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|
;
; Mapping robot for GNU Robots 0.77
; 1998-08-22 by Kyle Hasselbacher <kyle@toehold.com>
;
; The central idea here is that the robot keeps a map of where it's been.
;
; BEHAVIOR
; The robot will move in a straight line until it encounters a wall or some
; place that it's already been. When it gets there, it will head for some
; place it hasn't been.
; Any time the robot is in a place it hasn't been before, it will feel the
; spaces around it as necessary to find out what's there. If it feels
; something it can grab, it does.
;
; PROBLEMS
; (1) Speed. If the robot is far away from a "frontier", it takes a long
; time for it to find a path there.
; (2) It sometimes does some unnecessary turning. The (feel-around)
; function always leaves it facing as it was, but after that it'll want to
; turn anway because there's something in front of it.
; (3) Its exploration isn't particularly systematic. It never really makes
; zero progress, but it sometimes goes goes over ground multiple times when
; it doesn't need to.
;
; NOTES
; It keeps a list of frequencies of everything it's found so that it always
; feels for the most prevalent map items first.
; The map data structure stretches as the robot expands its area of
; knowledge.
; The robot also keeps track of its location and orientation.
;;;
;;; Variables
;;;
(define freq '(("space" 1) ("wall" 0) ("baddie" 0) ("food" 0) ("prize" 0)))
; Oops. I redefined a primitive. Well, I didn't like that function anyway...
(define map '())
; Assumed to start facing east at the origin.
(define facing (list 'east 'south 'west 'north))
(define loc (cons 1 1))
(define map-wide 0)
(define map-tall 0)
; We change this over the life of the robot, to keep it from getting hung up
;(define favorite-direction 'east)
;(define on-frontier #t)
; If predict-death is true, the robot will dump its map to the screen and
; exit when it think it's low on energy.
(define predict-death #t)
(define energy 1000) ; Starting energy
; If this is true, the robot will cut short path searches as soon as it
; finds a place it hasn't been before. This sometimes makes the robot
; unnecessarily aggressive because it will see a path THROUGH a baddie
; to a frontier before it notices the (cheaper) path around it.
(define loose-goals #f)
;;;
;;; Mapping functions
;;;
(define (init-map x y)
(set! map-wide x)
(set! map-tall y)
(map-rows (+ 2 x) (+ 2 y)))
(define (widen-map n)
(set! map-wide (+ n map-wide))
(set! map (widen-map-n map n)))
(define (widen-map-n map n)
(if (null? map)
'()
(cons (append (car map) (make-list n #f)) (widen-map-n (cdr map) n))))
(define (heighten-map n)
(set! map-tall (+ n map-tall))
(set! map (append map (map-rows (list-count (car map)) n))))
; Yuck! This doesn't work: (make-list y (make-list x #f))
; because every row is a pointer to the same list!
(define (map-rows x n)
(if (< n 1)
'()
(cons (make-list x #f) (map-rows x (- n 1)))))
(define (mark-map! loc thing)
(list-set! (list-ref map (cdr loc)) (car loc) thing))
;;;
;;; Path finding
;;;
;
; We have a map, so we should be able to find a path from one part of the
; map to another without having to grope around, right? Here's how:
;
; (1) Make a list of possible paths. Each path is a list containing the
; "cost" of taking that path (including a heuristic estimate) and the
; points along the path.
; (2) Extend the current least-cost path in every possible direction
; (creating new paths) and generate new cost estimates.
; (3) Eliminate paths to duplicate locations (keeping the least-cost path).
; (4) Eliminate paths with loops.
; (5) Sort the list of paths.
;
; The heuristic will probably be the horizontal difference plus the
; vertical difference plus one. Note that it costs to turn, so we need to
; keep track of how the robot is facing too. We'll make it cost 5 to move
; through a baddie since you can do it if you zap 'im.
