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- -- The function get_name() should return a single string that is the name of the puzzle.
- --
- function get_name()
- return "Cribbage Fifteens"
- end
- -- The function get_description() should return an array of strings, where each string is
- -- a line of description for the puzzle. Surrounding text with asterisks will cause it to
- -- be rendered in bold, something we use when mentioning a signal by name.
- --
- -- By using the syntax that we use in our puzzle descriptions, you can also create tables:
- --
- -- "| This is a table. | This is a second column. | This is a column with "
- -- "| | | multiple line of text."
- -- "----------------------------------------------------------------------"
- -- "| This is a second | | More text here! "
- -- "| table row. | | "
- --
- -- Puzzle descriptions are not automatically paginated, so you can use the string "<PAGE>"
- -- to start a new page of text. If you don't it will overflow and make Zach sad.
- --
- function get_description()
- return {
- "*Cards* is an XBus input from a playing card reader.",
- "*Score* is an XBus output connected to a display.",
- "When a hand of 5 cards are received from *Cards*, calculate the points according to Cribbage scoring for fifteens and send it to *Score*.",
- "<PAGE>",
- "*Cards* consists of hands of 5 cards where each card is represented by one XBus packet.",
- "When a Cribbage hand is scored for fifteens, face cards have a scoring value of 10, and aces have a scoring value of 1.",
- "Each subset of cards whose scoring values sum to exactly 15 is worth 2 points.",
- "| XBus packet | 1 | 2 - 10 | 11 | 12 | 13 ",
- "---------------------------------------------------",
- "| Card | Ace | 2 - 10 | Jack | Queen | King ",
- "| Scoring value | 1 | 2 - 10 | 10 | 10 | 10 "
- }
- end
- -- The function get_board() allows you to specify an 18x7 "ASCII art" grid to customize
- -- the layout of the board and the placement of the input and output terminals. Generally
- -- speaking, inputs are placed on the left of boards, while outputs are placed on the right.
- --
- -- For empty space, use the '.' character.
- -- For buildable board space, use the '#' character.
- -- For an input or output terminal, use characters '0' through '9' no more than once each.
- -- For the bottom-left corner of the radio, use the 'R' character.
- -- For the bottom-left corners of dials, use characters 'A', 'B', and 'C'.
- --
- function get_board()
- return [[
- .################1
- ##################
- ##################
- ##################
- ##################
- ##################
- 0################.
- ]]
- end
- -- The function get_data() is called both to establish information about the puzzle (such as what
- -- the inputs and outputs are) and to generate the random test cases. Signal levels and XBus data
- -- should change from call to call, but information like the names and types of terminals should
- -- not change at all.
- --
- -- To create a standard input or output terminal, call create_terminal(). Valid terminal types are
- -- TYPE_SIMPLE, TYPE_XBUS, and TYPE_XBUS_NONBLOCKING. Valid terminal directions are DIR_INPUT and
- -- DIR_OUTPUT. Valid data for a simple I/O signal is an array of integers, 0 - 100 inclusive. Valid
- -- data for an XBus signal is an array of integer arrays, each with values -999 to 999 inclusive.
- --
- -- create_terminal(name, board_character, type, direction, data)
- --
- -- To create a radio (C2S-RF901), call create_radio(). You may only create one radio in each puzzle.
- -- Since radios are XBus-only, the only valid data for data_rx and data_tx are arrays of integer arrays,
- -- each with values -999 to 999 inclusive. You cannot customize the signal names for a radio.
- --
- -- By default the radio will be placed in the bottom-left corner of the screen. However, if you use an
- -- 'R' character in your board layout, the bottom-left corner of the radio will be placed there instead.
- --
- -- create_radio(data_rx, data_tx)
- --
- -- To create a dial (N4DL-1000), call create_dial(). You may create up to three dials in each puzzle.
- -- The names of dials should be kept short, as there is not much room to display them visually. A valid
- -- value is an integer between 0 and 99, inclusive.
- --
- -- By default dials will be placed in the bottom-left corner of the screen. However, if you use an
- -- 'A', 'B', or 'C' character in your board layout, the bottom-left corners of the first, second, and
- -- third dials will be placed there, respectively.
- --
- -- create_dial(name, value)
- --
- -- NOTE: To generate random values you should use math.random(). However, you SHOULD NOT seed
- -- the random number generator with a new seed value, as that is how the game ensures that
- -- the first test run is consistent for all users, and thus something that allows for the
- -- comparison of cycle scores.
- --
- -- NOTE: Fun fact! Arrays in Lua are implemented as tables (dictionaries) with integer keys that
- -- start at 1 by convention. Contrast this with nearly every other programming language, in
- -- which arrays start with an index of 0. Because of this, the 60 "time slices" that make
- -- up a test case are indexed from 1 to 60 inclusive.
- --
- function fifteens(hand, start_card_idx, total)
- score = 0
- for card_idx = start_card_idx, 5 do
- card_val = hand[card_idx]
- if card_val > 9 then
- card_val = 10
- end
- subtotal = total + card_val
- if subtotal == 15 then
- score = score + 2
- else
- if subtotal < 15 then
- score = score + fifteens(hand, card_idx + 1, subtotal)
- end
- end
- end
- return score
- end
- function get_data()
- cards = {}
- scores = {}
- time = 1
- while time <= 60 do
- time = time + math.random(1, 2)
- hand = {}
- for card_idx = 1, 5 do
- hand[card_idx] = math.random(1, 13)
- end
- while ((hand[1] == hand[5]) and
- (hand[1] == hand[4]) and
- (hand[1] == hand[3]) and
- (hand[1] == hand[2])) do
- hand[5] = math.random(1, 13)
- end
- cards[time] = hand
- scores[time] = { fifteens(hand, 1, 0) }
- time = time + 5
- end
- create_terminal("Cards", "0", TYPE_XBUS, DIR_INPUT, cards)
- create_terminal("Score", "1", TYPE_XBUS, DIR_OUTPUT, scores)
- end
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