Files
farmer/__builtins__.py
2025-11-10 03:07:40 +08:00

1308 lines
32 KiB
Python

# This file gives Python type definitions to TFWR builtins to allow editing code with Python editors.
# Note that the games language is not Python and these definitions are only an approximation.
# Contributed by @Noon, @KlingonDragon, @dieckie and @Flekay on the TFWR Discord server.
from typing import Any, Optional, Iterable, Tuple, Dict
from builtins import type, bool, int, float, str, list, set, dict
# -------------------------------------------------------------------------------
class Item:
"""A member of the Items Class"""
class Items:
Bone: Item
"""The bones of an ancient creature."""
Cactus: Item
"""Obtained by harvesting sorted cacti."""
Carrot: Item
"""Obtained by harvesting carrots."""
Fertilizer: Item
"""Call `use_item(Items.Fertilizer)` to instantly remove 2s from the plants remaining grow time."""
Gold: Item
"""Found in treasure chests in mazes."""
Hay: Item
"""Obtained by cutting grass."""
Piggy: Item
"""This item has been removed from the game but remains as a nostalgia trophy."""
Power: Item
"""Obtained by harvesting sunflowers. The drone automatically uses this to move twice as fast."""
Pumpkin: Item
"""Obtained by harvesting pumpkins."""
Water: Item
"""Used to water the ground by calling `use_item(Items.Water)`."""
Weird_Substance: Item
"""Call `use_item(Items.Weird_Substance)` on a bush to grow a maze, or on other plants to toggle their infection status."""
Wood: Item
"""Obtained from bushes and trees."""
# -------------------------------------------------------------------------------
class Hat:
"""A member of the Hats class"""
class Hats:
Brown_Hat: Hat
"""A brown hat."""
Cactus_Hat: Hat
"""A hat shaped like a cactus."""
Carrot_Hat: Hat
"""A hat shaped like a carrot."""
Dinosaur_Hat: Hat
"""Equip it to start the dinosaur game."""
Gold_Hat: Hat
"""A golden hat."""
Gold_Trophy_Hat: Hat
"""A golden trophy hat."""
Golden_Cactus_Hat: Hat
"""A golden hat shaped like a cactus."""
Golden_Carrot_Hat: Hat
"""A golden hat shaped like a carrot."""
Golden_Gold_Hat: Hat
"""A golden version of the gold hat."""
Golden_Pumpkin_Hat: Hat
"""A golden hat shaped like a pumpkin."""
Golden_Sunflower_Hat: Hat
"""A golden hat shaped like a sunflower."""
Golden_Tree_Hat: Hat
"""A golden hat shaped like a tree."""
Gray_Hat: Hat
"""A gray hat."""
Green_Hat: Hat
"""A green hat."""
Pumpkin_Hat: Hat
"""A hat shaped like a pumpkin."""
Purple_Hat: Hat
"""A purple hat."""
Silver_Trophy_Hat: Hat
"""A silver trophy hat."""
Straw_Hat: Hat
"""The default hat."""
Sunflower_Hat: Hat
"""A hat shaped like a sunflower."""
The_Farmers_Remains: Hat
"""The remains of the farmer."""
Top_Hat: Hat
"""A fancy top hat."""
Traffic_Cone: Hat
"""A traffic cone hat."""
Traffic_Cone_Stack: Hat
"""A stack of traffic cones as a hat."""
Tree_Hat: Hat
"""A hat shaped like a tree."""
Wizard_Hat: Hat
"""A magical wizard hat."""
Wood_Trophy_Hat: Hat
"""A wooden trophy hat."""
# -------------------------------------------------------------------------------
class Leaderboard:
"""A member of the Leaderboards class"""
class Leaderboards:
Cactus: Leaderboard
"""Farm 33554432 cacti with multiple drones."""
Cactus_Single: Leaderboard
"""Farm 131072 cacti with a single drone on an 8x8 farm."""
Carrots: Leaderboard
"""Farm 2000000000 carrots with multiple drones."""
Carrots_Single: Leaderboard
"""Farm 100000000 carrots with a single drone on an 8x8 farm."""