;
;
; A lot of the code below was stolen wholesale (with comments) directly
; from my second assignment in CS 348 (Intro to AI) at the U of I four
; years ago. It was written in LISP, so few changes were necessary, but
; variable names aren't always consistent.
;
; PATH DATA STRUCTURE:
; It's a list that looks like this: (123 'north (1 . 2) (3 . 4))
; The number is the estimated cost of the path from beginning to
; destination (NOT from beginning to the current end of the path)
; The direction is the initial orientation of the robot. It never
; changes.
; The first pair is the location the path started. The second is the first
; step of the path, etc. The last pair in the list is the end of the path
; right now (which may not be at the goal).
; This will return a path including its cost.
(define (find-path dest-loc)
(find-path-a dest-loc (list (list (guess-cost loc dest-loc)
(car facing) loc))))
(define (find-path-a dest-loc path-list)
(d-list (list "find-path " dest-loc " " path-list "\n"))
(cond ((null? path-list) path-list)
((is-goal? dest-loc (car (last-pair (car path-list)))) (car path-list))
(#t (find-path-a dest-loc
(sort-paths
(elim-common-dest
(reject-loops
(append (cdr path-list)
(new-paths (car path-list)
dest-loc)))))))))
; The last location in the path.
(define (end-path path)
(list-ref path (- (list-count path) 1)))
; How much it costs to take a particular set of steps.
; It needs to know the final destination so it can guess the cost of the
; rest of the steps to get there.
; It needs to know the initial orientation so that it can detect turns.
(define (steps-cost steps dest face)
; (d-list (list "steps-cost " steps " " dest " " face "\n"))
(if (null? (cdr steps))
(guess-cost (car steps) dest)
(+ (if (equal? face (tell-direction (car steps) (cadr steps)))
0 1)
(cond ((equal? (at-loc (car steps)) "space") 1)
((equal? (at-loc (car steps)) "baddie") 6)
(#t 10000))
(steps-cost (cdr steps) dest (tell-direction (car steps)
(cadr steps))))))
(define (guess-cost start-loc dest-loc)
(+ (abs (- (car start-loc) (car dest-loc)))
(abs (- (cdr start-loc) (cdr dest-loc)))
1))
; Find more paths based on this path.
(define (new-paths path dest-loc)
(recompute-costs dest-loc
(path-sanity (list
(append path (list (vector-loc 'north (end-path path))))
(append path (list (vector-loc 'south (end-path path))))
(append path (list (vector-loc 'east (end-path path))))
(append path (list (vector-loc 'west (end-path path))))))))
; Throw out paths that try to go through anything other than spaces or
; baddies.
; Throw out paths that go through points outside the map.
(define (path-sanity path-list)
(if (null? path-list)
'()
(if (or (and (not (equal? (at-loc (end-path (car path-list))) "space"))
(not (equal? (at-loc (end-path (car path-list))) "baddie")))
(out-of-bounds? (end-path (car path-list))))
(path-sanity (cdr path-list))
(cons (car path-list) (path-sanity (cdr path-list))))))
(define (recompute-costs dest-loc path-list)
; (d-list (list "recompute-costs " dest-loc " " path-list "\n"))
(if (null? path-list)
'()
(begin
(set-car! (car path-list) (steps-cost (cddar path-list) dest-loc
(cadar path-list)))
(cons (car path-list) (recompute-costs dest-loc (cdr path-list))))))
;
; Takes a path list and removes those paths which contain loops (double
; occurrances of any one node). Each path is checked with the looping
; procedure.
;
(define (reject-loops path-list)
; (d-list (list "reject-loops " path-list "\n"))
(if (null? path-list)
path-list
(if (looping (car path-list))
(reject-loops (cdr path-list))
(cons (car path-list) (reject-loops (cdr path-list))))))
;
; A path is checked for loops by checking each node for membership in the
; remainder of the path.
