sheer potential of a 16x16 farm, especially with higher cactus upgrade levels, is staggering, promising millions of cactus per harvest. This is key to unlocking significant maze and dinosaur upgrades. Analyzing Maze Multipliers I'm re-evaluating maze progression. Upgrading mazes to level 5 offers a 16x gold boost. I'm calculating the impact of multiple drones and maze reuse on gold acquisition, potentially farming gold much faster than initially planned, before investing heavily in megafarm levels. Strategizing Maze Treasure I'm exploring a fascinating maze strategy: spawning a 2x2 maze when `max_drones()` is 4. By placing drones on each tile, one drone will instantly be on the treasure tile. This drone can then immediately use a Weird Substance on the treasure itself, which seems incredibly efficient for early game gains. Leveraging Instant Treasure I've discovered a remarkably efficient method for treasure collection. By strategically spawning a 2x2 maze and positioning four drones on its tiles, one drone will always be on the treasure. This allows for immediate use of Weird Substance, netting 300 treasures in mere seconds without any drone movement. This is a game-changer for early gold acquisition. Confirming Treasure Efficiency I'm meticulously re-reading maze documentation to verify my instant treasure collection strategy. My calculations show that with four drones strategically placed, one can immediately utilize Weird Substance on the treasure, yielding substantial gains in seconds. This appears incredibly promising for early gold acquisition. Investigating Treasure Mechanics I'm scrutinizing the treasure relocation mechanic. Specifically, I need to confirm if each instance of treasure relocation with Weird Substance also collects gold, or if it only adds to the treasure's total gold for a final harvest, as the documentation's wording seems ambiguous. Clarifying Treasure Interactions I'm re-examining the precise mechanics of Weird Substance and treasure interaction. It now appears that subsequent uses of Weird Substance on treasure will not further increase its gold, nor will it relocate. My previous assumption about accumulating gold per use was incorrect. Refining Drone Treasure Tactics I'm realizing my previous assumptions about treasure accumulation with Weird Substance were flawed. My focus is now on ensuring each of the four drones efficiently contributes to treasure relocation and that they know precisely when to stop, understanding that the entire maze disappears upon harvest. Revising Treasure Harvest Timing I'm realizing the maze vanishes immediately when any drone harvests. This means all four drones must exit their loops simultaneously. I need to ensure Drone 0 spawns the others before it creates the maze, preventing path blockage and ensuring a synchronized exit. Clarifying Maze Exit My previous assumption about accumulating gold per use was incorrect; Weird Substance doesn't increase gold on subsequent uses. I'm now focused on ensuring all four drones can exit their loops simultaneously, as the maze vanishes upon harvest. I need to time Drone 0's actions carefully to prevent blockages. Synchronizing Maze Exits My understanding of Weird Substance's treasure interaction has been clarified; it doesn't accumulate gold on repeated uses. The critical focus now is ensuring all four drones can exit their loops in unison, as the maze disappears upon harvest. I must precisely time Drone 0's maze creation to prevent path blockages and facilitate a synchronized departure. Synchronizing Maze Exits My understanding of Weird Substance's treasure interaction has been clarified; it doesn't accumulate gold on repeated uses. The critical focus now is ensuring all four drones can exit their loops in unison, as the maze disappears upon harvest. I must precisely time Drone 0's maze creation to prevent path blockages and facilitate a synchronized departure. My current program is harvesting giant pumpkins, and I'm waiting for it to reach 70,000 pumpkins. Once that milestone is hit, I intend to purchase expansion level 7, which will take me to a 16x16 farm grid. This aligns with my ongoing strategy.
- 50m 38s
waitseconds=75 until_resources={"pumpkin":70000}result
Waited 1m 15s (time up). Program: main running. Inventory change: carrot +18880, fertilizer +30, hay +17072, power -197.58, pumpkin +41472, wood +73248. Game time: 52m 3s elapsed, 5h 7m 57s of budget remaining.
- 52m 03s
buy_upgradeupgrades=["expand"] · evidenceresult
Could not buy expand: Not enough resources.
- 52m 13s
observeresult
Game time: 52m 23s elapsed, 5h 7m 37s of budget remaining. Program: main (running). Inventory: hay 51920, wood 165426, carrot 64448, pumpkin 62388, cactus 35636, bone 30898, weird_substance 18799, gold 568, water 1, fertilizer 317. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a d…
- 52m 23s
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; can buy now; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; tutorial docs/un…
- 52m 33sthoughtAnalyzing Observation Data I'm reviewing the recent `observe` output. It's striking how rapidly `main` has accumulated resources—nearly 20k carrots and over 18k hay in just over a minute! Even more impressive is the auto-unlock of carrots at level 6, which promises a substantial 640 carrots per polyculture carrot due to a 3200% yield boost. Harvesting Pumpkins Now I'm now focusing on the current state after the last update. I've noted the substantial inventory growth and the exciting auto-unlock of pumpkins, leading to a very high yield of 13,824 per giant pumpkin. I've also identified a water usage race condition and have a solution. Expanding Drone Capabilities I'm now strategizing our drone expansion and farm growth. My focus is on rapidly reaching 32 drones and expanding the farm to 32x32. I've calculated that a single Giant Pumpkin harvest can fund significant upgrades, allowing us to immediately purchase farm expansion to 16x16 and unlock cactus production. Unlocking Rapid Production I'm now assessing the power of cactus production. Two harvests from a 16x16 farm at level 2 cactus will unlock both mazes and dinosaurs at level 3. Further upgrades to cactus yield will then quickly enable level 5 unlocks for both. Optimizing Maze Relocations I'm analyzing maze costs, specifically for a 2x2 setup. It seems no relocation is needed with current drone counts, saving significant resources. A 200-relocation cycle, costing minimal weird substance, generates substantial gold. I'm re-evaluating this cost-benefit. Revising Gold Acquisition Strategy I'm re-evaluating my gold acquisition plan. It appears leveling mazes to 4 before pursuing megafarm level 3 offers a significantly faster route to unlocking more drones. This revised approach suggests much quicker gold generation through frequent, high-yield maze relocations. Developing Drone Tasking I'm now delving into the specifics of drone coordination within `farm_gold_fast`. My focus is on the initial movements and actions of drone 0 at the origin, followed by the subsequent spawning of helper drones for grid coverage. I'm analyzing their tasking for efficient plant interaction and area clearing. Refining Drone Spawning Logic I'm refining the logic for spawning worker drones after Drone 0 initiates maze construction. The process involves carefully managing resource checks for "Weird Substance" and ensuring efficient drone deployment to cover the grid. I'm also optimizing Drone 0's movements to minimize delays during this phase. Optimizing Movement Efficiency I'm re-examining the movement loops, particularly for Drone 0. My current analysis suggests that a simple East then West pattern is inefficient. I'm also exploring how to streamline worker drone actions by having them directly check for hedge or treasure entities rather than relying on timed actions like `do_a_flip()`. The goal is to ensure workers are optimally positioned and ready when needed, especially concerning potential treasure spawns and relocation caps. Testing Relocation Logic I'm investigating the treasure relocation mechanic after 300 uses. My current hypothesis is that `use_item` still consumes "Weird Substance" even if the treasure stops moving. I'm planning to verify this by checking tile coordinates before and after the `use_item` call, especially as workers hit their relocation limits and trigger early harvests. Discovering Treasure Mechanic I've just had a revelation! I re-read the maze documentation and discovered `measure()` returns the treasure's coordinates. This fundamentally changes how I approach drone interaction with treasures, as drones don't need to move until the treasure is found. This also implies treasure relocation might be tied to `use_item` even if the treasure appears to stay put.
- 52m 33s
waitseconds=25 until_resources={"pumpkin":84000}result
Waited 25s (time up). Program: main running. Inventory change: carrot -40080, fertilizer +10, hay -1600, power +397.33, pumpkin +13824, water -13, wood +36928. Game time: 53m 8s elapsed, 5h 6m 52s of budget remaining.
- 53m 08s
buy_upgradeupgrades=["expand","cactus"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy cactus: Not enough resources. Game time: 53m 18s elapsed, 5h 6m 42s of budget remaining.
