updated api ref with @carlroberts changes
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@ -3588,7 +3588,7 @@ If you want to place a torch so it faces _away_ from the drone:
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### Drone.times() Method
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The times() method makes building multiple copies of buildings
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The `times()` method makes building multiple copies of buildings
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easy. It's possible to create rows or grids of buildings without
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resorting to `for` or `while` loops.
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@ -3596,53 +3596,57 @@ resorting to `for` or `while` loops.
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* numTimes : The number of times you want to repeat the preceding statements.
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#### Limitation
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For now, don't use `times()` inside a Drone method implementation – only use it at the in-game prompt as a short-hand workaround for loops.
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#### Example
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Say you want to do the same thing over and over. You have a couple of options...
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Say you want to do the same thing over and over. You have a couple of options:
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* You can use a for loop...
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* You can use a `for` loop …
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d = new Drone(); for ( var i =0;i < 4; i++) { d.cottage().right(8); }
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d = new Drone(); for ( var i = 0; i < 4; i++ ) { d.cottage().right(8); }
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While this will fit on the in-game prompt, it's awkward. You need to
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declare a new Drone object first, then write a for loop to create the
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4 cottages. It's also error prone, even the `for` loop is too much
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declare a new Drone object first, then write a `for` loop to create the
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4 cottages. It's also error prone – even the `for` loop is too much
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syntax for what should really be simple.
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* You can use a while loop...
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* You can use a `while` loop …
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d = new Drone(); var i=4; while (i--) { d.cottage().right(8); }
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d = new Drone(); var i=4; while (i--) { d.cottage().right(8); }
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... which is slightly shorter but still too much syntax. Each of the
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… which is slightly shorter but still too much syntax. Each of the
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above statements is fine for creating a 1-dimensional array of
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structures. But what if you want to create a 2-dimensional or
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3-dimensional array of structures? Enter the `times()` method.
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The `times()` method lets you repeat commands in a chain any number of
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times. So to create 4 cottages in a row you would use the following
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statement...
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statement:
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cottage().right(8).times(4);
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...which will build a cottage, then move right 8 blocks, then do it
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… which will build a cottage, then move right 8 blocks, then do it
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again 4 times over so that at the end you will have 4 cottages in a
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row. What's more the `times()` method can be called more than once in
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row. What's more, the `times()` method can be called more than once in
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a chain. So if you wanted to create a *grid* of 20 houses ( 4 x 5 ),
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you would do so using the following statement...
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you would do so using the following statement:
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cottage().right(8).times(4).fwd(8).left(32).times(5);
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... breaking it down...
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… breaking it down …
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1. The first 3 calls in the chain ( `cottage()`, `right(8)`, `times(4)` ) build a single row of 4 cottages.
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2. The last 3 calls in the chain ( `fwd(8)`, `left(32)`, `times(5)` ) move the drone forward 8 then left 32 blocks (4 x 8) to return to the original x coordinate, then everything in the chain is repeated again 5 times so that in the end, we have a grid of 20 cottages, 4 x 5. Normally this would require a nested loop but the `times()` method does away with the need for loops when repeating builds.
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2. The last 3 calls in the chain ( `fwd(8)`, `left(32)`, `times(5)` ) move the drone forward 8 then left 32 blocks (4 x 8) to return to the original X coordinate, then everything in the chain is repeated again 5 times so that in the end, we have a grid of 20 cottages, 4 x 5. Normally this would require a nested loop but the `times()` method does away with the need for loops when repeating builds.
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Another example: This statement creates a row of trees 2 by 3 ...
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Another example: This statement creates a row of trees 2 by 3:
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oak().right(10).times(2).left(20).fwd(10).times(3)
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... You can see the results below.
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… You can see the results below.
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![times example 1](img/times-trees.png)
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