When we look at the bare basics, this is how you write 'Hello world!': When all your dwarves are dead, the program terminates. If they want input from the traders, but there isn't any, they will be murdered by the filthy backstabbing elves.If they run into a wall, they will die.If they fail to construct a workshop, they will go stark raving mad.If they run out of work, they will be stricken by melancholy.Your dwarves can die! Currently there are 5 ways they can die. Make your fort more efficient! Instead of writing the shortest 'Hello World!', it is now a challenge to write the one that takes the least amount of turns. Or time their turns just right so they always help each other. This means that you can create multiple dwarves, and have them do specific tasks repeatedly. Every turn, the dwarves (that aren't dead) do one task. More is yet to come, such as a way for dwarves to interact with each other for more parallel goodness. If they are carrying the same amount or less, nothing happens. If they are carrying more, they will dump one to the tile on the left. In this office, your dwarves will compare their rocks to the rocks on the ground here. Working at a manager with 0 rocks will destroy the office. So if there are 2 rocks on it, instruction set #2 will be assinged to the dwarf. Which subroutine depends on the amount of rocks dumped on the office. This is your manager! Dwarves that issue a work instruction on a manager's office will start a subroutine. If there is no further input, the traders will murder him. If your dwarf is not carrying rocks and he works, then he takes the next character from the input. If you dwarf is carrying rocks and he works at a trader, he will output them as a character. Workshops are then worked by using the work command while on one. Workshops are built with the work command if a tile doesn't contain one. WorkshopsĬurrently, there are three workshops implemented, but this number will increase as Armok is further developed. If you then create another subroutine, it will have number 2. This is useful for later.īut what that means is, that if you create a dwarf, it will have subroutine number 1. The order in your source code defines the number assigned to the instruction set, starting with 1. Each subroutine is also an instruction set. Every instruction coming after that, which is not + or -, will be the tasks.Įach dwarf starts with an instruction set. Every instruction coming after that, which is not + or -, will be his tasks. The two remaining are for setting things up: Which workshop is constructed depends on how many rocks he's carrying. w Work, will construct a workshop on that tile if there is none.
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