Author Topic: Planto Of Life Vers. 2  (Read 4040 times)

Offline gymsum

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Planto Of Life Vers. 2
« on: August 06, 2008, 11:51:51 AM »
Yes it is a long one. Each plant will start growth differently and by different means of reproduction, in the end there should be two seperate varieties of this one plant exhibiting different behaviors. Without mutations this plant is meant to evolve in relation to predator vs prey, but its moore left to chance on their part. I used the Slim Evo Swarm technique for the defensive behaviored ones, and an old multibot tactical movement gene for a fighting multibot. After many tests, there still exsists many behaviors I have not found, if you manage to find one please feel free to tell me. So far I've seen it flair up to meet larger number of targets, and I've seen it run away as a group. Enjoy

Code: [Select]
'Plant of Life: Uses some adaptive genes, locks in energy limitations and metabolic at birth. Uses a complex sexual identification system and uses a very primitative conspec system

'Set Metabolic Rate, sex, growth-type, role
def sex 40
def type 41
def role 42
def nrglim 43
def blimhigh 44
def blimlow 45
def focustie 46
def sexswitch 50

cond
*.robage 0 =
start
1 rnd 2 .sex store
1 rnd 2 .type store
*.nrg .nrglim store
*.nrg *.body div .blimlow store
*.nrg 2 div .blimhigh store
1 rnd .tie store
240 *.aim add .setaim store
*.sex .out4 store
*.type .out5 store
*.out4 .tout4 store
*.out5 .tout5 store
stop

'Dietary Genes

cond
*.body *.blimhigh >=
start
40 .fdbody store
stop

cond
*.body *.blimlow <=
start
20 .strbody store
stop

'Eyes

cond
*.timer *.sex mod *.type =
start
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9 *.eye6 sub sgn 0 floor mult
*.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0 floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult *.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5 sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8 *.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn ++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult *.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult
*.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0 floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn ++ sgn mult *.eye4 *.eye5 sub sgn 0 floor mult
*.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 0 *.eye5 *.eye9 sub sgn ++ sgn mult *.eye5 *.eye8 sub sgn ++ sgn mult *.eye5 *.eye7 sub sgn ++ sgn mult *.eye5 *.eye6 sub sgn ++ sgn mult *.eye5 *.eye4 sub sgn ++ sgn mult *.eye5 *.eye3 sub sgn ++ sgn mult *.eye5 *.eye2 sub sgn ++ sgn mult *.eye5 *.eye1 sub sgn ++ sgn mult add .focuseye store
stop

'Tie And Turning Genes

cond
*.type 2 =
*.eyef 0 >
*.refeye *.myeye =
*.refrepro *.myrepro =
start
20 rnd .tie store
stop

cond
*.eyef 0 >
*.tieang *.refxpos *.refypos angle =
*.refeye *.myeye =
sart
314 *.aim add .setaim store
stop

'Tie Reading

cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd 1 .readtie store
*53 .readtie store
stop

'Store Ties to Vars for access

cond
*.multi 1 =
*.tin4 *.tout4 >=
*53 0 =
start
*.readtie 53 store
stop

'Tactical Tie Communication

cond
*.eyef 0 >
*.refeye *.myeye !=
*.multi 1 =
start
*.refxpos *.refypos angle .tout8 store
*.aim .tout9 store
*.eyef .tout10 store
60 *.eyef sub mod 30 .fixlen store
stop

cond
*.eyef 0 =
*.refeye *.myeye = or
*.multi 1 =
*.tin10 0 >
start
*.tin10 exp 2 *.tielen exp 2 add sqr *.vel sub .up store
*.tin8 *.xpos *.ypos sub mod *.trefxpos *.trefypos angle .setaim store
stop

'Combat Genes

cond
*.eyef 50 >
*.refeye *.myeye !=
start
*.nrg 10 div .shotval store
-1 .shoot store
stop

'Movement Genes

cond
*.eyef 0 =
*.type 1 =
start
*.maxvel *.vel sub .up store
stop

cond
*.eyef 0 =
*.multi 1 =
start
*.trefvelup *.vel sub .up store
*.trefveldn *.vel sub .dn store
stop

'Reproductive Genes:
'////////////// Type 1

cond
*.type 2 !=
*.nrg *.nrglim >=
*.sex 1 =
*.sex *.in4 <=
*.sexswitch 0 =
start
50 .sexrepro store
*.refxpos *.refypos angle .setaim store
*.refxpos *.refypos angle .aimshot store
-8 .shoot store
*.sexswitch inc
stop

cond
*.fertilized 0 >
*.nrg *.nrglim >=
*.sex 2 =
*.type 1 =
*.type 5 = or
start
50 .sexrepro store
stop

'////////////// Type 2

cond
*.sex 1 =
*.type 2 =
*.type 10 = or
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim add .setaim store
25 .repro store
314 *.aim add .setaim store
*.sexswitch inc
stop

cond
*.sex 2 =
*.type 2 =
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim sub .setaim store
25 .mrepro store
314 *.aim sub .setaim store
*.sexswitch inc
stop

'Type 3; Evolve

cond
*.robage 1500 =
start
2 rnd mult 5 .type store
*.numties .deltie store
*.tiepres .deltie store
*.maxvel *.mass mult *.vel sub .up store
stop

'Type 5 - Become Large Groups

cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd .readtie store
stop

cond
*.multi 1 =
*.type 5 =
start
*.refeye *.myeye div 1 sub *.eyef mult .tout10 store
45 .sharenrg *.multi mult store
*.tout5 .out5 store
*.tiepres .out2 store
*.timer mod *.out2 .redtie store
*.tout5 *.tielen mult 40 store
*.out1 .tout1 store
*.robage mod *.tin1 41 store
*40 *41 div 8 mult *.xpos *.ypos angle mod *.trefxpos *.trefypos angle add div *.tout6 *.tout7 angle *.tin8 *.tin9 angle add add *.numties *.tiepres mult add .fixang store
*.vel *.trefvel sub *.timer add mod 20 rnd 1 2 mult mod *.tin5 *.tielen mult *.mass mult *.eyef mod *.tin10 add *.numties *.tiepres add mult add .fixlen store
45 .stifftie store
stop

cond
*.type 5 =
*.eyef 0 >
*.refeye *.myeye =
*.tiepres 2 <
*.numties 2 < xor
start
.tie inc
*.tiepres *.numties add .tout5 store
20 *.tieang *.aim div mult sub .setaim store
stop

cond
*.type 5 =
*.readtie 0 >
*.robage *.trefage <
*.tin5 *.tout5 > xor
start
*.eye1 *.eye2 add *.eye3 *.eye4 add add 4 div .tout8 store
*.eye6 *.eye7 add *.eye8 *.eye9 add add 4 div .tout9 store
*.tin5 .tout5 store
stop

'Type 10 - Become Massive Energy Harnessers

cond
*.trefeye *.myeye %=
*.robage *.trefage >
*.type 10 =
start
30 *.aim add .setaim store
*.maxvel *.vel sub .dn store
stop

cond
*.type 10 =
*.trefeye *.myeye %=
*.robage *.trefage <
start
20 .fixlen
0 140 store
260 .fixang store
40 .stifftie store
*.trefvel *.vel sub .up store
*.trefaim .aim store
stop
end
« Last Edit: August 06, 2008, 11:54:14 AM by gymsum »