南瓜
clear()
set_execution_speed(8)
set_world_size(6)
while True:
	all_ready = True
	for x in range(get_world_size()):
		for y in range(get_world_size()):
			#书写的代码
			if get_ground_type() != Grounds.Soil:
				till()
			plant(Entities.Pumpkin)
			if get_entity_type() == None or not can_harvest():
				plant(Entities.Pumpkin)
				all_ready = False
			move(North)
		move(East)
		# 如果全熟了,去 0,0 位置收割巨型南瓜
	if all_ready:
		harvest()
			
向日葵
clear()
set_execution_speed(8)
set_world_size(9)
while True:
	for x in range(get_world_size()):
		for y in range(get_world_size()):
			if get_ground_type() != Grounds.Soil:
				till()
			plant(Entities.Sunflower)
			move(North)
		move(East)
	
	power = 15
	for i in range(9):
		for x in range(get_world_size()):
			for y in range(get_world_size()):
				if measure() == power:
					harvest()
					print(power)
				move(North)
			move(East)
		power = power - 1
			
工具
def move_to(target_x, target_y):
	while get_pos_x() < target_x:
		move(East)
	while get_pos_x() > target_x:
		move(West)
	while get_pos_y() < target_y:
		move(North)
	while get_pos_y() > target_y:
		move(South)
		
def auto_till():
	if get_ground_type() == Grounds.Grassland:
		till()

def prepare_all_soil():
	size = get_world_size()
	
	for i in range(size):
		for j in range(size):
			# 继续使用你高效的 S 形走位
			if i % 2 == 0:
				y = j
			else:
				y = size - 1 - j
				
			move_to(i, y)
			
			# 如果上面有杂草或灌木,先顺手收割掉清理场地
			if can_harvest():
				harvest()
			
			# 调用我们刚写的翻土函数
			auto_till()

def auto_water():
	#智能浇水逻辑:保持地块湿润以获得5倍加速
	# 只有当有水罐 且 水位低于 0.75 时才使用
	if num_items(Items.Water) > 0:
		if get_water() < 0.75:
			use_item(Items.Water)
			
			
			
def sway():
	size = get_world_size()
	for i in range(size):
		for j in range(size):
			# 继续使用你高效的 S 形走位
			if i % 2 == 0:
				y = j
			else:
				y = size - 1 - j
				
			move_to(i, y)
混合种植
import tool
set_execution_speed(8)
set_world_size(9)
tool.prepare_all_soil()
size = get_world_size()
while True:
	for x in range(size):
		for y in range(size):
			if get_entity_type() == None:
				plant(Entities.Grass)
			companion_data = get_companion()
			if companion_data != None:
				p_type, (t_x, t_y) = companion_data
				tool.move_to(t_x, t_y)
				plant(p_type)
				tool.move_to(x, y)
			tool.auto_water()
			if can_harvest():
				harvest()
仙人掌
set_execution_speed(10)
set_world_size(9)
import tool

def plant_all_cactus():
	for x in range(get_world_size()):
		for y in range(get_world_size()):
			tool.move_to(x, y)
			if get_ground_type() != Grounds.Soil:
				till()
			plant(Entities.Cactus)

def have_sorted():
	is_sorted = False
	while not is_sorted:
		is_sorted = True
		for x in range(get_world_size()):
			for y in range(get_world_size()):
				tool.move_to(x, y)
				# 获取当前仙人掌的大小
				current_size = measure()
				# 1. 与右侧 (East) 的仙人掌比较
				# 如果当前比右侧大,则交换它们,让大的向右移
				if x < get_world_size() - 1:
					east_size = measure(East)
					if east_size != None and current_size > east_size:
						swap(East)
						is_sorted = False
				# 2. 与上方 (North) 的仙人掌比较
				# 如果当前比上方大,则交换它们,让大的向上移
				if y < get_world_size() - 1:
					north_size = measure(North)
					if north_size != None and current_size > north_size:
						swap(North)
						is_sorted = False


while True:
	plant_all_cactus()
	have_sorted()
	tool.move_to(0,0)
	harvest()
走迷宫
def solve_maze():
	plant(Entities.Bush)
	substance = get_world_size() * 2**(num_unlocked(Unlocks.Mazes) - 1)
	use_item(Items.Weird_Substance, substance)
	# ================= 2. 右手法则寻路 =================
	dirs = [North, East, South, West]
	current_dir_idx = 0 # 初始面向 North
	# 只要脚下不是宝藏,就一直找
	while get_entity_type() != Entities.Treasure:
		# 计算各个方向在列表中的索引 (% 4 确保索引在 0-3 之间循环)
		right_idx = (current_dir_idx + 1) % 4
		left_idx = (current_dir_idx - 1) % 4
		back_idx = (current_dir_idx + 2) % 4
		# 优先级 1:尝试向右走
		if move(dirs[right_idx]):
			current_dir_idx = right_idx # 成功向右,更新当前朝向
		# 优先级 2:右边有墙,尝试直走
		elif move(dirs[current_dir_idx]):
			pass # 方向不变
		# 优先级 3:右边和前面都有墙,尝试向左走
		elif move(dirs[left_idx]):
			current_dir_idx = left_idx
		# 优先级 4:进了死胡同,掉头向后走
		else:
			move(dirs[back_idx])
			current_dir_idx = back_idx
	# ================= 3. 拿到宝藏! =================
	harvest()

# 开始寻宝
while True:
	solve_maze()
贪吃蛇
set_execution_speed(10)
set_world_size(6)
clear()
change_hat(Hats.Dinosaur_Hat)
# 核心循环:无脑跑圈 (哈密顿路径思想)
def move_next_step():
	x = get_pos_x()
	y = get_pos_y()
	n = get_world_size() # 获取地图大小,通常是 10
	
	# 1. 底部“返程高速公路” (y == 0)
	if y == 0:
		if x == 0:
			move(North)  # 回到起点后,开始新一轮的北上
		else:
			move(West)   # 沿着底部一路向西返回
			
	# 2. 最左侧“首发公路” (x == 0)
	elif x == 0:
		if y < n - 1:
			move(North)  # 一路向北
		else:
			move(East)   # 到达左上角,准备进入 S 型扫荡区
			
	# 3. 奇数列向下扫荡 (x = 1, 3, 5, 7, 9)
	elif x % 2 == 1:
		if y > 1:
			move(South)  # 向下走
		elif y == 1:
			# 如果是最后一列(x=9),直接走到最底下的返程公路
			if x == n - 1: 
				move(South)
			else:
				move(East) # 切换到下一个偶数列
				
	# 4. 偶数列向上扫荡 (x = 2, 4, 6, 8)
	elif x % 2 == 0:
		if y < n - 1:
			move(North)  # 向上走
		elif y == n - 1:
			move(East)   # 到达顶部,切换到下一个奇数列
			
while True:
	start_x, start_y = get_pos_x(), get_pos_y()
	move_next_step()
	if start_x == get_pos_x() and start_y == get_pos_y():
		break