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[/] [or1k/] [trunk/] [insight/] [expect/] [example/] [robohunt] - Rev 1776
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#!../expect -f
# Synopsis
# robohunt player-name [-nodisplay]
# Plays hunt automatically. Optional "-nodisplay" argument disables output.
# by Don Libes
expect_version -exit 5.0
set timeout 1
proc random {} {
global ia ic im jran
set jran [expr ($jran*$ia + $ic) % $im]
return $jran
}
set ia 7141
set ic 54773
set im 259200
set jran [pid]
# given a direction and number, moves that many spaces in that direction
proc mv {dir num} {
# first try firing a bullet (what the hell...open some walls to move!)
send "f"
for {set i 0} {$i<$num} {incr i} {
send $dir
}
}
# move a random distance/direction
# 31 is arbitrarily used as a max distance to move in any one direction
# this is a compromise between long horizontal and vertical moves
# but since excess movement is good for stabbing, this is reasonable
proc move {} {
set num [random]
set mask [expr $num&3]
set num [expr $num&31]
if $mask==0 {send "H"; mv "h" $num; return}
if $mask==1 {send "L"; mv "l" $num; return}
if $mask==2 {send "K"; mv "k" $num; return}
send "J"; mv "j" $num; return
}
if 2==$argc { set output 0 } {set output 1}
if 1>$argc { send_user "usage: robohunt name \[-nodisplay\]\n"; exit}
spawn hunt -b -c -n [lindex $argv 0]
expect "team"
send "\r"
set several_moves 5
expect "Monitor:"
sleep 1
expect ;# flush output
log_user 0
# output is turned off so that we can first strip out ^Gs before they
# are sent to the tty. It seems to drive xterms crazy - because our
# rather stupid algorithm off not checking after every move can cause
# the game to send a lot of them.
for {} 1 {} {
# make several moves at a time, before checking to see if we are dead
# this is a compromise between just ignoring our status after each move
# and looking at our status after each move
for {set j $several_moves} {$j} {incr j -1} {
move
}
expect {
-re ^\007+ {exp_continue}
-re "\\? " {send y}
-re .+
}
if $output {send_user -raw $expect_out(buffer)}
}
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