An alternative idea. Once you reach the top level, a bonus challenge could be, "Now use all your skills to teach your warrior to fight through all the floors in one go."
I.e. in followup runs, the warrior starts at floor 1 of the tower and visits all floors without a break and the programmer's goal is to write an AI that can navigate all the floors in succession.
Could eventually upgrade Game::play to take a Challenge enum so the user can select from a variety of challenges to send their AI against. E.g.
enum Challenge {
Tutorial, // The current challenge where the player progresses one floor at a time.
Gauntlet, // The player visits all floor of the Tutorial without breaks.
Random(u64 /* rng seed */), // One random floor is generated.
RandomContinuous(u64 /* rng seed */), // Player runs through random floors without a break until user interrupts, or warrior dies.
}
An alternative idea. Once you reach the top level, a bonus challenge could be, "Now use all your skills to teach your warrior to fight through all the floors in one go."
I.e. in followup runs, the warrior starts at floor 1 of the tower and visits all floors without a break and the programmer's goal is to write an AI that can navigate all the floors in succession.
Could eventually upgrade
Game::play
to take aChallenge
enum so the user can select from a variety of challenges to send their AI against. E.g.Originally posted by @boxofrox in https://github.com/miller-time/rust-warrior/issues/5#issuecomment-960430104