;
(define (looping path)
; (d-list (list "looping " path "\n"))
(if (null? path)
#f
(if (pair? (car path))
(or (member (car path) (cdr path))
(looping (cdr path)))
(looping (cdr path)))))
; This was a LISP primitive. It might be a Scheme primitive too, but it
; didn't do what I wanted. (The original code used symbols for nodes, but
; this is using pairs.)
(define (member test-loc loc-list)
(if (null? loc-list)
#f
(or (loc-eq? test-loc (car loc-list))
(member test-loc (cdr loc-list)))))
;
; This takes a list of paths and eliminates those which end at the same
; node. It takes a list of all paths which have the same ending as the
; current path (provided by same-end)--this list can contain only one
; thing--and takes the shortest of those paths to remain in the list.
;
(define (elim-common-dest path-list)
(if (null? path-list)
'()
(cons (shortest-path (same-end (end-path (car path-list))
path-list))
(elim-common-dest (elim-dest (end-path (car path-list))
(cdr path-list))))))
;
; This takes a path list and an ending node, and returns all paths in the
; list which do not end at that node. It's used to eliminate paths which
; end at the same node.
;
(define (elim-dest dest path-list)
(if (null? path-list)
'()
(if (loc-eq? dest (end-path (car path-list)))
(elim-dest dest (cdr path-list))
(cons (car path-list)
(elim-dest dest (cdr path-list))))))
;
; This takes an ending node and a path list and returns all paths in the
; list which DO end at that node. It's used to FIND paths which end at the
; same node.
;
(define (same-end end path-list)
(if (null? path-list) path-list
(if (loc-eq? end (end-path (car path-list)))
(cons (car path-list)
(same-end end (cdr path-list)))
(same-end end (cdr path-list)))))
;
; This is just a proper call to real-sp, which does the real work of
; finding the shortest path in a list of paths. It returns a path.
;
(define (shortest-path path-list)
(real-sp '() path-list))
;
; This recursive function finds the shortest path in a list. The first
; argument is the shortest path found so far, and the second argument is
; the list of paths for comparison.
;
(define (real-sp shortest path-list)
(if (null? path-list) shortest
(if (and (number? (caar path-list)) ; Just in case path-list is messed.
(or (null? shortest)
(< (caar path-list) (car shortest))))
(real-sp (car path-list) (cdr path-list))
(real-sp shortest (cdr path-list)))))
; Tell whether our current endpoint is the goal. If loose-goals is true,
; this will include any location we haven't already visited. This might
; later be expanded to include "good enough" goals for when the real goal
; is completely inaccessible.
(define (is-goal? dest-loc cur-loc)
(or (loc-eq? dest-loc cur-loc)
(and loose-goals (not (been-to cur-loc)))))
; Test whether two locations are equal.
(define (loc-eq? a b)
(and (= (car a) (car b)) (= (cdr a) (cdr b))))
(define (sort-paths path-list)
(quicksort path-list (lambda (a b)
(cond ((< (car a) (car b)) 'less-than)
((= (car a) (car b)) 'equal-to)
((> (car a) (car b)) 'greater-than)))))
(define (execute-path path)
(d-list (list "execute-path " path "\n"))
(execute-steps (cdddr path)))
; Go through the steps dictated by a path. This will make all the turns,
; moves, and zaps necessary to get you where you're going according to the
; plan.
(define (execute-steps step-list)
(d-list (list "execute-steps " step-list "\n"))
(if (null? step-list)
'()
(begin
(turn-face (tell-direction loc (car step-list)))
(if (equal? (at-loc (car step-list)) "baddie")
(zap))
(move 1)
(execute-steps (cdr step-list)))))
;;;
;;; Action wrappers
;;;
(define (zap)
(decr-energy 5)
(if (robot-zap)
(mark-map! (front-loc) "space")))
; Maybe this should also note the spaciness of intervening map squares,
; but hopefully we won't move into them if they're not spaces.
