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Send-all Tie Communication

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PurpleYouko:
I n the code that I wrote (2.37.6) Numties reads the total number of ALL ties connected to the bot while multi is actually a boolean that returns yes or no. (0 or 1) depending on whether a tie is hardened or not.
It would be pretty easy to change it to be a mirror for numties though.

Nums has it completely right about tie communications. If every tie you make has the same phase then when you send a communication down that phase it will go to ALL connected bots.

Remember that tie communication is by phase and not by any unique internal identifier.

Anonomous Guest Person:
I get how communicating to all currently works now (though didn't know the tie ID things were called phases), I meant how multiple communications through seperate, unique ties will work. Which reminds me, thanks for the link! Jeez though, tie physics look complicated... goodluck with that
The only problem with having all your ties be the same is that you can't send specific communication to just one bot... oh well, it can't be that difficult to get around it (as long as you're programming all the bots that you plan on being tied with.)

Thanks, though.

PurpleYouko:
Tie phase is just a term that I started using after the discovery that ties could be used as weapons.
Tie fighting just reminded me of Star Trek where they are able to vary the phase of the shields in order to better deflect incoming phasor attacks.

The term just caught on and really does seem like the most convenient way to describe the unique number that each tie needs to be addressed by.

It would be simple enough to add a "sendall" (or something similar) sysvar if it is deamed to be useful in some way. I'm not actualy sure where to use such a thing though. Could you give us an example application?

Anonomous Guest Person:
Simplistic hivemind colonies could use it. (basically a lot of bots tied together that would share orders) This could be done without .sendall but the addition of a new command allows for two communication methods, which could improve the bot's effectiveness. Imagine a lump of bots haphazzardly connected being controlled by one brain bot (which any of the bots could become if orders stopped coming in some manner I can't think of). Now normally the brain has little means to communicate orders because it only can send one thing out at a time but if it can send two out, it can send a command and the command's "version number" (higher commands would replace lower commands, as would different commands of the same version, but these're technicalities.)

Plus, what I considered developing: (and can still do so pretty easily if I figure out how the heck I can get a bot to turn freely when part of a multibot without tie physics throwing every other bot around...mostly for cellular regeneration)

A giant multicellular bot that's built to act like a single bot, but built up of 5 bots (in a + formation).
Each part of the bot would use basic math to interpret some orders differently (for example the order to turn left may be read as going up for the right bot but it'll also be read as going down for the left bot.)

Plus it'd make communication to several other bots possible without making it impossible to communicate to them individually.

And I'm sure there'll be a few ways to abuse it for combat purposes.  

Of course with the new tie functions in that link Numsgil posted, all of this and more will be quite possible.

Numsgil:
I believe Endy had a bot evolve that could turn while tied.  I believe it used tieang or whatever the sysvar is called.  That would be a good place to start.

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