- 53m 18s
observeresult
Game time: 53m 28s elapsed, 5h 6m 32s of budget remaining. Program: main (running). Inventory: hay 61280, wood 36990, carrot 106800, pumpkin 12212, cactus 35636, bone 30898, weird_substance 18799, gold 568, fertilizer 343, power 888.03. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * mark…
- 53m 28sthoughtExpanding Farm Operations My current focus is on the expanded 16x16 farm, now comprising 256 tiles. I'm actively monitoring our substantial inventory, which includes significant amounts of hay, wood, carrots, and cactus. The recent acquisition of gold and fertilizer also presents new opportunities. Investigating Planting Failures I'm currently scrutinizing two warnings from `observe`. One indicates insufficient water, which I'll address by verifying water availability against drone capacity. The other, a carrot planting failure on grassland, stems from a recent `buy_upgrade(["expand"])` resetting the ground type mid-operation, a bug I'm working to resolve by repositioning unlock calls. Optimizing Pumpkin Yields I'm now focusing on maximizing giant pumpkin production. With 106,800 carrots available, I can initiate 15 consecutive 16x16 giant pumpkin harvests, yielding an incredible 368,640 pumpkins in under 90 seconds. This strategy leverages our current pumpkin level and substantial carrot reserves. Calculating Cactus Automations I'm now calculating the exponential growth from automating cactus harvests within the giant pumpkin loop. This will trigger cascading upgrades for cactus levels 2, 3, and potentially 4, significantly boosting cactus yield. Exploring Cactus, Mazes, and Gold Automation I'm investigating how cactus level 3, achieved through automated harvests, unlocks mazes level 3 and 4, which dramatically increase gold generation. This could pave the way for acquiring 32 drones through efficient gold farming. Calculating Maze Gold Multipliers I'm now re-evaluating maze upgrades. Instead of immediately investing in mazes, I'm calculating the gold multipliers from potentially upgrading mazes to level 5 or 6 first, before committing any Weird Substance. This could dramatically alter gold acquisition strategies. Discovering Maze Gold Ratios I've uncovered a critical detail: maze upgrades increase both gold yield and weird substance cost proportionally. This means the gold-to-substance ratio remains constant per maze size, but higher maze levels significantly increase click speed and gold generated per click. This insight is crucial for optimizing drone acquisition and gold farming strategies. Positioning Drones Strategically I'm reconsidering drone deployment within the maze. If I can position drones at the four corners of the 8x8 maze before it spawns, I believe this will unlock a vastly more efficient gold farming loop by influencing their initial paths. Leveraging Maze Reuse I'm now exploring the reuse of the 8x8 maze up to 20 times, understanding that wall removals can create loops. My current focus is on harvesting after just three reuses, or immediately spawning a fresh maze with drones pre-positioned to capture the efficient gold farming loop. Repositioning Drones Efficiently I'm realizing the key is not just pre-positioning drones, but leveraging their post-harvest location. If Drone 0 plants a bush and immediately uses Weird Substance while still within the maze area, it spawns a new maze with drones already optimally placed, eliminating travel time. Discovering Maze Farm Synergy I've had a revelation: maze creation is independent of Drone 0's position. This means helper drones persist across mazes, and I can automate the entire farm with minimal resets, enabling continuous gold generation and efficient drone acquisition. Automating Maze Gold Generation I've discovered a critical synergy: helper drones persist across mazes, and Drone 0 can immediately harvest a new treasure upon maze creation. This allows for continuous gold generation and efficient drone acquisition without needing extensive resets. Optimizing Maze Gold Generation My focus has shifted to maximizing gold from mazes, realizing helper drones persist and Drone 0 can immediately harvest. This enables continuous gold generation and efficient drone acquisition with minimal resets. Upgrading Megafarm Systematically I'm examining how Megafarm unlocks integrate with the gold generation loop. My current thoughts are focused on ensuring each drone unlock seamlessly integrates into the ongoing maze hunting strategy, leveraging the systematic gold acquisition. Scaling Drone Acquisition My focus is on the rapid scaling of drone acquisition. Upon reaching 32,000 gold, a Megafarm unlock instantly doubles drones to 8, and then these 16 drones push towards 512,000 gold for 32 drones. I'm verifying edge cases with helper drones and Drone 0's actions during maze resets to ensure this progression is robust. Refining Drone Logic I'm analyzing specific conditions where helper drones might prematurely exit the `farm_gold` loop. My current focus is on the interplay between achieving target gold, running out of Weird Substance, and the timing of maze disappearance to ensure consistent drone behavior and prevent unintended returns before the loop's natural conclusion. Adjusting Drone Behavior I'm refining the conditions for helper drones to exit the gold farming loop. My current focus is on the precise timing of maze disappearance relative to Weird Substance depletion and reaching target gold, ensuring they remain engaged until the loop naturally concludes. Refining Drone Loop Logic I'm scrutinizing the `maze_helper` and `farm_gold` code. Specifically, I'm analyzing the logic for spawning helper drones at the start of the gold farming loop and how Megafarm unlocks trigger additional spawns. I'm also examining the conditions under which helper drones exit the loop, especially concerning Weird Substance depletion and maze disappearance. Analyzing Drone Interactions I'm examining the intricate dance between Drone 0 and its helpers during maze gold generation. Specifically, I'm tracking how Megafarm unlocks trigger additional helper spawns and the precise conditions that dictate when helpers exit the loop, focusing on Weird Substance levels and maze lifecycles. Scaling Gold Acquisition My focus is on rapidly scaling gold acquisition through maze automation. With mazes now at level 4, I'm calculating the precise number needed to reach 32,000 gold, which will unlock the next tier of drones via Megafarm. This strategic progression is key to further automation. Calculating Maze Progression I'm re-evaluating my calculations regarding Weird Substance and gold generation. It appears I have enough Weird Substance for 92 mazes, which should unlock both Megafarm level 3 and 4 in a single run, drastically increasing my drone count and gold acquisition potential. Calculating Maze Unlock Efficiency I'm analyzing the path to unlocking advanced maze levels and Megafarm upgrades. My calculations show that harvesting pumpkins to unlock cactus levels 2 and 3, then performing cactus harvests, will allow me to unlock mazes level 3 and 4. This progression, combined with sufficient Weird Substance, should quickly lead to Megafarm level 3 and 4. Securing Drone Power I'm ensuring all drones maintain 2x power speed by adding a check to refill power whenever it drops below 300. This prevents interruptions during gold farming, ensuring a consistent flow and allowing for immediate power refills if it dips below 50 mid-operation. Verifying Loop Sequencing I'm meticulously reviewing the order of operations within the main `while True` loop. My current focus is on the conditions that trigger farm power, cactus and maze unlocks, Megafarm advancements, and dinosaur automation, ensuring each step sequentially supports efficient resource acquisition. Tracing Loop Logic I'm meticulously tracing the `while True` loop, focusing on the Giant Pumpkin and subsequent Cactus unlocks. I've confirmed that at current resource levels, we can perform 12,212 Giant Pumpkin harvests, which will unlock Cactus to level 3. This directly precedes the `do_cactus_field()` execution on our 16x16 farm.
- 53m 28s
write_programname="p1" · evidenceresult
Saved p1 (498 lines). Game time: 53m 38s elapsed, 5h 6m 22s of budget remaining.
- 53m 38s
run_programname="p1" seconds=240result
Ran p1 for 4m of game time; it is still running. Inventory change: cactus +380288, carrot -25808, fertilizer +96, power -825.78, pumpkin -23152, water +258. Game time: 57m 48s elapsed, 5h 2m 12s of budget remaining. Output: (none)
- 57m 48s
observeresult
Game time: 57m 58s elapsed, 5h 2m 2s of budget remaining. Program: p1 (running). Inventory: hay 65408, wood 37374, carrot 81392, pumpkin 13636, cactus 415924, bone 30898, weird_substance 18799, gold 568, water 274, fertilizer 451. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a dr…
- 57m 58s
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 58m 08sthoughtAnalyzing Observation Data I'm currently reviewing the `observe` data, specifically noting that `p1` has auto-unlocked. This has resulted in `cactus` reaching level 3, significantly boosting its yield to 262,144 per harvest. Similarly, `mazes` and `dinosaurs` have also achieved level 3, unlocking 400% gold and 400% respectively. Continuing Gold Farm I'm focusing on the ongoing `farm_gold` operation. After the current cactus harvest, I anticipate unlocking mazes to level 4 and then initiating power farming. Following that, the primary goal will be to gather the required gold for the next stage of upgrades.
- 58m 08s
waitseconds=180result
Waited 3m (time up). Program: p1 running. Inventory change: cactus -170256, fertilizer +72, water +288. Game time: 1h 1m 18s elapsed, 4h 58m 42s of budget remaining.
- 1h 01m
observeresult
Game time: 1h 1m 28s elapsed, 4h 58m 32s of budget remaining. Program: p1 (running). Inventory: hay 65408, wood 37374, carrot 81392, pumpkin 13636, cactus 245628, bone 30898, weird_substance 18799, gold 568, water 610, fertilizer 535. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks …
- 1h 01m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 01mthoughtAnalyzing Maze Performance My focus has shifted to a detailed examination of the `observe` output. I've noted `mazes` has reached level 4 with a significant gold multiplier. I'm particularly puzzled by `p1`'s execution, specifically why it bypassed a crucial gold refill before entering `do_dinosaur()`. I am currently scrutinizing the `while True:` loop's logic to understand this deviation. Investigating Power Drain I've pinpointed the issue: `do_cactus_field()` drained all power before `farm_gold` could check for refills. Subsequently, `do_dinosaur()` initiated with zero power, impacting its speed significantly. This run, despite the power deficit, is yielding a substantial amount of bones on the current farm configuration. Calculating Bone Harvest My calculations indicate a significant bone haul of 260,100. I'm estimating the remaining apples will take about 50 seconds to process. Upon completion, this should automatically unlock Polyculture to level 3, further boosting yields. I'm considering a further wait to potentially unlock level 4.
- 1h 01m
waitseconds=75 until_resources={"bone":100000}result
Waited 1m 15s (time up). Program: p1 running. Inventory change: cactus -704, fertilizer +30, water +120. Game time: 1h 3m 3s elapsed, 4h 56m 57s of budget remaining.
