Thursday, July 3, 2025

Coding wrapping up...

I decided to debug before proceeding with the last part of the AI -how to get the index(es) of the piece it should move, and what if there are several choices. Left this tricky bit to savor solving last of all, after slaving over positional idiosyncrasies the past 24 hours.

Who could have thought my little game would be so complex under the hood? Meanwhile I've been listening to more music with my FiiO ff1 buds. Sounds really smooth. At 3pm+ I want to take Mom for a slow walk to get some sun. Earlier I ran round the block at breakneck speed and am feeling energized.

I think this piece selection code is the ONLY algorithm worth noting in the whole of my Python applet. By comparison, SeTT was an intellectual walk in the park tho it was 1.8k lines of JavaScript. I don't think I ever scripted anything like Frag's "basic" AI before.

So, trying to break it down this 2pm, having just 1 hour left:

1. m(ove pod or fragment) - ...

2. s(split or osmote pods) - ...

3. j(oin fragments) - ...

4. launch (m or j / fragment or pod) - ...

Mom agreed to go out to the grocer, get some sun. Unfortunately, she would not be able to climb up and down slopes and steps at the park. Perhaps for the rest of the year. The witchy infiltration has been stemmed so far. Family is closer together. We are having fun and enjoying our partners.

Heavy weapons were deployed against the Liew mind insurgents who are now down with leaden limbs and abdomen. Somehow the west wants them alive for the time being. It's 3pm, and if the rigor mortis is not reversed by 5:30pm, it will be permanent.

Haven’t heard from the Liew witchy 6. Some report they are praying. To God. The east-west mind fight must come to an end even as things heat up in the real world.

Looks like I need to sketch a flowchart for Frag’s AI. I had been pantsing it thus far thru ups and downs but an AI of this complexity needs some planning.


Came up with a 4-loop algorithm that queries each element in the player dictionary. Hope it works by tonight.

No comments:

Post a Comment