(define (move n)
(decr-energy n)
(if (robot-move n)
(begin
(change-loc n)
(if (< map-wide (car loc))
(widen-map (- (car loc) map-wide)))
(if (< map-tall (cdr loc))
(heighten-map (- (cdr loc) map-tall)))
(feel-around))
#f))
(define (change-loc n)
(if (= n 0)
'()
(begin
(set! loc (front-loc))
(change-loc (- n 1)))))
(define (turn n)
(decr-energy (abs n))
(change-face n)
(robot-turn n))
(define (change-face n)
(if (= n 0)
'()
(begin
(if (> n 0)
(begin
(set! facing (append (cdr facing) (list (car facing))))
(change-face (- n 1))))
(if (< n 0)
(begin
(set! facing (list (list-ref facing 3) (list-ref facing 0)
(list-ref facing 1) (list-ref facing 2)))
(change-face (+ n 1)))))))
;;;
;;; Sensory functions.
;;;
; This will feel in front of the robot for everything it knows and grab
; things that are worth grabbing.
(define (grope)
(let ((thing (grope-things freq)))
(note-freq! freq thing)
(if (or (equal? thing "food")
(equal? thing "prize"))
(begin
(robot-grab)
(if (equal? thing "food")
(set! energy (+ 10 energy)))
(decr-energy 1)
"space")
thing)))
; This does the actual feeling for the individual things in the frequency
; list.
(define (grope-things freq)
(if (null? freq)
#f
(begin (decr-energy 1)
(if (robot-feel (caar freq))
(caar freq)
(grope-things (cdr freq))))))
; This makes sure the robot knows its immediate surroundings. It's called
; after every movement. It won't feel spaces it's already felt, and it
; always leaves the robot facing the same direction it started.
(define (feel-around)
(let ((start-face (car facing)))
(feel-directions facing)
(turn-face start-face)))
(define (feel-directions face-list)
(if (null? face-list)
'()
(begin
(if (not (at-loc (vector-loc (car face-list) loc)))
(begin
; (set! on-frontier #t)
(turn-face (car face-list))
(mark-map! (front-loc) (grope))))
(feel-directions (cdr face-list)))))
; An old version of feel-around.
;(define (feel-around)
; (if (not (at-loc (front-loc)))
; (mark-map! (front-loc) (grope)))
; (if (not (at-loc (right-loc)))
; (begin
; (turn 1) ; right from "front"
; (mark-map! (front-loc) (grope))
; (if (not (at-loc (back-loc)))
; (begin
; (turn 2) ; left from "front"
; (mark-map! (front-loc) (grope))
; (turn 1)) ; front
; (turn -1))) ; front
; (if (not (at-loc (left-loc)))
; (begin
; (turn -1) ; left from "front"
; (mark-map! (front-loc) (grope))
; (turn 1))))) ; front
; This changes the frequency list to reflect the last thing we felt.
(define (note-freq! freq thing)
(if (null? freq)
'()
(if (equal? (caar freq) thing)
(set-car! freq (list thing (+ 1 (cadar freq))))
(note-freq! (cdr freq) thing))))
(define (sort-freq!)
(set! freq (quicksort freq (lambda (a b)
(cond ((> (cadr a) (cadr b)) 'less-than)
((= (cadr a) (cadr b)) 'equal-to)
((< (cadr a) (cadr b)) 'greater-than))))))
; THE SCHEMATICS OF COMPUTATION by Vincent S. Manis and James J. Little
; page 487
(define quicksort
(lambda (x compare)
(if (null? x)
x
(let*
((pivot (car x))
(smaller '()) (equal '()) (larger '())
(classify
(lambda (item)
(case (compare item pivot)
((less-than)
(set! smaller (cons item smaller)))
((equal-to)
(set! equal (cons item equal)))
((greater-than)
(set! larger (cons item larger)))))))
(for-each classify x)
; (format #t "smaller: ~a equal: ~a larger: ~%"
; smaller equal larger)
(append (quicksort smaller compare)
equal (quicksort larger compare))))))
;;;
;;; Orientation-related functions
;;;
; These give the coordinates of spots around the robot
(define (front-loc)
(relative-loc 'front loc))
(define (back-loc)
(relative-loc 'back loc))
(define (right-loc)
(relative-loc 'right loc))
(define (left-loc)
(relative-loc 'left loc))
; Tell me a direction (right, left, front, back) and a location, and I'll
; tell you the coordinate in the direction from the location. This uses
; the current orientation of the robot to do its computation.