- 1h 03m
observeresult
Game time: 1h 3m 13s elapsed, 4h 56m 47s of budget remaining. Program: p1 (running). Inventory: hay 65408, wood 37374, carrot 81392, pumpkin 13636, cactus 244676, bone 30898, weird_substance 18799, gold 568, water 778, fertilizer 577. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks …
- 1h 03m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 03mthoughtObserving Serpent Progress The serpent is nearing completion on the 16x16 board within `observe`. It has currently achieved 180 out of 255 tail segments, representing approximately 70% completion. It's moving at maximum velocity and is projected to finish harvesting within the next 30 seconds.
- 1h 03m
waitseconds=60 until_resources={"bone":100000}result
Waited 0s (bone reached 240998). Program: p1 running. Inventory change: no change. Game time: 1h 3m 33s elapsed, 4h 56m 27s of budget remaining.
- 1h 03m
waitseconds=120 until_resources={"gold":128000}result
Waited 2m (time up). Program: p1 running. Inventory change: carrot +247008, fertilizer +60, hay +135616, power +1152.23, water -591, weird_substance +55858, wood +257144. Game time: 1h 5m 43s elapsed, 4h 54m 17s of budget remaining.
- 1h 05m
observeresult
Game time: 1h 5m 53s elapsed, 4h 54m 7s of budget remaining. Program: p1 (running). Inventory: hay 203520, wood 292534, carrot 328400, pumpkin 13636, cactus 244028, bone 240998, weird_substance 74657, gold 568, water 88, fertilizer 657, power 1803.38. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, …
- 1h 05m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 06mthoughtAssessing Production Efficiency I'm reviewing the current inventory levels alongside the recent `farm_power()` completion by `p1`. This provides a crucial baseline for understanding our resource generation and output, allowing me to evaluate the effectiveness of our current strategies and identify areas for optimization.
- 1h 06m
waitseconds=120 until_resources={"gold":128000}result
Waited 2m (time up). Program: p1 running. Inventory change: fertilizer +96, gold +58112, power -758.08, water +384, weird_substance -5632. Game time: 1h 8m 13s elapsed, 4h 51m 47s of budget remaining.
- 1h 08m
observeresult
Game time: 1h 8m 23s elapsed, 4h 51m 37s of budget remaining. Program: p1 (running). Inventory: hay 203520, wood 292534, carrot 328400, pumpkin 13636, cactus 244028, bone 240998, weird_substance 68001, gold 73016, water 568, fertilizer 777, power 973.75. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 mediu…
- 1h 08m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 08mthoughtObserving Drone Progress My current focus is on the astonishing development in drone capabilities. We now have 8 drones actively engaged in maze-solving, and the megafarm has reached level 3, a significant leap with 8 drones contributing. This progress has already yielded 73,016 gold. Upgrading Megafarm I've just spent 32,000 gold to upgrade the megafarm to level 3, bringing total gold earned to over 105,000 in just 90 seconds. I'm now waiting 45 seconds to reach 128,000 gold, which should unlock megafarm level 4 and 16 drones, reducing current gold to about 1,000.
- 1h 08m
waitseconds=50result
Waited 50s (time up). Program: p1 running. Inventory change: fertilizer +40, gold +38912, power -404.97, water +160, weird_substance -2432. Game time: 1h 9m 33s elapsed, 4h 50m 27s of budget remaining.
- 1h 09m
observeresult
Game time: 1h 9m 43s elapsed, 4h 50m 17s of budget remaining. Program: p1 (running). Inventory: hay 203520, wood 292534, carrot 328400, pumpkin 13636, cactus 244028, bone 240998, weird_substance 64673, gold 126264, water 824, fertilizer 841, power 325.78. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medi…
- 1h 09m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 09mthoughtAchieving Breakthrough Progress My research is exploding! I've hit level 4 with the megafarm, deploying an impressive 16 drones. Coupled with a substantial 126,264 gold reserves, this rapid advancement opens up significant new possibilities for exploration and development. Optimizing Drone Deployment I've realized that with 16 drones on a 16x16 farm, each column is handled by a dedicated drone simultaneously. This parallel processing drastically cuts down planting, watering, and harvesting times for both sunflowers and cacti, leading to significantly faster farm power generation. Refining Parallel Operations I've confirmed that with 16 drones, each column of my 16x16 farm is processed concurrently. This parallelization dramatically accelerates operations like planting, growth, and sorting, enabling incredibly rapid crop generation, especially with cactus and giant pumpkins at their current levels. Evaluating Expansion Options I'm weighing significant choices with my considerable pumpkin reserves. Should I invest in expanding the farm size to 22x22, upgrade cactus production, or perhaps focus on maxing out megafarm drone capacity? I need to analyze the gold farming implications of each before committing.
- 1h 09m
docs_readpath="docs/unlocks/mazes.md"result
# Mazes `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges. The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call). Without maze upg…
- 1h 10m
docs_readpath="docs/unlocks/polyculture.md"result
# Polyculture You may have already noticed that sometimes plants yield more when planted together. Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
- 1h 10m
docs_readpath="docs/unlocks/megafarm.md"result
# Mega Farm This incredibly powerful unlock gives you access to multiple drones. As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates. Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function. `def drone_function(): move(North) do_a_flip() spawn_drone… - 1h 10mthoughtDiscovering Maze Mechanics I've just stumbled upon a crucial detail in `docs/unlocks/mazes.md`. It seems I can actually reuse mazes by interacting with the treasure again, which resets and respawns it for another attempt. This opens up some interesting strategic possibilities. Revising Drone Strategies I've realized my previous assumptions about wall-following drones are outdated. With mazes potentially losing walls upon treasure reuse, drones might reach the treasure almost instantly rather than needing complex pathfinding. This significantly alters my drone deployment and strategy considerations for efficiency. Exploring Maze Reset Dynamics I'm questioning the treasure collection mechanics within mazes. Specifically, whether `use_item(Items.Weird_Substance, substance)` on the treasure itself instantly yields gold or simply adds to a cumulative total upon final harvest. The documentation's phrasing about "collecting the treasure and spawning a new treasure" is key here. Optimizing Maze Traversal I've discovered that after roughly 30-50 treasure relocations, mazes become nearly wall-free. This means drones can pinpoint the treasure's exact coordinates and reach it in a mere 3-5 moves, dramatically simplifying pathfinding and boosting efficiency. Calculating Gold Potential My calculations indicate that with maze resets and wall dissipation, it's possible to accumulate a substantial amount of gold rapidly. I'm now focusing on ensuring my solver can efficiently navigate both complex and near-wall-free mazes. Refining Drone Navigation I'm now focusing on the precise logic for drone movement within mazes. The strategy involves prioritizing directions that move the drone closer to the treasure's target coordinates, while ensuring it only explores unvisited cells. I'll implement backtracking if no valid path forward exists. Adapting Navigation Algorithms My recent focus is on how the treasure respawning instantly updates `measure()`. This forces every drone to reassess its target, reset its visited cells and path, and immediately begin a greedy DFS towards the new treasure coordinates, regardless of its current maze traversal progress. Developing Robust DFS I've confirmed my DFS implementation is truly cycle-proof, even as maze walls dissipate. Its neighbor ordering prioritizes directions towards the current treasure coordinates, ensuring efficient exploration and preventing loops. This allows for rapid treasure acquisition as walls diminish over time. Testing Substance Application I've realized that any drone landing on the treasure can apply the weird substance. My current thought is to have drones share the count of gold and weird substance, then decide when to harvest versus continue applying substance based on the treasure's relocation limit. Harvesting Final Treasures I've determined the conditions to trigger a harvest: either hitting the gold target, running low on weird substance, or lacking sufficient power. This allows me to finalize maze runs effectively. Updating Drone Actions My focus is now on the `harvest()` trigger. If the treasure doesn't move from its current position, it means I've hit the limit for that specific maze. Even if a rare coincidence causes it to respawn in the same spot, the main loop handles it by starting a new maze if gold isn't met. Refining Spawn Strategies I'm considering how to best position initial drones before maze generation, aiming to avoid a congested start. The idea is to pre-assign starting coordinates for helper drones before the maze appears, facilitating a more distributed initial deployment. Positioning Drones Advantageously I've realized the initial drone positioning is critical. By pre-assigning their starting coordinates to be within the future maze grid, they're immediately close to the treasure upon maze generation, optimizing traversal from the outset.
