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

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 triangu...

2 answers  ·  posted 3y ago by Razetime‭  ·  edited 3y ago by Razetime‭

Question shape pseudocode k
#4: Nominated for promotion by user avatar Alexei‭ · 2022-03-13T08:16:48Z (almost 3 years ago)
#3: Post edited by user avatar Razetime‭ · 2022-03-02T10:57:05Z (almost 3 years ago)
  • I am attempting to write a program to simulate [Hunt The Wumpus](http://rosettacode.org/wiki/Hunt_the_Wumpus) in the [K programming language](https://k.miraheze.org/). The game requires a grid that is created by the vertices of a Dodecahedron, which is cyclic and triangular in nature.
  • ![Dodecahedron](https://upload.wikimedia.org/wikipedia/commons/6/6a/Dodecahedron-transparent.gif)
  • The general approach I can find on Rosetta Code is generally a hardcoded list of points, like as follows:
  • ```ada
  • 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.
  • I am attempting to write a program to simulate [Hunt The Wumpus](http://rosettacode.org/wiki/Hunt_the_Wumpus) in the [K programming language](https://k.miraheze.org/). The game requires a grid that is created by the vertices of a Dodecahedron, which is cyclic and triangular in nature.
  • ![Dodecahedron](https://upload.wikimedia.org/wikipedia/commons/e/e0/Dodecahedron.jpg)
  • The general approach I can find on Rosetta Code is generally a hardcoded list of points, like as follows:
  • ```ada
  • 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.
#2: Post edited by user avatar Alexei‭ · 2022-03-01T18:00:17Z (almost 3 years ago)
add/remove tags
#1: Initial revision by user avatar Razetime‭ · 2022-03-01T11:39:57Z (almost 3 years ago)
Algorithmically generating the grid formed by the vertices of a dodecahedron (Hunt The Wumpus)
I am attempting to write a program to simulate [Hunt The Wumpus](http://rosettacode.org/wiki/Hunt_the_Wumpus) in the [K programming language](https://k.miraheze.org/). The game requires a grid that is created by the vertices of a Dodecahedron, which is cyclic and triangular in nature.

![Dodecahedron](https://upload.wikimedia.org/wikipedia/commons/6/6a/Dodecahedron-transparent.gif)

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

```ada
   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.