(define (relative-loc dir loc)
(case dir
((left) (case (car facing)
((west) (cons (car loc) (+ 1 (cdr loc))))
((east) (cons (car loc) (- (cdr loc) 1)))
((north) (cons (- (car loc) 1) (cdr loc)))
((south) (cons (+ (car loc) 1) (cdr loc)))))
((right) (case (car facing)
((east) (cons (car loc) (+ 1 (cdr loc))))
((west) (cons (car loc) (- (cdr loc) 1)))
((south) (cons (- (car loc) 1) (cdr loc)))
((north) (cons (+ (car loc) 1) (cdr loc)))))
((back) (case (car facing)
((south) (cons (car loc) (- (cdr loc) 1)))
((north) (cons (car loc) (+ 1 (cdr loc))))
((west) (cons (+ (car loc) 1) (cdr loc)))
((east) (cons (- (car loc) 1) (cdr loc)))))
((front) (case (car facing)
((south) (cons (car loc) (+ 1 (cdr loc))))
((north) (cons (car loc) (- (cdr loc) 1)))
((west) (cons (- (car loc) 1) (cdr loc)))
((east) (cons (+ (car loc) 1) (cdr loc)))))))
; Tell me a vector (north, south, east, west) and a location, and I'll tell
; you the location in that direction from your location.
(define (vector-loc face loc)
(case face
((east) (cons (+ (car loc) 1) (cdr loc)))
((west) (cons (- (car loc) 1) (cdr loc)))
((north) (cons (car loc) (- (cdr loc) 1)))
((south) (cons (car loc) (+ (cdr loc) 1)))))
; Turn in a particular direction (north, south, east, west).
(define (turn-face face)
(case face
((east) (case (car facing)
((east) #t)
((west) (turn 2))
((north) (turn 1))
((south) (turn -1))))
((west) (case (car facing)
((west) #t)
((east) (turn 2))
((north) (turn -1))
((south) (turn 1))))
((north) (case (car facing)
((north) #t)
((south) (turn 2))
((east) (turn -1))
((west) (turn 1))))
((south) (case (car facing)
((south) #t)
((north) (turn 2))
((east) (turn 1))
((west) (turn -1))))))
;;;
;;; Unorganized functions.
;;;
(define (decr-energy n)
(set! energy (- energy n))
(d-list (list "*** energy " energy " ***\n"))
(if (and predict-death (< energy 11))
(dump)))
; I bet there's a primitive to do this, but I can write this faster
; than I can look it up.
(define (list-count tsil)
(if (null? tsil)
0
(+ 1 (list-count (cdr tsil)))))
; Tell whether a coordinate is outside the map.
(define (out-of-bounds? loc)
(or (> 1 (car loc)) (> 1 (cdr loc))
(> (car loc) (- (list-count (car map)) 1))
(> (cdr loc) (- (list-count map) 1))))
; Tell what's at a particular location. This will say "wall" for
; out-of-bounds locations to the north or west and #f for out-of-bounds
; locations to the south or east (since the map may be stretched in that
; direction, theoretically).
(define (at-loc loc)
(if (or (> 0 (car loc)) (> 0 (cdr loc)))
"wall"
(if (or (> (car loc) (- (list-count (car map)) 1))
(> (cdr loc) (- (list-count map) 1)))
#f
(list-ref (list-ref map (cdr loc)) (car loc)))))
; Tell whether we've visited a particular location. It checks whether we
; know what's at that location and the locations around it, so you can get
; a true return even if you haven't actually stepped on the spot, but it
; still means you don't need to go there.
