Close matches would still be decided by luck, but it should at least avoid extreme cases such as the one I have experienced. Information is provided as is and solely for informational purposes, not for trading purposes or advice. My suggestion still leaves a small randomness factor such as the coins’ spawn position’s proximity to the hero as well as coin concentration areas. Quotes are not sourced from all markets and may be delayed up to 20 minutes. More specifically from an implementation point of view, coins should be spawned in pairs, both with the same value, one in each side of the map. For example, for each coin the referee spawns, it could spawn a coin with the same value in the opposite side at the same time. So, I would suggest to spawn the same amount of gold in both sides. Then I realized that it could be that I was just on a bad seed, so I re-submitted my code and destroyed the poor AI then. I’ve spent several days optimizing my code and I just couldn’t beat the simple AI no matter what. A coding adventure for students and your turnkey solution. def maybeBuildTrap (x, y): Move to the given x,y postion hero.moveXY (x, y) Search a coin and if you see it, build a 'fire-trap' item hero.findNearestItem. CodeCombat is coming to RobloxCheck it out Ozaria branding logo. Patrol and place traps ONLY if you see a coin. The main issue I’ve had with this level is that coin spawns seem to be completely random: the referee may spawn way more gold in a player’s side than the other. Learn Python, JavaScript, and HTML as you solve puzzles and learn to make your own coding games and websites. Sorry to revive this old thread, but it seems like this level hasn’t been published to the general public yet, right?
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