General > Off Topic
so... we meet again
Commander Keen:
Republican Bee... Mwahahahahahahaaaaa...
Watch out for Republican Bee v2, a few more tweaks and hopefully I'll up the win rate above 33%. Instakill Venom works quite nicely, but I'm thinking I should go with something adaptive, since Excaliburs adaptive armour and Fruitfly's pseudo-evolution work so well. I'd post up the current version, but then you'd make Spinner 1.6
It all comes down to shell and poison in F2. Instakill stuff is important for when you get into the top 5, but apart from that, a good idea and some clever engineering can go a long way. I'm still surprised how well some bots are doing. My personal favourites are ones that do something interesting. Spiral is awesome, and so is Fishy. Nevermind that neither are in the top 10, they are both unique, and worth remembering
Commander Keen:
Updated my bot, now has a 85%+ win percentage. And I renamed it since the kill method is rather different, so it's no longer called Republican Bee 2.
The big difference which really helped it beat spinner was the line "128 .badarea store". Beforehand it just wasn't spreading fast enough to infect all the spinners.
Astronomo (F2)(Commander Keen) 2-10-08
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'Astronomo, by Commander Keen
' First Edition 2nd October 2008
def badarea 51
def enemy 55
cond
*.robage 0 =
start
140 .eye6width store
280 .eye7width store
280 .eye8width store
280 .eye9width store
-68 .eye1dir store
-68 .eye2dir store
-68 .eye3dir store
-68 .eye4dir store
-68 .eye5dir store
-140 .eye6dir store
317 .eye7dir store
634 .eye8dir store
970 .eye9dir store
-2 .focuseye store
.shoot .ploc store
.tie inc
.shootval .vloc store
-31999 .venval store
1991 .out5 store
32000 rnd .out4 store
128 .badarea store
stop
cond
1 1 =
start
50 *.venom sub 0 floor .strvenom store
50 *.poison sub 0 floor .strpoison store
50 *.slime sub 0 floor 10 ceil .mkslime store
50 *.shell sub 0 floor .mkshell store
*.nrg *.body 10 mult add 20 div *.body sub 1 floor .strbody store
*.body *.nrg *.body 10 mult add 20 div sub 0 floor 30000 *.nrg sub 10 div ceil .fdbody store
*.tiepres .deltie store
*.refshoot *.myshoot sub *.refaimdx *.myaimdx sub *.refaimsx *.myaimsx sub *.refeye *.myeye sub *.refup *.myup sub *.refdn *.mydn sub *.refsx *.mysx sub *.refdx *.mydx sub abs add abs add abs add abs add abs add abs add abs add abs .enemy store
*.tiepres .readtie store
.tieval .tmemloc store
32000 .tmemval store
*.enemy 1 =
0 .enemy store
clearbool
*.enemy *.out5 *.in5 sub abs add .enemy store
1 *.out4 *.in4 sub abs sgn sub *.enemy add .enemy store
stop
cond
*.eye1 *.eye2 *.eye3 *.eye4 *.eye5 *.eye6 *.eye7 *.eye8 *.eye9 add add add add add add add add 0 =
*.enemy 0 = or
*.badarea 16 >=
start
1 *.timer 8 mod sgn sub 10 mult .up store
1 *.timer 2 add 8 mod sgn sub 10 mult .dx store
1 *.timer 4 add 8 mod sgn sub 10 mult .dn store
1 *.timer 6 add 8 mod sgn sub 10 mult .sx store
stop
cond
*.eye1 *.eye2 *.eye3 *.eye4 *.eye5 add add add add 0 =
*.enemy 0 = or
start
157 .aimdx store
.badarea inc
stop
cond
*.eye3 0 =
*.eye4 0 !=
start
34 .aimdx store
stop
cond
*.eye3 0 =
*.eye2 0 !=
start
-34 .aimdx store
stop
cond
*.eye3 0 =
*.eye5 0 !=
start
68 .aimdx store
stop
cond
*.eye3 0 =
*.eye1 0 !=
start
-68 .aimdx store
stop
cond
*.eyef 0 !=
*.enemy 0 !=
start
'1 *.refshell sgn sub -5 mult 1 sub .shoot store
-6 5 *.refshell sgn mult add *.refshell *.refpoison mult sgn 5 mult sub .shoot store
16 .shootval store
*.velsx .dx store
128 *.eyef sub *.velup sub *.veldn 2 div floor *.refvelup add .up store
*.refxpos *.refypos angle .setaim store
0 .badarea store
clearbool
*.refshoot 0 !=
-3 .shoot store
*.venom .shootval store
clearbool
stop
cond
*.nrg *.body 10 mult add 2500 >
start
50 .repro store
stop
cond
*.badarea 32 >=
start
*.timer 4 add 8 mod 0 =
*.maxvel *.veldn sub .dn store
*.timer 8 mod 0 =
0 *.maxvel *.velup sub sub .dn store
clearbool
stop
Moonfisher:
LOL, first Wasp forces me to add tie defences in it, now you're forcing me to add venom defences...