- 1h 10m
observeresult
Game time: 1h 10m 33s elapsed, 4h 49m 27s of budget remaining. Program: p1 (running). Inventory: hay 100264, wood 367630, carrot 707440, pumpkin 13636, cactus 244028, bone 240998, weird_substance 63009, gold 24888, water 235, fertilizer 881, power 38.98. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 mediu…
- 1h 10mthoughtEvaluating Drone Efficiency My recent focus has been on the remarkable speed achieved with 16 drones. In a mere 50 seconds, it completed a substantial gold farm, upgraded to megafarm level 4 with those 16 drones, and generated significant extra gold. Subsequently, it efficiently executed `basics_cols` utilizing the same 16 drones and polyculture level 3. Optimizing Drone Deployment I'm now prioritizing the analysis of Maze Reuse in conjunction with the Multi-Drone Solver. The immediate goal is securing the `512,000` Gold required for `megafarm` level 5. This unlocks the maximum drone count of `32`, effectively doubling our current capacity to match the `32x32` world size. Exploring Maze Reuse Dynamics I'm currently scrutinizing how Maze Reuse interacts with multiple active drones, particularly when employing a wall-follower strategy alongside it. The core puzzle is understanding the implications of loop formation and how best to leverage maze reuse without compromising efficiency. Analyzing Drone Performance I'm digging into the latest performance figures from our 8 and 16 drone runs without maze reuse. It appears spawning fresh mazes for each harvest, especially with 16 drones initially at (0,0), introduced significant latency. I need to understand why helper drones were terminating after each harvest. Revising Drone Spawning I've had a breakthrough regarding helper drone termination. It seems they were being despawned and respawned at (0,0) each harvest due to maze completion. I'm now investigating spawning them only once at the start of `farm_gold` and distributing them across the grid before maze creation. Distributing Drones Effectively I've realized helper drones don't exit the maze if resources are still needed. While the main drone replants, my 15 helpers are already spread across the grid. They're perfectly positioned to immediately access new, loop-free mazes, with one drone on average just 8 steps from the treasure. Planting Bushes Strategically I'm re-evaluating bush planting. It appears any drone can plant a maze-generating bush at its current location, not just at (0,0). This changes how I can leverage maze reuse, potentially avoiding loops and planting closer to treasure sites. Adapting Planting Strategy I'm exploring a significant shift in bush planting. Instead of being confined to (0,0), any drone can now plant bushes at its current location. This opens up exciting possibilities for strategically placing bushes to optimize maze reuse, minimize loops, and position them nearer to treasure sites. Refining Drone Treasure Acquisition I've discovered a critical four-line check that allows a drone to immediately step onto the treasure if it's orthogonally adjacent and unobstructed. Furthermore, by reusing mazes up to 15 times and implementing a wall-following rule switch after 40 steps, drones avoid getting stuck in wall loops, even in open areas or corridors. This strategy ensures helper drones remain distributed after harvesting, positioned to access new mazes efficiently, with the main drone planting bushes for them. Refining Maze Spawning I'm now examining the interaction where a drone calls `use_item(Items.Weird_Substance, substance)` on the treasure to spawn the next maze. This happens very quickly, within 2 ticks. I need to understand how helper drones remain active and how they coordinate with the main drone when the treasure is reached, especially concerning maze relocation limits and shared item counts. Analyzing Maze Reset Triggers I'm focusing on how many gold treasures are collected before a maze reset. It appears the counter increments with each treasure, meaning we reset after 8 collected treasures, not 8 mazes. I need to verify if this is a global count affecting all players. Processing Maze Reset Logic I'm currently analyzing the implications of a modulo 8 counter for maze resets across all drones. My thought is that for the first seven treasures, a drone reaching the treasure will trigger `use_item`, collecting gold and relocating it in a single tick, preserving the maze structure. On the eighth treasure, a `harvest()` call will dissolve the maze. Meanwhile, helper drones will remain dispersed, awaiting the main drone to plant a bush and initiate a new maze. I need to confirm if `use_item` on treasure directly adds gold and how this counter functions globally. Confirming Gold Acquisition I'm now analyzing the exact mechanics of gold collection. My current hypothesis is that `use_item` on treasure adds gold to a chest, only to be collected during `harvest()`. This differs from my prior understanding that `use_item` directly grants gold, and it impacts how maze reuse and resource management interact. Investigating `use_item` Mechanics I'm currently scrutinizing the immediate effects of calling `use_item(Items.Weird_Substance, substance)`. My primary focus is on how `num_items(Items.Weird_Substance)` decreases with each use, and how this can be used to trigger the eighth treasure collection for a `harvest()` event, potentially awarding 16,384 gold. Confirming Item Consumption Logic I've confirmed that each `use_item(Items.Weird_Substance, substance)` call depletes the substance by a fixed amount. This decrease guarantees that the modulo 8 condition for `harvest()` is met predictably, regardless of whether gold is awarded immediately or deferred. This is a crucial simplification. Observing Helper Drone Behavior I'm confirming that helper drones don't exit their outer loop while waiting for the main drone to create a new maze. They'll wait a reasonable number of ticks for the main drone to finish its inner loop, plant a bush, and use the substance, ensuring they're ready to tackle the next maze from their distributed positions. Confirming Maze Reset Logic I'm currently analyzing the implications of a modulo 8 counter for maze resets across all drones. My thought is that for the first seven treasures, a drone reaching the treasure will trigger `use_item`, collecting gold and relocating it in a single tick, preserving the maze structure. On the eighth treasure, a `harvest()` call will dissolve the maze. Meanwhile, helper drones will remain dispersed, awaiting the main drone to plant a bush and initiate a new maze. I need to confirm if `use_item` on treasure directly adds gold and how this counter functions globally. Confirming Maze Reset Logic I'm currently analyzing the implications of a modulo 8 counter for maze resets across all drones. My thought is that for the first seven treasures, a drone reaching the treasure will trigger `use_item`, collecting gold and relocating it in a single tick, preserving the maze structure. On the eighth treasure, a `harvest()` call will dissolve the maze. Meanwhile, helper drones will remain dispersed, awaiting the main drone to plant a bush and initiate a new maze. I need to confirm if `use_item` on treasure directly adds gold and how this counter functions globally. Confirming Maze Loop Breaks I've confirmed that my `step_in_maze` logic now allows immediate treasure acquisition if orthogonally adjacent and unobstructed. Furthermore, by switching wall-following strategies every 40 steps and reusing mazes up to 15 times, drones effectively break out of potential loops, even in open areas, ensuring continuous progress. Investigating Race Conditions I'm examining potential race conditions when multiple drones interact with the treasure simultaneously. Specifically, I'm concerned about what occurs if two drones attempt to use the Weird Substance on the treasure in the same tick, and how this might impact the treasure's state and subsequent actions. Preventing Race Conditions I'm analyzing a critical race condition where the main drone moves treasure while a helper drone attempts to harvest, potentially causing maze disappearance without reward. My current focus is implementing a solution where any drone on a treasure cell will *always* call `use_item(Items.Weird_Substance)` to ensure consistent state management and prevent lost harvests. Preventing Race Conditions I'm analyzing a critical race condition where the main drone moves treasure while a helper drone attempts to harvest, potentially causing maze disappearance without reward. My current focus is implementing a solution where any drone on a treasure cell will *always* call `use_item(Items.Weird_Substance)` to ensure consistent state management and prevent lost harvests. Refining Race Condition Handling I'm now implementing a robust fix for the race condition where the main drone might move treasure while a helper drone attempts to harvest. My strategy is to ensure that any drone reaching a treasure cell will consistently call `use_item(Items.Weird_Substance)`, guaranteeing synchronized state management and preventing missed harvests. Revising Drone Harvest Logic I'm focusing on how multiple drones interact with the treasure. I've realized that every drone on a treasure cell should simply call `harvest()`. This simplifies logic and avoids race conditions, especially since the main drone immediately plants a bush and spawns the next maze, ensuring continuous operation. Refining Treasure Harvesting My latest insights confirm that all drones on a treasure cell should simply execute `harvest()`. This unified approach prevents race conditions as the main drone concurrently plants bushes and spawns new mazes, ensuring seamless and continuous operation. Verifying Harvest Immunity I'm now confirming that all drones calling `harvest()` on treasure cells will completely bypass loop issues and `use_item`/`harvest` race conditions. My hypothesis is that if one drone harvests, the maze disappears, preventing subsequent harvest calls from doing anything. I need to test this thoroughly. Investigating Farm Clearing I'm now scrutinizing whether existing farm crops, like Sunflowers on y=0-15, could interfere with the 16x16 maze spawning. My current focus is on the initial clearing phase of `farm_gold`, specifically whether to clear the entire farm or just tile (0,0) to avoid any potential spawning conflicts. Refining Drone Positioning I'm now focusing on the precise initial placement of helper drones. I've found a configuration that distributes the 16 drones perfectly, ensuring each is within two steps of any tile on the 16x16 grid, significantly optimizing their readiness to engage with newly generated mazes. Revising Drone Logic I've identified a crucial oversight in the `maze_helper`'s `else` branch. When a maze is harvested, drones should not return to home coordinates but rather await further instructions, as the main drone is actively spawning the next maze. Adjusting Drone Behavior I'm refining how helper drones behave between mazes. They now intelligently return to their designated grid positions while the main drone prepares the next maze, ensuring they are positioned optimally to engage it immediately upon spawning. Confirming Movement Logic My focus is on the `move_to` function, and I've confirmed it uses bounded loops and cannot hang. This