Dinosaur: Leaderboard
"""Farm 33488928 bones with multiple drones."""
Fastest_Reset: Leaderboard
"""The most prestigious category. Completely automate the game from a single farm plot to unlocking the leaderboards again."""
Hay: Leaderboard
"""Farm 2 000 000 hay with multiple drones."""
Hay_Single: Leaderboard
"""Farm 10 000 000 hay with a single drone on an 8x8 farm."""
Maze: Leaderboard
"""Farm 9 863 168 gold with multiple drones."""
Maze_Single: Leaderboard
"""Farm 616 448 gold with a single drone on an 8x8 farm."""
Pumpkins: Leaderboard
"""Farm 2 000 000 pumpkins with multiple drones."""
Pumpkins_Single: Leaderboard
"""Farm 1 000 000 pumpkins with a single drone on an 8x8 farm."""
Sunflowers: Leaderboard
"""Farm 10 000 power with multiple drones."""
Sunflowers_Single: Leaderboard
"""Farm 10 000 power with a single drone on an 8x8 farm."""
Wood: Leaderboard
"""Farm 10 000 000 000 wood with multiple drones."""
Wood_Single: Leaderboard
"""Farm 500 000 000 wood with a single drone on an 8x8 farm."""
# -------------------------------------------------------------------------------
class Entity:
"""A member of the Entities Class"""
class Entities:
Apple: Entity
"""Dinosaurs love them apparently."""
Bush: Entity
"""
A small bush that drops `Items.Wood`.
Average seconds to grow: 4
Grows on: grassland or soil
"""
Cactus: Entity
"""
Cacti come in 10 different sizes (0-9). When harvested, adjacent cacti that are in sorted order will also be harvested recursively.
You receive cactus equal to the number of harvested cacti squared.
Average seconds to grow: 1
Grows on: soil
"""
Carrot: Entity
"""
Carrots!
Average seconds to grow: 6
Grows on: soil
"""
Dead_Pumpkin: Entity
"""
One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. Dead pumpkins are useless and disappear when something new is planted.
`can_harvest()` always returns `False` on dead pumpkins.
"""
Dinosaur: Entity
"""
A piece of the tail of the dinosaur hat. When wearing the dinosaur hat, the tail is dragged behind the drone filling previously moved tiles.
Average seconds to grow: 0.2
Grows on: grassland or soil
"""
Grass: Entity
"""
Grows automatically on grassland. Harvest it to obtain `Items.Hay`.
Average seconds to grow: 0.5
Grows on: grassland or soil
"""
Hedge: Entity
"""Part of the maze."""
Pumpkin: Entity
"""
Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
When you harvest a pumpkin you get `Items.Pumpkin` equal to the number of pumpkins in the mega pumpkin cubed.
Average seconds to grow: 2
Grows on: soil
"""
Sunflower: Entity
"""
Sunflowers collect the power from the sun. Harvesting them will give you `Items.Power`.
If you harvest a sunflower with the maximum number of petals (and there are at least 10 sunflowers) you get 5x bonus power.
Average seconds to grow: 5
Grows on: soil
"""
Treasure: Entity
"""A treasure that contains gold equal to the side length of the maze in which it is hidden. It can be harvested like a plant."""
Tree: Entity
"""
Trees drop more wood than bushes. They take longer to grow if other trees grow next to them.
Average seconds to grow: 7
Grows on: grassland or soil
"""
# -------------------------------------------------------------------------------
class Ground:
"""A member of the Grounds Class"""
class Grounds:
Grassland: Ground
"""The default ground. Grass will automatically grow on it."""
Soil: Ground
"""Calling `till()` turns the ground into this. Calling `till()` again changes it back to grassland."""
# -------------------------------------------------------------------------------
class Unlock:
"""A member of the Unlocks Class"""
class Unlocks:
Auto_Unlock: Unlock
"""Automatically unlock things."""
Cactus: Unlock
"""
Unlock: Cactus!
Upgrade: Increases the yield and cost of cactus.
"""
Carrots: Unlock
"""
Unlock: Till the soil and plant carrots.
