Author Topic: Shifting Order  (Read 9472 times)

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Offline Raylin

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Shifting Order
« on: April 11, 2010, 08:48:23 pm »
Say that 7 players have a number (1-7).
Say there is a list that is populated with these numbers (1-7).
The concept here is to establish some sort of order here.

i.e. When Player 1 moves, he moves to the bottom of the list and works his way up the list. Every other player follows suit.

EDIT: The list looks like this.

Code: [Select]
1
2
3
4
5
6
7

*Player 1 ends his turn

The list should look like this.

Code: [Select]
2
3
4
5
6
7
1
« Last Edit: April 11, 2010, 08:53:20 pm by Raylin »
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_player1537

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Re: Shifting Order
« Reply #1 on: April 11, 2010, 08:58:17 pm »
Code: [Select]
Repeat Getkey(15)
(player does turn here)
{L1}->A
For(B,1,6
{L1+B}->{L1+B-1
End
A->{L1+6
End
« Last Edit: April 11, 2010, 09:00:01 pm by _player1537 »

Offline Raylin

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Re: Shifting Order
« Reply #2 on: April 11, 2010, 09:05:16 pm »
Thank you, good sir.
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Offline cooliojazz

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Re: Shifting Order
« Reply #3 on: April 11, 2010, 09:11:00 pm »
wouldn't seq(L1(X),X,2,7)->L1 be faster than the for loop?
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Offline JonimusPrime

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Re: Shifting Order
« Reply #4 on: April 11, 2010, 09:13:17 pm »
wouldn't seq(L1(X),X,2,7)->L1 be faster than the for loop?
Except this is in the axe parser subforum and I'm not sure if axe has a sequence command. Other wise yes that would be the better solution.

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Offline meishe91

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Re: Shifting Order
« Reply #5 on: April 11, 2010, 09:14:59 pm »
I don't think Axe supports seq(.

Edit:
Ninja'd.
« Last Edit: April 11, 2010, 09:15:31 pm by meishe91 »
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Offline cooliojazz

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Re: Shifting Order
« Reply #6 on: April 11, 2010, 09:15:37 pm »
Oh, lol didnt notice, and the axe code looks so similar... :P
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Offline meishe91

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Re: Shifting Order
« Reply #7 on: April 11, 2010, 09:16:08 pm »
I think that's the point of Axe ;)
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Offline Will_W

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Re: Shifting Order
« Reply #8 on: April 11, 2010, 09:16:17 pm »
Augment(seq(L1(X),X,2,7),{L1(1->L1
It's faster to put the last element in position 1 though
Augment({L1(dim(L1))},L1->L1
dim(L1)-1->dim(L1
Edit:Oh, this is in Axe, never mind.
« Last Edit: April 11, 2010, 09:16:55 pm by Will_W »
ex de,hl
ld (hl),e
inc hl
ld (hl),d
ld a,(hl)

Offline cooliojazz

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Re: Shifting Order
« Reply #9 on: April 11, 2010, 09:35:04 pm »
meishe91, i dont think its the point, but still a major bonus  ;D
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Offline meishe91

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Re: Shifting Order
« Reply #10 on: April 11, 2010, 09:36:26 pm »
I know :P I was just kidding but you see what I meant (hopefully :P)
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Offline Raylin

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Re: Shifting Order
« Reply #11 on: April 11, 2010, 10:34:48 pm »
Player, if you're still around, could you change the code to address the fact that I used an AppVar?
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Re: Shifting Order
« Reply #12 on: April 11, 2010, 10:37:53 pm »
oh yeah, np, one sec working on that sort(a thing

Offline Quigibo

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Re: Shifting Order
« Reply #13 on: April 11, 2010, 11:05:59 pm »
There is a very simple optimization you can do:

{A+B^7+L1}

Will return the Ath player after B turns (where both start at zero).  I guess it would require you to keep track of how many turns are played so far, but its pretty simple.  You can even make it a subroutine if you call it a lot to save space.

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Re: Shifting Order
« Reply #14 on: April 11, 2010, 11:08:44 pm »
yeah, I was kinda wondering why he didn't do that in the first place, I figured the routine could also be used for something else