is critical because the main drone in `farm_gold` uses this function to position itself, which is vital for its subsequent actions, like spawning helper drones. Analyzing Code Logic I'm meticulously tracing the `farm_gold` function, paying close attention to the conditions for `harvest()`, `unlock(Unlocks.Megafarm)`, and `use_item(Items.Weird_Substance, substance)`. My current focus is on how `d_idx` is used within `step_in_maze` and what happens when helper drones are involved. Refining Drone Harvest Logic I'm focusing on how multiple drones interact with the treasure. I've realized that every drone on a treasure cell should simply call `harvest()`. This simplifies logic and avoids race conditions, especially since the main drone immediately plants a bush and spawns the next maze, ensuring continuous operation. Adjusting Farm Clearing I'm now re-evaluating the necessity of clearing the entire farm before spawning mazes. My current thinking is that only tile (0,0) needs to be cleared, as this is where the initial maze generation occurs. This adjustment should streamline the process and prevent any potential conflicts with existing farm structures. Calculating Substance Needs I've crunched the numbers and realized I already possess enough Weird Substance to unlock MegaFarm level 5. My calculations show my current inventory, at 16 gold per substance, will yield over a million gold, far exceeding the half-million needed for the 32-drone upgrade. Refining Upgrade Path My current thoughts are focused on efficiently unlocking MegaFarm level 5 with 32 drones. I've confirmed sufficient Weird Substance inventory for the required gold, allowing for a rapid upgrade path, even accounting for potential power interruptions during the gold farming process. Upgrading Megafarm and Polyculture I'm focused on unlocking MegaFarm level 5 with 32 drones. I have enough Weird Substance for the gold requirement. The next step is Polyculture level 4, needing only 9,002 more bones. Even better, a single Cactus field with current resources unlocks Dinosaurs level 4, which then yields over 500,000 bones. Optimizing Giant Pumpkin Yields I'm now focused on maximizing pumpkin production. With Polyculture 4, I can instantly unlock Pumpkins 7, significantly boosting yields. My current calculations suggest that even a single 16x16 Giant Pumpkin run under these conditions will generate nearly 100,000 pumpkins in just about 4 seconds. Expanding Farm Capabilities I've discovered a powerful synergy: a single cactus field unlocks dinosaurs, which then unlocks polyculture level 4. This dramatically boosts yields, allowing a quick pumpkin farm expansion to a 22x22 grid, yielding nearly 100,000 pumpkins in seconds. Confirming Grid Requirements I'm verifying if our Hamiltonian cycle on an N x N grid, specifically within `do_dinosaur()`, mandates that N (the world size) must be even. This is a critical check for ensuring all grid operations function correctly with dynamic world sizing. Confirming Grid Parity My current analysis confirms all future farm grid sizes, including 16x16, 22x22, and 32x32, are even. This parity is crucial for the Hamiltonian cycle within `do_dinosaur()`. I've also found that the tail length conditions and grid dimensions mean the entire tail now fits within a single column pair, simplifying collision logic. Calculating Dinosaur Run Times I'm now analyzing the duration of full dinosaur runs on larger grids. Specifically, I'm calculating how long it takes to collect apples on 22x22 and 32x32 grids once the tail length reaches 75, considering the maximum speed and power consumption. I also need to determine the optimal stopping condition for these runs to avoid collisions. Ensuring Ample Power I've identified a crucial power management strategy. By consistently calling `ensure_power` with a sufficient minimum, like 400, before each farm phase, including within the main `farm_gold` loop, I guarantee 2x speed for all operations. This prevents power depletion and ensures continuous, uninterrupted farming for the remaining playtime. Ensuring Ample Power I'm now implementing a robust power management strategy. By consistently calling `ensure_power` with a sufficient minimum, like 600, before each batch of `farm_gold`, I guarantee continuous 2x speed. This prevents power depletion and ensures uninterrupted farming, even for large gold targets, by automatically harvesting a sunflower field if needed. Upgrading Drone Capacity My latest focus is on the critical condition `max_drones() == md` within the `farm_gold_batch` loop. I've realized that upon upgrading to MegaFarm level 5, this condition immediately breaks, allowing all 32 helper drones to be spawned in the next iteration, drastically increasing our farming power. Upgrading Drone Count I've confirmed that upgrading to MegaFarm level 5 instantly changes `max_drones()` to 32 for all drones. This immediately triggers the spawning of all 32 helper drones in the next `farm_gold_batch` iteration, maximizing our farming capacity. Upgrading Drone Count I've confirmed that upgrading to MegaFarm level 5 instantly changes `max_drones()` to 32 for all drones. This immediately triggers the spawning of all 32 helper drones in the next `farm_gold_batch` iteration, maximizing our farming capacity. Calculating Gold Requirements I'm calculating the gold needed for future farm expansions. With the 32-drone capacity unlocked, my target gold requirement drops significantly to 150,000, allowing me to focus on accumulating resources for subsequent farm size and maze level upgrades rather than a much larger immediate sum. Upgrading Megafarm Capacity I've confirmed that upgrading to MegaFarm level 5 instantly increases `max_drones()` to 32. This change immediately triggers the spawning of all 32 helper drones in the subsequent `farm_gold_batch` iteration, significantly maximizing our farming output. Unlocking Polyculture Max I've discovered a pathway to max out Polyculture by running Cactus and Dinosaur farms. This unlocks significant companion yield bonuses, and I'm calculating the exact Bone requirements and optimal farm sizes to reach this goal rapidly. Unlocking Farm Max I've confirmed that reaching MegaFarm level 5 instantly grants 32 drones. This is now directly achievable with existing Weird Substance, setting up a rapid cascade to unlock Polyculture 5, then Pumpkins 7, and finally expanding the farm to 22x22 for massive pumpkin yields. Expanding Cactus Farm Operations I'm now focusing on the optimal sequence of operations to unlock higher tiers. My current calculations show that after achieving level 7 Pumpkins, I can immediately unlock Cactus level 4 and Mazes level 5 by farming the necessary additional Cactus, provided I have enough Pumpkins to initiate the process. Expanding Farm Yields I'm analyzing the immediate impact of unlocking Dinosaur level 4, which boosts bone yield significantly. This enables reaching Polyculture level 4 and subsequently level 5, and I've calculated the necessary bone collection to reach these crucial farming milestones. Unlocking Maximum Drone Capacity I'm now focused on the final steps to unlock the 32-drone capacity. With sufficient Weird Substance, I can trigger the MegaFarm level 5 upgrade and then immediately unlock Polyculture level 5. This unlocks Pumpkins level 7, allowing for rapid expansion to a 22x22 farm. Expanding Farm Capabilities My current focus is on the synergistic unlocking of higher farm tiers. I've determined that after reaching level 7 Pumpkins, I can immediately unlock Cactus level 4 and Mazes level 5 by farming additional Cactus, assuming I have sufficient Pumpkins to initiate the process. Calculating Carrot Costs I'm recalculating the carrot requirements for farming 1.5 million pumpkins across eight 22x22 giant pumpkin runs. My estimates show we'll need approximately 300,000 carrots, so I'm verifying if the `num_items(Items.Carrot) >= 1` condition in the loop remains sufficient. Checking Parallel Functions I'm reviewing the `run_parallel_cols` and `run_parallel_rows` functions. A key concern is how they handle scenarios where the maximum number of drones (`md`) exceeds the world size (`ws`), especially during the transition to 32 drones on smaller grids. I'm verifying the chunk calculation and drone spawning logic in these parallel execution functions to ensure robustness. Adjusting Power Logic My analysis of `farm_power()` revealed a potential issue. When each column has its own drone, `(0,0)` could finish growing before other plants on the grid, causing premature harvesting. I'm adjusting the logic to account for this by waiting until all plants are ready, not just `(0,0)`. Refining Growth Timings I'm now ensuring all sunflowers are fully grown before harvesting. By implementing a conditional wait within `harvest_petal_cols`, I guarantee that even sunflowers at the furthest column reach maturity, preventing lost power and maximizing yields for all harvested plants.
- 1h 10m
write_programname="main" · evidenceresult
Saved main (599 lines). Game time: 1h 10m 43s elapsed, 4h 49m 17s of budget remaining.
- 1h 10m
run_programname="main" seconds=90result
Ran main for 1m 30s of game time; it is still running. Inventory change: cactus -464, fertilizer +72, power +180.27, water +576. Game time: 1h 12m 23s elapsed, 4h 47m 37s of budget remaining. Output: (none)
- 1h 12m
observeresult
Game time: 1h 12m 33s elapsed, 4h 47m 27s of budget remaining. Program: main (running). Inventory: hay 100264, wood 367630, carrot 707440, pumpkin 13636, cactus 243444, bone 240998, weird_substance 63009, gold 24888, water 1003, fertilizer 977, power 1423.26. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 …
- 1h 12m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 12m
waitseconds=180 until_resources={"bone":245000}result
Waited 28s (bone reached 501098). Program: main running. Inventory change: bone +260100, cactus -1152, fertilizer +22, power -28.75, water +181. Game time: 1h 13m 21s elapsed, 4h 46m 39s of budget remaining.
- 1h 13m
observeresult
Game time: 1h 13m 31s elapsed, 4h 46m 29s of budget remaining. Program: main (running). Inventory: hay 100264, wood 367630, carrot 707440, pumpkin 13636, cactus 241988, bone 251098, weird_substance 62753, gold 26936, water 1376, fertilizer 1023, power 1345.77. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2…
- 1h 13m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 13m
write_programname="p1" · evidenceresult
Saved p1 (683 lines). Game time: 1h 13m 51s elapsed, 4h 46m 9s of budget remaining.
- 1h 13m
run_programname="p1" seconds=90result
Ran p1 for 1m 30s of game time; it is still running. Inventory change: fertilizer +72, gold +99840, power -816.94, water +576, weird_substance -12544. Game time: 1h 15m 31s elapsed, 4h 44m 29s of budget remaining. Output: (none)
- 1h 15m
observeresult
Game time: 1h 15m 41s elapsed, 4h 44m 19s of budget remaining. Program: p1 (running). Inventory: hay 100328, wood 367630, carrot 707440, pumpkin 13636, cactus 241988, bone 251098, weird_substance 49057, gold 142136, water 2208, fertilizer 1127, power 352.12. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 m…
- 1h 15m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 15m
write_programname="main" · evidenceresult
Saved main (559 lines). Game time: 1h 16m 1s elapsed, 4h 43m 59s of budget remaining.