Upgrade: Increases the yield and cost of carrots.
"""
Costs: Unlock
"""Allows access to the cost of things."""
Debug: Unlock
"""Tools to help with debugging programs."""
Debug_2: Unlock
"""Functions to temporarily slow down the execution and make the grid smaller."""
Dictionaries: Unlock
"""Get access to dictionaries and sets."""
Dinosaurs: Unlock
"""
Unlock: Majestic ancient creatures.
Upgrade: Increases the yield and cost of dinosaurs.
"""
Expand: Unlock
"""
Unlock: Expands the farm land and unlocks movement.
Upgrade: Expands the farm. This also clears the farm.
"""
Fertilizer: Unlock
"""Reduces the remaining growing time of the plant under the drone by 2 seconds."""
Functions: Unlock
"""Define your own functions."""
Grass: Unlock
"""Increases the yield of grass."""
Hats: Unlock
"""Unlocks new hat colors for your drone."""
Import: Unlock
"""Import code from other files."""
Leaderboard: Unlock
"""Join the leaderboard for the fastest reset time."""
Lists: Unlock
"""Use lists to store lots of values."""
Loops: Unlock
"""Unlocks a simple while loop."""
Mazes: Unlock
"""
Unlock: A maze with a treasure in the middle.
Upgrade: Increases the gold in treasure chests.
"""
Megafarm: Unlock
"""Unlocks multiple drones and drone management functions."""
Operators: Unlock
"""Arithmetic, comparison and logic operators."""
Plant: Unlock
"""Unlocks planting."""
Polyculture: Unlock
"""Use companion planting to increase the yield."""
Pumpkins: Unlock
"""
Unlock: Pumpkins!
Upgrade: Increases the yield and cost of pumpkins.
"""
Senses: Unlock
"""The drone can see what's under it and where it is."""
Simulation: Unlock
"""Unlocks simulation functions for testing and optimization."""
Speed: Unlock
"""Increases the speed of the drone."""
Sunflowers: Unlock
"""
Unlock: Sunflowers and Power.
Upgrade: Increases the power gained from sunflowers.
"""
The_Farmers_Remains: Unlock
"""Unlocks the special hat 'The Farmers Remains'."""
Timing: Unlock
"""Functions to help measure performance."""
Top_Hat: Unlock
"""Unlocks the fancy Top Hat."""
Trees: Unlock
"""
Unlock: Unlocks trees.
Upgrade: Increases the yield of bushes and trees.
"""
Utilities: Unlock
"""Unlocks the `min()`, `max()` and `abs()` functions."""
Variables: Unlock
"""Assign values to variables."""
Watering: Unlock
"""Water the plants to make them grow faster."""
# -------------------------------------------------------------------------------
class Direction:
"""
A direction, e.g. North.
"""
North = Direction()
"""
The direction north, i.e. up.
"""
East = Direction()
"""
The direction east, i.e. right.
"""
South = Direction()
"""
The direction south, i.e. down.
"""
West = Direction()
"""
The direction west, i.e. left.
"""
# -------------------------------------------------------------------------------
def harvest() -> bool:
"""
Harvests the entity under the drone.
If you harvest an entity that can't be harvested, it will be destroyed.
returns `True` if an entity was removed, `False` otherwise.
takes `200` ticks to execute if an entity was removed, `1` tick otherwise.
example usage:
```
harvest()
```
"""
...
# -------------------------------------------------------------------------------
def can_harvest() -> bool:
"""
Used to find out if plants are fully grown.
returns `True` if there is an entity under the drone that is ready to be harvested, `False` otherwise.
takes `1` tick to execute.
example usage:
```
if can_harvest():
harvest()
```
"""
...
# -------------------------------------------------------------------------------
def plant(entity: Entity) -> bool:
"""
Spends the cost of the specified `entity` and plants it under the drone.
It fails if you can't afford the plant, the ground type is wrong or there's already a plant there.
returns `True` if it succeeded, `False` otherwise.
takes `200` ticks to execute if it succeeded, `1` tick otherwise.
example usage:
```
plant(Entities.Bush)
```
"""
...