(define (been-to loc)
(and (at-loc loc)
(at-loc (cons (+ 1 (car loc)) (cdr loc)))
(at-loc (cons (- (car loc) 1) (cdr loc)))
(at-loc (cons (car loc) (- (cdr loc) 1)))
(at-loc (cons (car loc) (+ 1 (cdr loc))))))
; This gives a list of coordinates that surround a particular location at a
; particular "radius." The coordinates actually form a square. If the
; radius is 1, you'll get 8 coordinates. If the radius is 2, you get 16.
; This is used to search for locations of a particular type in a radiating
; fashion from the robot itself.
(define (coord-around-list loc radius)
(append (h-coord-list (cons (- (car loc) radius) (- (cdr loc) radius))
(+ 1 (* 2 radius)))
(v-coord-list (cons (+ (car loc) radius) (+ 1 (- (cdr loc) radius)))
(- (* 2 radius) 1))
(h-coord-list (cons (- (car loc) radius) (+ (cdr loc) radius))
(+ 1 (* 2 radius)))
(v-coord-list (cons (- (car loc) radius) (+ 1 (- (cdr loc) radius)))
(- (* 2 radius) 1))))
(define (h-coord-list loc n)
(if (= n 0)
'()
(cons loc (h-coord-list (cons (+ 1 (car loc)) (cdr loc)) (- n 1)))))
(define (v-coord-list loc n)
(if (= n 0)
'()
(cons loc (v-coord-list (cons (car loc) (+ 1 (cdr loc))) (- n 1)))))
; Gimme a function and a list. I'll give you a list of pairs.
; (function-results . pair) Of course, the function should take one argument.
;(define (coord-list-apply func loc-list)
; (if (null? loc-list)
; '()
; (cons (cons (func (car loc-list))
; (car loc-list))
; (coord-list-apply func (cdr loc-list)))))
;(define (find-result x tsil)
; (if (null? tsil)
; '()
; (if (eqv? x (caar tsil))
; (cons (cdar tsil)
; (find-result x (cdr tsil)))
; (find-result x (cdr tsil)))))
; What direction is loc2 from loc1 ?
; (If the direction is an exact diagonal, I don't know what you'll get, but
; I don't think that's particularly wrong either.)
(define (tell-direction loc1 loc2)
(if (> (abs (- (car loc1) (car loc2)))
(abs (- (cdr loc1) (cdr loc2))))
(if (< 0 (- (car loc1) (car loc2)))
'west
'east)
(if (< 0 (- (cdr loc1) (cdr loc2)))
'north
'south)))
;(define (new-favorite-direction)
;; (d-list (list "--- favorite direction is: " favorite-direction "\n"))
; (set! on-frontier #f)
; (let* ((cur-dir favorite-direction)
; (face-dir (car facing))
; (new-dir (tell-direction loc (find-frontier 1))))
; (if (equal? new-dir cur-dir)
; (if (equal? new-dir face-dir)
; (set! favorite-direction (cadr facing))
; (set! favorite-direction face-dir))
; (set! favorite-direction new-dir))))
; Call this with an initial argument of 1. It will search outward from the
; robot for a location it hasn't yet visited. It will return a list of
; such locations which are all roughly the same distance from the robot.
; This is used to select a new destination for the robot when it's gotten
; stuck somewhere.
(define (find-frontier n)
(d-list (list "--- find-frontier " n " ---\n"))
(if (> n 20) (dump)) ; PROBABLY a problem
(let ((result (frontier-do n)))
(d-list (list result "\n"))
(if (and (not (null? result))
(equal? "baddie" (at-loc (car result)))
(= n 1))
(set! result (append (frontier-do 2) result)))
(if (null? result)
(find-frontier (+ n 1))
(car result))))
; Produces a list of possible frontier values (sorted and sanity checked).
(define (frontier-do n)
(quicksort ; Spaces are better than baddies.