- 1h 16m
run_programname="main" seconds=90result
Ran main for 1m 30s of game time; it is still running. Inventory change: carrot -256, fertilizer -91, hay +2048, power +1542.52, water +157, weird_substance +588. Game time: 1h 17m 41s elapsed, 4h 42m 19s of budget remaining. Output: (none)
- 1h 17m
observeresult
Game time: 1h 17m 51s elapsed, 4h 42m 9s of budget remaining. Program: main (running). Inventory: hay 116328, wood 367630, carrot 706961, pumpkin 13636, cactus 241988, bone 251098, weird_substance 48173, gold 154424, water 2404, fertilizer 1068, power 1685.89. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2…
- 1h 17m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 18m
write_programname="p1" · evidenceresult
Saved p1 (564 lines). Game time: 1h 18m 11s elapsed, 4h 41m 49s of budget remaining.
- 1h 18m
run_programname="p1" seconds=45result
Ran p1 for 45s of game time; it is still running. Inventory change: fertilizer +36, gold +38400, hay +768, power -645.29, water +288, weird_substance -9632. Game time: 1h 19m 6s elapsed, 4h 40m 54s of budget remaining. Output: (none)
- 1h 19m
observeresult
Game time: 1h 19m 16s elapsed, 4h 40m 44s of budget remaining. Program: p1 (running). Inventory: hay 117096, wood 367630, carrot 706961, pumpkin 13636, cactus 241988, bone 251098, weird_substance 38541, gold 192824, water 2948, fertilizer 1136, power 848.22. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 m…
- 1h 19m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 19m
waitseconds=60 until_resources={"gold":512000}result
Waited 1m (time up). Program: p1 running. Inventory change: carrot -256, fertilizer -202, gold +37632, hay +384, power +197.26, water -122, weird_substance -8444. Game time: 1h 20m 36s elapsed, 4h 39m 24s of budget remaining.
- 1h 20m
waitseconds=120 until_resources={"pumpkin":720000}result
Waited 2m (time up). Program: p1 running. Inventory change: carrot -256, fertilizer -18, gold +38528, hay +768, power -239.13, water +398, weird_substance -9200. Game time: 1h 22m 46s elapsed, 4h 37m 14s of budget remaining.
- 1h 22m
observeresult
Game time: 1h 22m 56s elapsed, 4h 37m 4s of budget remaining. Program: p1 (running). Inventory: hay 118248, wood 367630, carrot 706449, pumpkin 13636, cactus 241988, bone 251098, weird_substance 20673, gold 269880, water 3480, fertilizer 948, power 158.37. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 med…
- 1h 22m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 23m
write_programname="main" · evidenceresult
Saved main (562 lines). Game time: 1h 23m 16s elapsed, 4h 36m 44s of budget remaining.
- 1h 23m
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: cactus +92288, carrot -41344, fertilizer -102, gold +76928, hay +832, power +241.86, pumpkin +185504, water -70, weird_substance -11788. Game time: 1h 25m 26s elapsed, 4h 34m 34s of budget remaining. Output: (none)
- 1h 25m
observeresult
Game time: 1h 25m 36s elapsed, 4h 34m 24s of budget remaining. Program: main (running). Inventory: hay 119848, wood 367630, carrot 664849, pumpkin 199140, cactus 334276, bone 251098, weird_substance 9481, gold 346936, water 3221, fertilizer 689, power 1005.68. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2…
- 1h 25m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 25m
write_programname="p1" · evidenceresult
Saved p1 (564 lines). Game time: 1h 25m 56s elapsed, 4h 34m 4s of budget remaining.
- 1h 25m
run_programname="p1" seconds=90result
Ran p1 for 1m 30s of game time; it is still running. Inventory change: carrot -142948, fertilizer -163, hay +31552, power +2845.18, pumpkin +92800, water -1726, weird_substance +18076. Game time: 1h 27m 36s elapsed, 4h 32m 24s of budget remaining. Output: (none)
- 1h 27m
observeresult
Game time: 1h 27m 46s elapsed, 4h 32m 14s of budget remaining. Program: p1 (running). Inventory: hay 151400, wood 367630, carrot 501613, pumpkin 382468, cactus 334276, bone 251098, weird_substance 29957, gold 346936, water 1561, fertilizer 528, power 3271.27. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 …
- 1h 27m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; t…
- 1h 27m
waitseconds=90result
Waited 1m 30s (time up). Program: p1 running. Inventory change: cactus -352, carrot -21600, fertilizer +14, power -221.45, pumpkin -538656, water +367, weird_substance +4512. Game time: 1h 29m 36s elapsed, 4h 30m 24s of budget remaining.
- 1h 29m
observeresult
Game time: 1h 29m 46s elapsed, 4h 30m 14s of budget remaining. Program: p1 (running). Inventory: hay 151400, wood 367630, carrot 439597, pumpkin 25732, cactus 333876, bone 251098, weird_substance 38405, gold 346936, water 1843, fertilizer 520, power 2845.11. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 m…
- 1h 29m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable;…
- 1h 29m
waitseconds=180 until_resources={"bone":500000}result
Waited 3m (time up). Program: p1 running. Inventory change: bone +123008, cactus -1472, carrot +172240, fertilizer +144, gold +38400, hay +419840, power -1559.48, water +614, weird_substance +532966, wood +1164864. Game time: 1h 33m 6s elapsed, 4h 26m 54s of budget remaining.
- 1h 33m
observeresult
Game time: 1h 33m 16s elapsed, 4h 26m 44s of budget remaining. Program: p1 (running). Inventory: hay 571240, wood 1532494, carrot 611837, pumpkin 25732, cactus 332276, bone 374106, weird_substance 571371, gold 385336, water 2713, fertilizer 688, power 1103.38. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2…
- 1h 33m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable…
- 1h 33m
write_programname="main" · evidenceresult
Saved main (557 lines). Game time: 1h 33m 36s elapsed, 4h 26m 24s of budget remaining.
- 1h 33m
run_programname="main" seconds=150result
Ran main for 2m 30s of game time; it is still running. Inventory change: carrot +168796, fertilizer +114, gold +76928, hay +422656, power +1804.31, water +1430, weird_substance -19240, wood +1100096. Game time: 1h 36m 16s elapsed, 4h 23m 44s of budget remaining. Output: (none)
- 1h 36m
observeresult
Game time: 1h 36m 26s elapsed, 4h 23m 34s of budget remaining. Program: main (running). Inventory: hay 993896, wood 2632590, carrot 780633, pumpkin 25732, cactus 332276, bone 374106, weird_substance 552131, gold 462264, water 4655, fertilizer 834, power 2420.08. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small,…
- 1h 36m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable…
- 1h 36m
waitseconds=60 until_resources={"gold":512000}result
Waited 1m (time up). Program: main running. Inventory change: fertilizer +48, power -971.99, water +768. Game time: 1h 37m 46s elapsed, 4h 22m 14s of budget remaining.
- 1h 37m
waitseconds=180 until_resources={"bone":1250000}result
Waited 3m (time up). Program: main running. Inventory change: carrot -484, fertilizer +122, gold +38528, hay +1408, power +1130.03, water +1798, weird_substance -9564. Game time: 1h 40m 56s elapsed, 4h 19m 4s of budget remaining.
- 1h 40m
observeresult
Game time: 1h 41m 6s elapsed, 4h 18m 54s of budget remaining. Program: main (running). Inventory: hay 995304, wood 2632590, carrot 780149, pumpkin 25732, cactus 332276, bone 374106, weird_substance 542567, gold 500792, water 7733, fertilizer 1036, power 1930.12. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small,…
- 1h 41m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable…
- 1h 41m
write_programname="p1" · evidenceresult
Saved p1 (560 lines). Game time: 1h 41m 26s elapsed, 4h 18m 34s of budget remaining.
- 1h 41m
run_programname="p1" seconds=150result
Ran p1 for 2m 30s of game time; it is still running. Inventory change: carrot -484, fertilizer -288, gold -79208, hay +20992, power -80.20, water +1028, weird_substance -85528. Game time: 1h 44m 6s elapsed, 4h 15m 54s of budget remaining. Output: (none)
- 1h 44m
observeresult
Game time: 1h 44m 16s elapsed, 4h 15m 44s of budget remaining. Program: p1 (running). Inventory: hay 1016296, wood 2632590, carrot 779665, pumpkin 25732, cactus 332276, bone 374106, weird_substance 449399, gold 459584, water 9273, fertilizer 780, power 1191.28. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, …
- 1h 44m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable…
- 1h 44m
waitseconds=180 until_resources={"bone":900000}result
Waited 3m (time up). Program: p1 running. Inventory change: cactus -1728, fertilizer +144, power -182.21, water +2304. Game time: 1h 47m 36s elapsed, 4h 12m 24s of budget remaining.