# -------------------------------------------------------------------------------
def move(direction: Direction) -> bool:
"""
Moves the drone into the specified `direction` by one tile.
If the drone moves over the edge of the farm it wraps back to the other side of the farm.
- `East ` = right
- `West ` = left
- `North` = up
- `South` = down
returns `True` if the drone has moved, `False` otherwise.
takes `200` ticks to execute if the drone has moved, `1` tick otherwise.
example usage:
```
move(North)
```
"""
...
# -------------------------------------------------------------------------------
def can_move(direction: Direction) -> bool:
"""
Checks if the drone can move in the specified `direction`.
returns `True` if the drone can move, `False` otherwise.
takes `1` tick to execute.
example usage:
```
if can_move(North):
move(North)
```
"""
...
# -------------------------------------------------------------------------------
def swap(direction: Direction) -> bool:
"""
Swaps the entity under the drone with the entity next to the drone in the specified `direction`.
- Doesn't work on all entities.
- Also works if one (or both) of the entities are `None`.
returns `True` if it succeeded, `False` otherwise.
takes `200` ticks to execute on success, `1` tick otherwise.
example usage:
```
swap(North)
```
"""
...
# -------------------------------------------------------------------------------
def till() -> None:
"""
Tills the ground under the drone into soil. If it's already soil it will change the ground back to grassland.
returns `None`
takes `200` ticks to execute.
example usage:
```
till()
```
"""
...
# -------------------------------------------------------------------------------
def get_pos_x() -> int:
"""
Gets the current x position of the drone.
The x position starts at `0` in the `West` and increases in the `East` direction.
returns a number representing the current x coordinate of the drone.
takes `1` tick to execute.
example usage:
```
x, y = get_pos_x(), get_pos_y()
```
"""
...
# -------------------------------------------------------------------------------
def get_pos_y() -> int:
"""
Gets the current y position of the drone.
The y position starts at `0` in the `South` and increases in the `North` direction.
returns a number representing the current y coordinate of the drone.
takes `1` tick to execute.
example usage:
```
x, y = get_pos_x(), get_pos_y()
```
"""
...
# -------------------------------------------------------------------------------
def get_world_size() -> int:
"""
Get the current size of the farm.
returns the side length of the grid in the north to south direction.
takes `1` tick to execute.
example usage:
```
for i in range(get_world_size()):
move(North)
```
"""
...
# -------------------------------------------------------------------------------
def get_entity_type() -> Entity | None:
"""
Find out what kind of entity is under the drone.
returns `None` if the tile is empty, otherwise returns the type of the entity under the drone.
takes `1` tick to execute.
example usage:
```
if get_entity_type() == Entities.Grass:
harvest()
```
"""
...
# -------------------------------------------------------------------------------
def get_ground_type() -> Ground:
"""
Find out what kind of ground is under the drone.
returns the type of the ground under the drone.
takes `1` tick to execute.
example usage:
```
if get_ground_type() != Grounds.Soil:
till()
```
"""
...
# -------------------------------------------------------------------------------
def get_time() -> float:
"""
Get the current game time.
returns the time in seconds since the start of the game.
takes `1` tick to execute.
example usage:
```
start = get_time()
do_something()
time_passed = get_time() - start
```
"""
...
# -------------------------------------------------------------------------------
def get_tick_count() -> int:
"""
Used to measure the number of ticks performed.
returns the number of ticks performed since the start of execution.
takes `0` tick to execute.
example usage:
```
do_something()
print(get_tick_count())
```
"""
...
# -------------------------------------------------------------------------------
def use_item(item: Item, n: int = 1) -> bool:
"""
Attempts to use the specified `item` `n` times. Can only be used with some items including `Items.Water`, `Items.Fertilizer` and `Items.Weird_Substance`.
returns `True` if an item was used, `False` if the item can't be used or you don't have enough.
takes `200` ticks to execute if it succeeded, `1` tick otherwise.
example usage:
```
if use_item(Items.Fertilizer):
print("Fertilizer used successfully")
```
"""
...