Very clever use of venom BTW, just fill people up with it and they'll never be a threat again
Another example of how spending energy on weapons can we worth every penny.
So I'm sorry if this is a litle fast, but I'm still unemployed, won't start my new job till the midle of this month.... so I have too much time on my hands...
So you guessed it.... an update for spinner is just around the corner.
I fixed the venom issue.... but you should still be able to beat it with a similar strategy I think, not going to say how ofcourse.
Anyway I don't mean to be compeditive or anything, it's just I had to see the fight, and your bot tore Spinner a new one, so had to see what you where doing...
And then I kind of new how to prevent it so couldn't help myself...
It still doesn't manage a flawless victory though.
Also I'm not sure about this, but I think you found a way to eat alge realy fast with a small bot, without using tie feeding.... I haven't applyed it in spinned, I kind of think you should be the one the fully exploit it first, and your bots strategy is better suited for it... either way it seems that a poisoned alge will also boost energy shots that are caused by getting hit. So basicaly if you infect an alge with 32000 .shootval and then shoot at it regularly it should hand over all it's energy the first time you hit it... I think... haven't tryed it.
You could also just tie to the alge and boost shootval in that way... either way if it works it should make a big difference.
Anyway running the new version of spinner, so far the score is 40 to 1... but I'm sure you'll get back on top once you take a look at the venom defence in it... (It's the only thing I changed)
Calling it v1.52... if I fix the eyes and cameleon conspec at some point then I can call it 1.6... but I'm more in the mood to try and make a multibot... every time I start on one I end up making something else, both spinner and fruitflies started with an idea for a multibot
Anyway here's the new spinner v1.52 :
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'Spinner v1.52 (F2) 02-10-08
'by Moonfisher
'Just added venom defences.
'------------------- vars
def seteyes 50
def seteyewidth 51
def seteyespace 52
def setoffset 53
def state 54
def repspin 55
def randm 56
def keyloc 57
def oponent 58
def toponent 59
def genekill 60
def birthstate 971
def birthx 972
def birthy 973
'-------------------- constants
def spineyewidth 0
def spineyespace 105
def spinoffset 140
def scaning 1
def torpedo 2
'0 is nothing
def friend 13
def enemy 14
def alge 15
def key1 543
def key2 1613
def key3 3306
def key4 4039
'(Key + 3200 must not exceed 8191)
def startkey 110
def startloc 120
def locs 5 '--- Must correcpond to the amount of different tie actions
'Set locs to 4 to disable instant kill using .shootval
'Set locs to 3 to disable .strbody killing aswell
'================================================
'----- Birth
cond
*.robage 0 =
start
'--- conspec
3 rnd .randm store
.startkey *.randm add .keyloc store
.memloc .memloc store
.tmemloc .tmemloc store
.key1 .startkey store
.key2 .startkey 1 add store
.key3 .startkey 2 add store
.key4 .startkey 3 add store
'-------Tie actions (5)
.eye5dir .startloc store
682 .startloc 1 add store
.vloc .startloc 2 add store
174 .startloc 3 add store
'.memloc .startloc 4 add store '-- Funny, but no point in both stealing keys and breaking conspecs
'173 .startloc 5 add store
