Talk:Hunt the Wumpus: Difference between revisions
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I'd like to modify my Javascript source to something more similar to the original, if you point me to the differences you noticed. Also, what is not specified? I'd love to edit the description. Last thing: The only conscious conflict I've made, just for a matter of semplicity, is the ability to only shoot to nearby rooms.--[[User:Pistacchio|Pistacchio]] ([[User talk:Pistacchio|talk]]) 10:16, 8 May 2015 (UTC) |
I'd like to modify my Javascript source to something more similar to the original, if you point me to the differences you noticed. Also, what is not specified? I'd love to edit the description. Last thing: The only conscious conflict I've made, just for a matter of semplicity, is the ability to only shoot to nearby rooms.--[[User:Pistacchio|Pistacchio]] ([[User talk:Pistacchio|talk]]) 10:16, 8 May 2015 (UTC) |
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Ok, sure... well, I started coding up a J simplification, and so I extracted the original intro text (without the press return to continue stuff), and it looked like this: |
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<lang J>INTRO=:0 :0 |
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WELCOME TO 'HUNT THE WUMPUS' |
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THE WUMPUS LIVES IN A CAVE OF 20 ROOMS. EACH ROOM |
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HAS 3 TUNNELS LEADING TO OTHER ROOMS. (LOOK AT A |
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DODECAHEDRON TO SEE HOW THIS WORKS-IF YOU DON'T KNOW |
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WHAT A DODECAHEDRON IS, ASK SOMEONE) |
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HAZARDS: |
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BOTTOMLESS PITS - TWO ROOMS HAVE BOTTOMLESS PITS IN THEM |
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IF YOU GO THERE, YOU FALL INTO THE PIT (& LOSE!) |
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SUPER BATS - TWO OTHER ROOMS HAVE SUPER BATS. IF YOU |
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GO THERE, A BAT GRABS YOU AND TAKES YOU TO SOME OTHER |
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ROOM AT RANDOM. (WHICH MAY BE TROUBLESOME) |
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WUMPUS: |
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THE WUMPUS IS NOT BOTHERED BY HAZARDS (HE HAS SUCKER |
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FEET AND IS TOO BIG FOR A BAT TO LIFT). USUALLY |
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HE IS ASLEEP. TWO THINGS WAKE HIM UP: YOU SHOOTING AN |
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ARROW OR YOU ENTERING HIS ROOM. |
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IF THE WUMPUS WAKES HE MOVES (P=.75) ONE ROOM |
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OR STAYS STILL (P=.25). AFTER THAT, IF HE IS WHERE YOU |
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ARE, HE EATS YOU UP AND YOU LOSE! |
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YOU: |
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EACH TURN YOU MAY MOVE OR SHOOT A CROOKED ARROW |
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MOVING: YOU CAN MOVE ONE ROOM (THRU ONE TUNNEL) |
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ARROWS: YOU HAVE 5 ARROWS. YOU LOSE WHEN YOU RUN OUT |
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EACH ARROW CAN GO FROM 1 TO 5 ROOMS. YOU AIM BY TELLING |
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THE COMPUTER THE ROOM#S YOU WANT THE ARROW TO GO TO. |
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IF THE ARROW CAN'T GO THAT WAY (IF NO TUNNEL) IT MOVES |
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AT RANDOM TO THE NEXT ROOM. |
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IF THE ARROW HITS THE WUMPUS, YOU WIN. |
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IF THE ARROW HITS YOU, YOU LOSE. |
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WARNINGS: |
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WHEN YOU ARE ONE ROOM AWAY FROM A WUMPUS OR HAZARD, |
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THE COMPUTER SAYS: |
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WUMPUS: 'I SMELL A WUMPUS' |
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BAT : 'BATS NEARBY' |
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PIT : 'I FEEL A DRAFT' |
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)</lang> |
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So... different (more concise!) messages, bats are non-lethal, and the wumpus sometimes moves. |
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Also, looking at the implementation, this was unspecified: initially none of the player nor the hazards are co-located. --[[User:Rdm|Rdm]] ([[User talk:Rdm|talk]]) 12:14, 8 May 2015 (UTC) |
Revision as of 12:14, 8 May 2015
Details
These rules actually conflict with the original wumpus rules, and leave some issues unspecified. Would it be acceptable to implement something closer to the original? --Rdm (talk) 07:41, 8 May 2015 (UTC)
I'd like to modify my Javascript source to something more similar to the original, if you point me to the differences you noticed. Also, what is not specified? I'd love to edit the description. Last thing: The only conscious conflict I've made, just for a matter of semplicity, is the ability to only shoot to nearby rooms.--Pistacchio (talk) 10:16, 8 May 2015 (UTC)
Ok, sure... well, I started coding up a J simplification, and so I extracted the original intro text (without the press return to continue stuff), and it looked like this:
<lang J>INTRO=:0 :0
WELCOME TO 'HUNT THE WUMPUS' THE WUMPUS LIVES IN A CAVE OF 20 ROOMS. EACH ROOM
HAS 3 TUNNELS LEADING TO OTHER ROOMS. (LOOK AT A DODECAHEDRON TO SEE HOW THIS WORKS-IF YOU DON'T KNOW WHAT A DODECAHEDRON IS, ASK SOMEONE)
HAZARDS: BOTTOMLESS PITS - TWO ROOMS HAVE BOTTOMLESS PITS IN THEM IF YOU GO THERE, YOU FALL INTO THE PIT (& LOSE!) SUPER BATS - TWO OTHER ROOMS HAVE SUPER BATS. IF YOU GO THERE, A BAT GRABS YOU AND TAKES YOU TO SOME OTHER ROOM AT RANDOM. (WHICH MAY BE TROUBLESOME)
WUMPUS: THE WUMPUS IS NOT BOTHERED BY HAZARDS (HE HAS SUCKER FEET AND IS TOO BIG FOR A BAT TO LIFT). USUALLY HE IS ASLEEP. TWO THINGS WAKE HIM UP: YOU SHOOTING AN
ARROW OR YOU ENTERING HIS ROOM.
IF THE WUMPUS WAKES HE MOVES (P=.75) ONE ROOM OR STAYS STILL (P=.25). AFTER THAT, IF HE IS WHERE YOU ARE, HE EATS YOU UP AND YOU LOSE!
YOU: EACH TURN YOU MAY MOVE OR SHOOT A CROOKED ARROW MOVING: YOU CAN MOVE ONE ROOM (THRU ONE TUNNEL) ARROWS: YOU HAVE 5 ARROWS. YOU LOSE WHEN YOU RUN OUT EACH ARROW CAN GO FROM 1 TO 5 ROOMS. YOU AIM BY TELLING THE COMPUTER THE ROOM#S YOU WANT THE ARROW TO GO TO. IF THE ARROW CAN'T GO THAT WAY (IF NO TUNNEL) IT MOVES AT RANDOM TO THE NEXT ROOM. IF THE ARROW HITS THE WUMPUS, YOU WIN. IF THE ARROW HITS YOU, YOU LOSE.
WARNINGS: WHEN YOU ARE ONE ROOM AWAY FROM A WUMPUS OR HAZARD, THE COMPUTER SAYS: WUMPUS: 'I SMELL A WUMPUS' BAT : 'BATS NEARBY' PIT : 'I FEEL A DRAFT'
)</lang>
So... different (more concise!) messages, bats are non-lethal, and the wumpus sometimes moves.
Also, looking at the implementation, this was unspecified: initially none of the player nor the hazards are co-located. --Rdm (talk) 12:14, 8 May 2015 (UTC)