# -------------------------------------------------------------------------------
def get_water() -> float:
"""
Get the current water level under the drone.
returns the water level under the drone as a number between `0` and `1`.
takes `1` tick to execute.
example usage:
```
if get_water() < 0.5:
use_item(Items.Water)
```
"""
...
# -------------------------------------------------------------------------------
def do_a_flip() -> None:
"""
Makes the drone do a flip! This action is not affected by speed upgrades.
returns `None`
takes 1s to execute.
example usage:
```
while True:
do_a_flip()
```
"""
...
# -------------------------------------------------------------------------------
def pet_the_piggy() -> None:
"""
Pets the piggy! This action is not affected by speed upgrades.
returns `None`
takes 1s to execute.
example usage:
```
while True:
pet_the_piggy()
```
"""
...
# -------------------------------------------------------------------------------
def print(*something: Any) -> None:
"""
Prints `something` into the air above the drone using smoke. This action is not affected by speed upgrades.
Multiple values can be printed at once.
returns `None`
takes 1s to execute.
example usage:
```
print('ground:', get_ground_type())
```
"""
...
# -------------------------------------------------------------------------------
def set_execution_speed(speed: float) -> None:
"""
Limits the speed at which the program is executed to better see what's happening.
- A `speed` of `1` is the speed the drone has without any speed upgrades.
- A `speed` of `10` makes the code execute `10` times faster and corresponds to the speed of the drone after `9` speed upgrades.
- A `speed` of `0.5` makes the code execute at half of the speed without speed upgrades. This can be useful to see what the code is doing.
If `speed` is faster than the execution can currently go it will just go at max speed.
If `speed` is `0` or negative, the speed is changed back to max speed.
The effect will also stop when the execution stops.
returns `None`
takes `200` ticks to execute.
example usage:
```
set_execution_speed(1)
```
"""
...
# -------------------------------------------------------------------------------
def set_world_size(size: float) -> None:
"""
Limits the size of the farm to better see what's happening.
Also clears the farm and resets the drone position.
- Sets the farm to a `size` x `size` grid.
- The smallest `size` possible is `3`.
- A `size` smaller than `3` will change the grid back to its full size.
- The effect will also stop when the execution stops.
returns `None`
takes `200` ticks to execute.
example usage:
```
set_world_size(5)
```
"""
...
# -------------------------------------------------------------------------------
def num_items(item: Item) -> float:
"""
Find out how much of `item` you currently have.
returns the number of `item` currently in your inventory.
takes `1` tick to execute.
example usage:
```
if num_items(Items.Fertilizer) > 0:
use_item(Items.Fertilizer)
```
"""
...
# -------------------------------------------------------------------------------
def get_cost(thing: Entity | Item | Unlock, level: Optional[int] = None) -> Dict[Item, float] | None:
"""
Gets the cost of a `thing`
If `thing` is an entity: get the cost of planting it.
If `thing` is an unlock: get the cost of unlocking it at the specified level.
- returns a dictionary with items as keys and numbers as values. Each item is mapped to how much of it is needed.
- returns `None` for unlocks that are already unlocked (when no level specified).
- The optional `level` parameter specifies the upgrade level for unlocks.
takes `1` tick to execute.
example usage:
```
cost = get_cost(Unlocks.Carrots)
for item in cost:
if num_items(item) < cost[item]:
print('not enough items to unlock carrots')
```
"""
...
# -------------------------------------------------------------------------------
def clear() -> None:
"""
Removes everything from the farm, moves the drone back to position `(0,0)` and changes the hat back to the default.
returns `None`
takes `200` ticks to execute.
example usage:
```
clear()
```
"""
...
# -------------------------------------------------------------------------------
def get_companion() -> Tuple[Entity, Tuple[int, int]] | None:
"""
Get the companion preference of the plant under the drone.
returns a tuple of the form `(companion_type, (companion_x_position, companion_y_position))` or `None` if there is no companion.
takes `1` tick to execute.
example usage:
```
companion = get_companion()
if companion != None:
plant_type, (x, y) = companion
print("Companion:", plant_type, "at", x, ",", y)
```
"""
...