(frontier-sanity (coord-around-list loc n))
(lambda (a b)
(cond ((and (equal? (at-loc a) "space")
(equal? (at-loc b) "baddie")) 'less-than)
((and (equal? (at-loc a) "baddie")
(equal? (at-loc b) "space")) 'greater-than)
(#t 'equal-to)))))
; This keeps the results of find-frontier in check. We throw out:
;
; (1) Locations that are off the map.
; (2) Walls.
; (3) Locations we haven't mapped (find-path doesn't know how to get there).
; (4) Locations we've already visited.
;
; That way find-frontier should give us a spot which is exatly next to a
; spot we haven't mapped.
(define (frontier-sanity loc-list)
(if (null? loc-list)
'()
(if (or (out-of-bounds? (car loc-list))
(equal? (at-loc (car loc-list)) "wall")
(not (at-loc (car loc-list)))
(been-to (car loc-list)))
(frontier-sanity (cdr loc-list))
(cons (car loc-list) (frontier-sanity (cdr loc-list))))))
; This decides how we move.
(define (go)
(if (and (equal? (at-loc (front-loc)) "space")
(not (been-to (front-loc))))
(move 1)
(let ((path (find-path (find-frontier 1))))
(if (null? path)
(dump)
(execute-path path)))))
;(define (go)
; (if (and (equal? (at-loc (vector-loc favorite-direction loc)) "space")
; (or (not on-frontier)
; (not (been-to (vector-loc favorite-direction loc))))
; (not (equal? (car facing) favorite-direction)))
; (turn-face favorite-direction)
; (if (equal? (at-loc (front-loc)) "space")
; (move 1)
; (if (and (equal? (at-loc (right-loc)) "space")
; (or (not on-frontier) (not (been-to (right-loc)))))
; (turn 1)
; (if (and (equal? (at-loc (left-loc)) "space")
; (or (not on-frontier) (not (been-to (left-loc)))))
; (turn -1)
; (let ((path (find-path (find-frontier 1))))
; (if (null? path)
; (dump)
; (execute-path path))))))))
; (new-favorite-direction)
; (turn-face favorite-direction)))))))
;;;
;;; Debugging functions.
;;;
; Dummies (so the guile interpreter doesn't blow up)
;(define (robot-feel n) (display "robot-feel\n") "space")
;(define (robot-move n) (display "robot-move\n") #t)
;(define (robot-turn n) (display "robot-turn\n") #t)
;(define (robot-grab) (display "robot-grab\n") #t)
;(define (d-list tsil) (if (null? tsil) '() (cons (display (car tsil)) (d-list (cdr tsil)))))
(define (d-list tsil) tsil)
; Print the map to the screen and exit.
(define (dump)
(display-map map)
(quit))
(define (display-map map)
(if (null? map)
'()
(begin
(display-map-line (car map))
(display-map (cdr map)))))
(define (space-out n)
(if (= n 0)
'()
(begin
(display " ")
(space-out (- n 1)))))
(define (display-map-line tsil)
(if (null? tsil)
(space-out (- 80 (list-count (car map))))
; (display "\n")
(begin
(if (equal? "space" (car tsil))
(display "."))
(if (equal? "baddie" (car tsil))
(display "@"))
(if (equal? "wall" (car tsil))
(display "#"))
(if (not (car tsil))
(display "x"))
(if (equal? "food" (car tsil))
(display "+"))
(if (equal? "prize" (car tsil))
(display "$"))
(display-map-line (cdr tsil)))))
;;;
;;; Main program.
;;;
(define (main-loop)
(go)
(main-loop))
; INITIALIZATION.
(set! map (init-map 1 1)) ; The map is tiny, but it will grow.
(sort-freq!) ; Sort the frequency list if it isn't already.
(mark-map! loc "space") ; I start out on a space, Shirly.
(feel-around) ; Get your bearings.
(main-loop) ; GO.
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