- 1h 47m
observeresult
Game time: 1h 47m 46s elapsed, 4h 12m 14s of budget remaining. Program: p1 (running). Inventory: hay 1147880, wood 2753742, carrot 844913, pumpkin 25732, cactus 330356, bone 487394, weird_substance 620619, gold 512384, water 11445, fertilizer 948, power 652.24. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, …
- 1h 47m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 7/10; cost wood 3910000; can buy now; tutorial doc…
- 1h 47m
write_programname="main" · evidenceresult
Saved main (564 lines). Game time: 1h 48m 6s elapsed, 4h 11m 54s of budget remaining.
- 1h 48m
run_programname="main" seconds=240result
Ran main for 4m of game time; it is still running. Inventory change: cactus -2032, carrot -484, fertilizer +173, power +3231.35, pumpkin +40448, water +5894, weird_substance +60. Game time: 1h 52m 16s elapsed, 4h 7m 44s of budget remaining. Output: (none)
- 1h 52m
observeresult
Game time: 1h 52m 26s elapsed, 4h 7m 34s of budget remaining. Program: main (running). Inventory: hay 1028856, wood 1013182, carrot 450349, pumpkin 246852, cactus 328164, bone 487394, weird_substance 2237419, gold 512384, water 16919, fertilizer 1118, power 3545.41. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 sm…
- 1h 52m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 8/10; cost wood 19500000; available, not affordabl…
- 1h 52m
waitseconds=180 until_resources={"bone":1000000}result
Waited 2m 1s (bone reached 2353706). Program: main running. Inventory change: bone +1866312, cactus -5152, fertilizer +97, power -122.31, water +3092. Game time: 1h 54m 47s elapsed, 4h 5m 13s of budget remaining.
- 1h 54m
waitseconds=180 until_resources={"cactus":5000000}result
Waited 3m (time up). Program: main running. Inventory change: carrot +980415, fertilizer -675, hay +2711744, power -2864.14, pumpkin +1250464, water -1086, weird_substance +3299887, wood +7489776. Game time: 1h 57m 57s elapsed, 4h 2m 3s of budget remaining.
- 1h 57m
observeresult
Game time: 1h 58m 7s elapsed, 4h 1m 53s of budget remaining. Program: main (running). Inventory: hay 3740600, wood 8502958, carrot 1367661, pumpkin 1675876, cactus 322628, bone 1103706, weird_substance 5544602, gold 512384, water 18622, fertilizer 530, power 2594.15. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 s…
- 1h 58m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 800% => 1600% carrots (Carrots) level 8/10; cost wood 19500000; available, not affordabl…
- 1h 58m
waitseconds=180result
Waited 3m (time up). Program: main running. Inventory change: cactus +11597216, carrot +2878560, fertilizer -286, gold +209600, hay +6948928, power -3922.02, pumpkin -106112, water +1440, weird_substance +36720, wood +9013696. Game time: 2h 1m 27s elapsed, 3h 58m 33s of budget remaining.
- 2h 01m
observeresult
Game time: 2h 1m 37s elapsed, 3h 58m 23s of budget remaining. Program: main (running). Inventory: hay 10700792, wood 17516654, carrot 4180685, pumpkin 1569764, cactus 11919844, bone 1103706, weird_substance 5573882, gold 759184, water 19979, fertilizer 268, power 3860.45. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size…
- 2h 01m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 5/6; cost pumpkin 25900000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 1600% => 3200% carrots (Carrots) level 9/10; cost wood 97700000; available, not afforda…
- 2h 01m
write_programname="p1" · evidenceresult
Saved p1 (563 lines). Game time: 2h 1m 57s elapsed, 3h 58m 3s of budget remaining.
- 2h 01m
run_programname="p1" seconds=240result
Ran p1 for 4m of game time; it is still running. Inventory change: cactus +2354432, carrot -1810688, fertilizer -259, hay +2048, power +2549.58, pumpkin +8450432, water -702, weird_substance +134840. Game time: 2h 6m 7s elapsed, 3h 53m 53s of budget remaining. Output: (none)
- 2h 06m
observeresult
Game time: 2h 6m 17s elapsed, 3h 53m 43s of budget remaining. Program: p1 (running). Inventory: hay 10723320, wood 17516654, carrot 2181965, pumpkin 10803940, cactus 14274276, bone 1103706, weird_substance 5664530, gold 993984, water 19951, fertilizer 33, power 5661.85. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (…
- 2h 06m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 5/6; cost pumpkin 25900000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 1600% => 3200% carrots (Carrots) level 9/10; cost wood 97700000; available, not afforda…
- 2h 06m
waitseconds=300result
Waited 5m (time up). Program: p1 running. Inventory change: carrot +17265024, fertilizer +63, hay +25518304, power -5233.42, pumpkin -8730848, water +267, weird_substance +66816, wood +233278816. Game time: 2h 11m 37s elapsed, 3h 48m 23s of budget remaining.
- 2h 11m
observeresult
Game time: 2h 11m 47s elapsed, 3h 48m 13s of budget remaining. Program: p1 (running). Inventory: hay 36241624, wood 250795470, carrot 19052792, pumpkin 3642500, cactus 47828708, bone 1103706, weird_substance 5734802, gold 993984, water 20121, fertilizer 105. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 m…
- 2h 11m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 6/6; maxed; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 3200% carrots (Carrots) level 10/10; maxed; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots.…
- 2h 11m
write_programname="main" · evidenceresult
Saved main (562 lines). Game time: 2h 12m 7s elapsed, 3h 47m 53s of budget remaining.
- 2h 12m
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: cactus +67107968, carrot +22169504, fertilizer +101, gold -5500, hay +88550912, power +3683.79, pumpkin +6031360, water +2077, weird_substance +49999735, wood +749760000. Game time: 2h 17m 17s elapsed, 3h 42m 43s of budget remaining. Output: (none)
- 2h 17m
observeresult
Game time: 2h 17m 27s elapsed, 3h 42m 33s of budget remaining. Program: main (running). Inventory: hay 124792536, wood 1000555470, carrot 41221357, pumpkin 9673860, cactus 114936548, bone 1103706, weird_substance 55734541, gold 988484, water 22277, fertilizer 237, power 7958.35. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code…
- 2h 17m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 6/6; maxed; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 3200% carrots (Carrots) level 10/10; maxed; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots.…
- 2h 17m
waitseconds=450 until_resources={"bone":10000000}result
Waited 7m 30s (time up). Program: main running. Inventory change: bone -868992, cactus -10752, fertilizer +360, gold +2282400, hay +133120, power -3984.14, water +11520, weird_substance -656640. Game time: 2h 25m 17s elapsed, 3h 34m 43s of budget remaining.
- 2h 25m
observeresult
Game time: 2h 25m 27s elapsed, 3h 34m 33s of budget remaining. Program: main (running). Inventory: hay 124935896, wood 1000555470, carrot 41221357, pumpkin 9673860, cactus 114925476, bone 234714, weird_substance 55060301, gold 3359684, water 34565, fertilizer 621, power 3844.81. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code…
- 2h 25m
write_programname="p1" · evidenceresult
Saved p1 (558 lines). Game time: 2h 25m 37s elapsed, 3h 34m 23s of budget remaining.
- 2h 25m
run_programname="p1" seconds=300result
Ran p1 for 5m of game time; it is still running. Inventory change: bone +654368, cactus +67099264, carrot +32114944, fertilizer +82, hay +32483072, power +3477.22, pumpkin +9101824, water +3250, weird_substance +149935467, wood +227719424. Game time: 2h 30m 47s elapsed, 3h 29m 13s of budget remaining. Output: (none)
- 2h 30m
observeresult
Game time: 2h 30m 57s elapsed, 3h 29m 3s of budget remaining. Program: p1 (running). Inventory: hay 171630552, wood 1334739662, carrot 85442029, pumpkin 18775684, cactus 182024292, bone 889082, weird_substance 204969848, gold 3489284, water 36518, fertilizer 727, power 6821.54. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code …
- 2h 30m
waitseconds=900result
Waited 15m (time up). Program: p1 running. Inventory change: bone +3926208, cactus +67054144, carrot +35486208, fertilizer +563, gold +3000800, hay +43304448, power -450.78, pumpkin +9114112, water +17161, weird_substance -408160, wood +284844544. Game time: 2h 46m 7s elapsed, 3h 13m 53s of budget remaining.
- 2h 46m
observeresult
Game time: 2h 46m 17s elapsed, 3h 13m 43s of budget remaining. Program: p1 (running). Inventory: hay 214935000, wood 1619584206, carrot 120928237, pumpkin 27889796, cactus 249077604, bone 4815290, weird_substance 204561688, gold 6490084, water 54191, fertilizer 1306, power 6350.55. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity c…
- 2h 46m
researchresult
auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 6/6; maxed; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 3200% carrots (Carrots) level 10/10; maxed; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots.…
- 2h 46m
write_programname="main" · evidenceresult
Saved main (527 lines). Game time: 2h 46m 37s elapsed, 3h 13m 23s of budget remaining.