# -------------------------------------------------------------------------------
def unlock(unlock: Unlock) -> bool:
"""
Has exactly the same effect as clicking the button corresponding to `unlock` in the research tree.
returns `True` if the unlock was successful, `False` otherwise.
takes `200` ticks to execute if it succeeded, `1` tick otherwise.
example usage:
```
unlock(Unlocks.Carrots)
```
"""
...
# -------------------------------------------------------------------------------
def num_unlocked(thing: Unlock | Entity | Ground | Item) -> int:
"""
Used to check if an unlock, entity, ground, item or hat is already unlocked.
returns `1` plus the number of times `thing` has been upgraded if `thing` is upgradable. Otherwise returns `1` if `thing` is unlocked, `0` otherwise.
takes `1` tick to execute.
example usage:
```
if num_unlocked(Unlocks.Carrots) > 0:
plant(Entities.Carrot)
else:
print("Carrots not unlocked yet")
```
"""
...
# -------------------------------------------------------------------------------
def measure(direction: Optional[Direction] = None) -> float | Tuple[int, int] | None:
"""
Can measure some values on some entities. The effect of this depends on the entity.
overloads:
`measure()`: measures the entity under the drone.
`measure(direction)`: measures the neighboring entity in the `direction` of the drone.
Sunflower: returns the number of petals.
Maze: returns the position of the current treasure from anywhere in the maze.
Cactus: returns the size.
Dinosaur: returns the number corresponding to the type.
All other entities: returns `None`.
takes `1` tick to execute.
example usage:
```
num_petals = measure()
treasure_pos = measure() # Works anywhere in maze
```
"""
...
# -------------------------------------------------------------------------------
def leaderboard_run(leaderboard: Leaderboard, file_name: str, speedup: float) -> None:
"""
Starts a timed run for the `leaderboard` using the specified `file_name` as a starting point.
`speedup` sets the starting speedup.
returns `None`
takes `200` ticks to execute.
example usage:
```
leaderboard_run(Leaderboards.Fastest_Reset, "full_run", 256)
```
"""
...
# -------------------------------------------------------------------------------
def simulate(filename: str, sim_unlocks: Dict[Unlocks, float] | Iterable[Unlocks] | type[Unlocks], sim_items: Dict[Item, float], sim_globals: Dict[str, Any], seed: float, speedup: float) -> float:
"""
Starts a simulation for the leaderboard using the specified `file_name` as a starting point.
`sim_unlocks`: A sequence containing the starting unlocks.
`sim_items`: A dict mapping items to amounts. The simulation starts with these items.
`sim_globals`: A dict mapping variable names to values. The simulation starts with these variables in the global scope.
`seed`: The random seed of the simulation. Must be a positive integer.
`speedup`: The starting speedup.
returns the time it took to run the simulation.
takes `200` ticks to execute.
example usage:
```
filename = "f1"
sim_unlocks = Unlocks
sim_items = {Items.Carrot : 10000, Items.Hay : 50}
sim_globals = {"a" : 13}
seed = 0
speedup = 64
run_time = simulate(filename, sim_unlocks, sim_items, sim_globals, seed, speedup)
```
"""
...
# -------------------------------------------------------------------------------
def quick_print(*something: Any) -> None:
"""
Prints a value just like `print()` but it doesn't stop to write it into the air so it can only be found on the output page.
returns `None`
takes `0` ticks to execute.
example usage:
```
quick_print('hi mom')
```
"""
...
# -------------------------------------------------------------------------------
def random() -> float:
"""
Samples a random number between 0 (inclusive) and 1 (exclusive).
returns the random number.
takes `1` ticks to execute.
example usage:
```
def random_elem(list):
index = random() * len(list) // 1
return list[index]
```
"""
...
# -------------------------------------------------------------------------------
def len(obj):
"""
Returns the number of items in an object.
returns the length of the object.
takes `1` tick to execute.
example usage:
```
my_list = [1, 2, 3]
length = len(my_list) # 3
```
"""
...
