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Combat System and other things

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Trafalgar:
Ah ha. It doesn't wrap input angles, it caps them instead.


--- Quote ---If .mem(468) <> 32000 And .Ties(k).Port = tn Then   'fixes tie angle
            If .mem(468) > 628 Then .mem(468) = -627
            If .mem(468) < -628 Then .mem(468) = 627
            .Ties(k).ang = .mem(468) / 200
            .Ties(k).angreg = True 'EricL 4/24/2006
End If
--- End quote ---

(So I have to wrap them myself to make sure they're within -627 to 627)

Endy:
Are you using aimdx/sx anywhere?(I did attempt to look myself, That thing's huge  ) They'll rotate the whole mb rather than a single bot. Setaim will only rotate that bot. For stretching/turning MBs tielen/tieang1-3 work alot better, but aren't as selective as fixang/tieang. Since you should only have one main tie to worry about, that shouldn't matter too much.


--- Quote ---I've determined that you can't send values through a tie on the same cycle that you form it, although the version of Guardian in the league tries anyways)
--- End quote ---

That was to give other bots a chance at deleting the tie before being attacked through it. Not really all that useful since most bots randomize their tie numbers, to prevent enemies from remembering them.

Trafalgar:

--- Quote from: Endy ---Are you using aimdx/sx anywhere?
--- End quote ---

Hmm, no. IIRC, I just set them to 0 (when they aren't already 0, which is probably never if they're cleared before each cycle) in case something is screwing with them with info shots, ties, or venom. I'll have to try them sometime.

abyaly:

--- Quote from: Trafalgar ---Actually, I think the F1 (and other competitions) ruleset should be changed to have (small) costs for math operators. The cost amount could be balanced to remove the energy advantage that SG bots have over bots which actually use conventional conditions, without making the cost so high as to make SG bots unfeasible.
--- End quote ---
I think a dna length cost would effectively neutralize any advantage to an SG bot without crippling them (except guardian and bucket). Just make it so that the cost of having a cond block is the same as the cost of working around it wrt number of operations.

bacillus:
I've been working on a similar java version of DarwinBots (which is how I came to find out about it). Here's a few Ideas I thought would be worth contributing:

* Cell Wall - a bot had a health rating, which was represented by the integrity of its cell wall. attack shots would simply digest the cell wall.
* Hot spots - to represent a volcanic area, a map would have some hot spots. As hot spots generate ammonium, which helps amino acids to be produced, a bot would be able to build enzymes easily in hot spots, but the cell wall would disintegrate slowly.
* A bot that has no cell wall bursts and releases all its energy in the form of proteins eg energy shots.
* Toxins - although toxins wear off after time, they steadily inflict damage to the bot which happens to contain it. Each poison has an ID, and it can be used to create an antidote or expel it, no matter in which bot it's in.
* Shells can be dumped in place to build a communal shell/fortress.
* A bot without shell can destroy a bot with a weak cell wall, then use its shell as a home.
I hope these ideas are of some use.

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