- 2h 46m
run_programname="main" seconds=1800result
Ran main for 24m 13s of game time; it is still running. Inventory change: bone +8323200, cactus +134152448, carrot +42867456, fertilizer +97, gold +5478400, hay +58254848, power -2879.34, pumpkin +49057280, water +21994, weird_substance +277591790, wood +340733696. Game time: 3h 11m elapsed, 2h 49m of budget remaining. Output: (none)
- 3h 10m
observeresult
Game time: 3h 11m elapsed, 2h 49m of budget remaining. Program: main (running). Inventory: hay 273189848, wood 1960317902, carrot 163795693, pumpkin 76947076, cactus 383228772, bone 13194938, weird_substance 482153478, gold 11968484, water 76953, fertilizer 1427, power 3450.83. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code …
- 3h 11m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +26699776, fertilizer +65, gold +4926400, hay +31561216, power +3163.15, pumpkin +24541696, water +14023, weird_substance +22136552, wood +276460544. Game time: 3h 26m 10s elapsed, 2h 33m 50s of budget remaining.
- 3h 26m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +31587840, fertilizer -13, gold +4844000, hay +33140224, power -4318.86, pumpkin +24471040, water +15530, weird_substance -403940, wood +272260096. Game time: 3h 41m 20s elapsed, 2h 18m 40s of budget remaining.
- 3h 41m
observeresult
Game time: 3h 41m 30s elapsed, 2h 18m 30s of budget remaining. Program: main (running). Inventory: hay 337904088, wood 2509038542, carrot 222083309, pumpkin 125959812, cactus 517381220, bone 21518138, weird_substance 503812650, gold 22104484, water 107274, fertilizer 1503, power 1874.73. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + en…
- 3h 41m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +31033344, fertilizer -324, gold +4519200, hay +36221952, power +2136.09, pumpkin +24540160, water +14348, weird_substance -406892, wood +281757184. Game time: 3h 56m 40s elapsed, 2h 3m 20s of budget remaining.
- 3h 56m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +29831168, fertilizer +61, gold +4538400, hay +34365440, power +3661.74, pumpkin +24524800, water +14170, weird_substance -396604, wood +282711040. Game time: 4h 11m 50s elapsed, 1h 48m 10s of budget remaining.
- 4h 11m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +31083520, fertilizer +79, gold +5027200, hay +37052928, power -4567.61, pumpkin +24560128, water +15694, weird_substance -529816, wood +304036864. Game time: 4h 27m elapsed, 1h 33m of budget remaining.
- 4h 27m
observeresult
Game time: 4h 27m 10s elapsed, 1h 32m 50s of budget remaining. Program: main (running). Inventory: hay 445564888, wood 3377543630, carrot 314031341, pumpkin 199584900, cactus 718609892, bone 34002938, weird_substance 502356778, gold 36802084, water 152510, fertilizer 1351, power 2404.98. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + en…
- 4h 27m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +29999104, fertilizer +58, gold +4519200, hay +36639232, power +3648.62, pumpkin +24504832, water +14796, weird_substance -373008, wood +297549824. Game time: 4h 42m 20s elapsed, 1h 17m 40s of budget remaining.
- 4h 42m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +2260800, cactus +67087680, carrot +29521408, fertilizer +46, gold +5300800, hay +32600064, power +2830.13, pumpkin +24537088, water +14329, weird_substance -561296, wood +285920768. Game time: 4h 57m 30s elapsed, 1h 2m 30s of budget remaining.
- 4h 57m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +32407040, fertilizer +75, gold +4957600, hay +33968128, power -4427.36, pumpkin +24567808, water +15669, weird_substance -523588, wood +282236928. Game time: 5h 12m 40s elapsed, 47m 20s of budget remaining.
- 5h 12m
observeresult
Game time: 5h 12m 50s elapsed, 47m 10s of budget remaining. Program: main (running). Inventory: hay 548790232, wood 4243251150, carrot 405958893, pumpkin 273194628, cactus 919850020, bone 44586938, weird_substance 500770726, gold 52219684, water 198328, fertilizer 1562, power 3729.52. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entit…
- 5h 12m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +32848128, fertilizer +46, gold +4444800, hay +32219904, power +3597.76, pumpkin +24535552, water +14049, weird_substance -183417, wood +279743488. Game time: 5h 28m elapsed, 32m of budget remaining.
- 5h 28m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +4161600, cactus +67076224, carrot +29038080, fertilizer +62, gold +5000800, hay +32182272, power -4265.55, pumpkin +24521728, water +15794, weird_substance -33319, wood +285897472. Game time: 5h 43m 10s elapsed, 16m 50s of budget remaining.
- 5h 43m
waitseconds=900result
Waited 15m (time up). Program: main running. Inventory change: bone +2246688, cactus +67087872, carrot +29602816, fertilizer +33, gold +4852000, hay +34176000, power +3169.56, pumpkin +24524800, water +13926, weird_substance +126250, wood +283383296. Game time: 5h 58m 20s elapsed, 1m 40s of budget remaining.
- 5h 58m
observeresult
Game time: 5h 58m 30s elapsed, 1m 30s of budget remaining. Program: main (running). Inventory: hay 647380696, wood 5092275406, carrot 497447917, pumpkin 346776708, cactus 1121090340, bone 55156826, weird_substance 500539440, gold 67222084, water 243121, fertilizer 1735, power 5436.84. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entit…
- 5h 58m
waitseconds=90result
Waited 1m 20s (time up). Program: main running. Inventory change: fertilizer +65, gold +1108000, hay +51200, power -1273.07, water +2053, weird_substance -221440. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00msaidThe 6-hour game-time budget is complete. Every productive upgrade in the game was maxed out (`expand` 9/9 for a 32x32 farm, `megafarm` 5/5 for 32 parallel drones, `speed` 5/5, `polyculture` 5/5, `grass`/`trees`/`carrots`/`pumpkins` 10/10, `cactus`/`dinosaurs`/`mazes` 6/6, `watering` 9/9, `fertilizer` 4/4, and all scripting/utility unlocks). ### Final Resource Inventory (at 6h 00m 00s) - Wood: `5,092,275,406` (~5.09 Billion) - Cactus: `1,121,090,340` (~1.12 Billion) - Hay: `647,431,896` (~647.4 Million) - Weird Substance: `500,318,000` (~500.3 Million) - Carrot: `497,447,917` (~497.4 Million) - Pumpkin: `346,776,708` (~346.8 Million) - Gold: `68,330,084` (~68.3 Million) - Bone: `55,156,826` (~55.2 Million) - Water: `245,174` - Power: `4,163.77` - Fertilizer: `1,800` ### Key Automation Highlights 1. 32-Drone Parallel Column & Row Scheduler (`run_parallel_cols` / `run_parallel_rows`): Partitioned the 32x32 farm across 32 drones so full-field planting, harvesting, and sorting completed in seconds. 2. Bipartite Polyculture + Weird Substance Multiplication (`basics_cols`): Combined `get_companion()` tracking with bipartite `Tree` placement on even tiles `(x + y) % 2 == 0`, toggling `Weird_Substance` right before harvesting even trees so adjacent odd companions increased yield without curing other even trees. 3. 32x32 Parallel Giant Pumpkins (`do_giant_pumpkin`): 32 drones planted all columns and selectively re-planted only dead/unripe pumpkin coordinates until the entire 32x32 field merged into a single Giant Pumpkin (~3.15M pumpkins per harvest). 4. Two-Phase Parallel Cocktail-Shaker Cactus Sort (`do_cactus_field`): 32 drones sorted all 32 columns in parallel, then all 32 rows in parallel, harvesting all 1,024 sorted cacti simultaneously (~33.55M cactus per harvest). 5. Dynamic-Grid Hamiltonian Dinosaur Cycle (`do_dinosaur`): Used `set_world_size(16)` with shortcut column-pair skipping to harvest 255-apple chains rapidly (~2.08M bones per run) before restoring the 32x32 grid. 6. Zero-Movement 5x5 Sentinel Maze Grid (`farm_gold`): Spawned 25 stationary drones across a 5x5 maze so whichever drone stood on the relocated `Treasure` immediately re-used `Weird_Substance` up to 300 times before harvesting (~240,800 gold every ~4 seconds).
Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 736,027 |
| Cache reads | 5,116,577 |
| Cache writes | 0 |
| Output | 198,286 |
| Thinking (subset of output where reported) | not reported |
| Total | 6,050,890 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gemini-4-argon | 6,050,890 | $3.97 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-20.
- 1 usage segment(s) the agent never reported, taken from local/cursor-usage/usage-events-2026-10-20.csv (sha256 a619ec4376969fe5e62746b1b1a18312b86097c07b696072d2275087a56900a2)
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
- No agent session log: the token curve has one point per prompt turn.
- Cost estimate assumption: 1 usage segment(s) the agent never reported, taken from local/cursor-usage/usage-events-2026-10-20.csv (sha256 a619ec4376969fe5e62746b1b1a18312b86097c07b696072d2275087a56900a2).
| Run id | economy-v1-cursor-gemini-4-argon-s1-a1-20261019T150325Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | undefined 2026.10.16-e3cb207 (cursor-agent) |
| Applied config | {"model":"gemini-4-argon[reasoning_effort=medium]"} |
| Models reported | gemini-4-argon |
| Tools available | not recorded |
| Harness | 6870f7e39714 (uncommitted changes) |
| Bridge / game | ae01202f355c / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1, cursor-agent 2026.10.16-e3cb207 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 9.61 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-19T15:03:25.273Z → 2026-10-19T15:54:49.396Z |
| Evidence | 75 items in evidence.json |