# -------------------------------------------------------------------------------
def range(start, stop=None, step=1):
"""
Returns a sequence of numbers from start (inclusive) to stop (exclusive).
returns a range object.
takes `1` tick to execute.
example usage:
```
for i in range(5):
print(i) # 0, 1, 2, 3, 4
```
"""
...
# -------------------------------------------------------------------------------
def str(obj: Any) -> str:
"""
Converts an object to its string representation.
returns the string representation of the object.
takes `1` tick to execute.
example usage:
```
string = str(1000)
print(string) # prints "1000"
```
"""
...
# -------------------------------------------------------------------------------
def min(*args: Any) -> Any:
"""
Gets the minimum of a sequence of elements or several passed arguments.
Can be used on numbers and strings.
`min(a,b,c)`: Returns the minimum of `a`, `b` and `c`.
`min(sequence)`: Returns the minimum of all values in a sequence.
returns the minimum value from the arguments.
takes #comparisons ticks to execute.
example usage:
```
smallest = min(1, 5, 3, 2)
smallest_from_list = min([3, 6, 34, 16])
```
"""
...
# -------------------------------------------------------------------------------
def max(*args: Any) -> Any:
"""
Gets the maximum of a sequence of elements or several passed arguments.
Can be used on numbers and strings.
`max(a,b,c)`: Returns the maximum of `a`, `b` and `c`.
`max(sequence)`: Returns the maximum of all values in a sequence.
returns the maximum value from the arguments.
takes #comparisons ticks to execute.
example usage:
```
largest = max(1, 5, 3, 2)
largest_from_list = max([3, 6, 34, 16])
```
"""
...
# -------------------------------------------------------------------------------
def abs(x: float) -> float:
"""
Returns the absolute value of a number.
returns the absolute value of x.
takes `1` tick to execute.
example usage:
```
positive = abs(-5)
print(positive) # prints 5
```
"""
...
# -------------------------------------------------------------------------------
def change_hat(hat: Hat) -> None:
"""
Changes the hat of the drone to the specified `hat`.
returns `None`
takes `200` ticks to execute.
example usage:
```
change_hat(Hats.Dinosaur_Hat)
```
...
"""
...
# -------------------------------------------------------------------------------
def spawn_drone(function: str) -> Any:
"""
Spawns a new drone in the same position as the drone that ran the `spawn_drone(function)` command. The new drone then begins executing the specified function. After it is done, it will disappear automatically.
returns the handle of the new drone or `None` if all drones are already spawned.
takes `200` ticks to execute if a drone was spawned, `1` otherwise.
example:
```
def harvest_column():
for _ in range(get_world_size()):
harvest()
move(North)
while True:
if spawn_drone(harvest_column):
move(East)
```
"""
...
# -------------------------------------------------------------------------------
def wait_for(drone: Any) -> Any:
"""
Waits until the given drone terminates.
returns the return value of the function that the drone was running.
takes `1` tick to execute if the awaited drone is already done.
example:
```
def get_entity_type_in_direction(dir):
move(dir)
return get_entity_type()
def zero_arg_wrapper():
return get_entity_type_in_direction(North)
handle = spawn_drone(zero_arg_wrapper)
print(wait_for(handle))
```
"""
...
# -------------------------------------------------------------------------------
def has_finished(drone: Any) -> Any:
"""
Checks if the given drone has finished.
returns `True` if the drone has finished, `False` otherwise.
takes `1` tick to execute.
example:
```
drone = spawn_drone(function)
while not has_finished(drone):
do_something_else()
result = wait_for(drone)
```
"""
...
# -------------------------------------------------------------------------------
def max_drones() -> int:
"""
returns the maximum number of drones that you can have in the farm.
takes `1` tick to execute.
example:
```
while num_drones() < max_drones():
spawn_drone("some_file_name")
move(East)
```
"""
...
# -------------------------------------------------------------------------------
def num_drones() -> int:
"""
returns the number of drones currently in the farm.
takes `1` tick to execute.
example:
```
while num_drones() < max_drones():
spawn_drone("some_file_name")
move(East)
```
"""
...