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Comments on Algorithmically generating the grid formed by the vertices of a dodecahedron (Hunt The Wumpus)

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Algorithmically generating the grid formed by the vertices of a dodecahedron (Hunt The Wumpus)

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I am attempting to write a program to simulate Hunt The Wumpus in the K programming language. The game requires a grid that is created by the vertices of a Dodecahedron, which is cyclic and triangular in nature.

Dodecahedron

The general approach I can find on Rosetta Code is generally a hardcoded list of points, like as follows:

   Adjacent_Rooms : constant Rooms :=
     ((1, 4, 7), (0, 2, 9), (1, 3, 11), (2, 3, 13), (0, 3, 5), (4, 6, 14),
      (5, 7, 16), (0, 6, 8), (7, 9, 17), (1, 8, 10), (9, 11, 18), (2, 10, 12),
      (11, 13, 19), (3, 12, 14), (5, 13, 15), (14, 16, 19), (5, 15, 17),
      (8, 16, 18), (10, 17, 19), (12, 15, 18));

basically encoding the indices of the points that each point links to. I seek to find out a way to algorithmically generate these points (not necessarily using math), or somehow simulate the grid with an ordinary 1D or 2D array somehow.

Since K isn't a popular language, I would appreciate answers in a pseudocode format so I can translate the approach correctly.

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3 comment threads

Hardcoding (1 comment)
That animated picture is seriously annoying and distracting! (3 comments)
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Hardcoding
Peter Taylor‭ wrote over 2 years ago

This appears to be the original source code and also hard-codes the map.