.mrepro .startloc 4 add store '-- Also funny, but can mess up the stolen eye and shoot conspecs
65 .startloc 5 add store
.shootval .startloc 6 add store
32000 .startloc 7 add store
.strbody .startloc 8 add store
31999 .startloc 9 add store
'--------
.shoot .ploc store
stop
cond
*.robage 0 =
*.birthstate 0 =
start
.scaning .state store
stop
cond
*.robage 0 =
*.birthstate 0 !=
*.state 0 =
start
*.birthstate .state store
stop
cond
*.birthstate 0 !=
start
0 .birthstate store
stop
cond
*.robage 0 =
*.state .scaning =
start
1 .seteyes store
.spineyewidth .seteyewidth store
.spineyespace .seteyespace store
.spinoffset .setoffset store
.shoot .vloc store
-2 .venval store
.shoot .ploc store
stop
cond
*.robage 0 =
*.state .torpedo =
start
1 .seteyes store
.spineyewidth .seteyewidth store
.spineyespace .seteyespace store
.spinoffset .setoffset store
.shoot .vloc store
-2 .venval store
.shoot .ploc store
stop
cond
*.seteyes 1 =
start
*.setoffset .eye9dir store
*.setoffset *.seteyespace add .eye8dir store
*.setoffset *.seteyespace 2 mult add .eye7dir store
*.setoffset *.seteyespace 3 mult add .eye6dir store
*.setoffset *.seteyespace 4 mult add .eye5dir store
*.setoffset *.seteyespace 5 mult add .eye4dir store
*.setoffset *.seteyespace 6 mult add .eye3dir store
*.setoffset *.seteyespace 7 mult add .eye2dir store
*.setoffset *.seteyespace 8 mult add .eye1dir store
4 .focuseye store
0 .seteyes store
stop
'================================================
'================================================
'----- Conspec
start
*.keyloc .startkey sub 8192 mult *.robage 10 div add *.keyloc * add .out9 store
*.keyloc .startkey sub 8192 mult *.robage 10 div add *.keyloc * add .tout9 store
stop
cond
*.eyef 0 >
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 sub >
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 add <
start
.friend .oponent store
stop
cond
*.eyef 0 >
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 sub <
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 add > or
start
.enemy .oponent store
stop
cond
*.memval 0 =
*.refeye 0 =
*.refshoot 0 =
*.refshell 0 =
*.refpoison 0 =
*.refvenom 0 =
*.eyef 0 >
start
.alge .oponent store
stop
cond
*.eyef 0 =
*.robage 0 = or
start
0 .oponent store
stop
cond
*.numties 0 >
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 sub >
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 add < and
*.trefage 0 = or
start
.friend .toponent store
stop
cond
*.numties 0 >
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 sub <
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 add > or
*.trefage 0 >
start
.enemy .toponent store
stop
cond
*.tmemval 0 =
*.trefeye 0 =
*.trefshoot 0 =
*.trefshell 0 =
*.numties 0 >
start
'.alge .toponent store
stop
cond
*.numties 0 =
*.robage 0 = or
start
0 .toponent store
stop
'----- Poser conspecs
cond
*.memloc .memloc !=
*.memval 0 !=
start
*.memval *.memloc store
stop
cond
*.memloc .memloc !=
start
.memloc .memloc store
stop
cond
*.eyef 0 >
*.memloc .memloc =
*.memval 0 >
*.memval .memloc !=
start
*.memval .memloc store
stop
cond
*.tmemloc .tmemloc !=
*.tmemval 0 !=
start
*.tmemval *.tmemloc store
stop
cond
*.tmemloc .tmemloc !=
start
.tmemloc .tmemloc store
stop
cond
*.numties 0 >
*.tmemloc .tmemloc =
*.tmemval 0 >
*.tmemval .tmemloc !=
start
*.tmemval .tmemloc store
stop
cond
*.eyef 0 >
start
*.in1 .out1 store
*.in2 .out2 store
*.in3 .out3 store
*.in4 .out4 store
*.in5 .out5 store
*.in6 .out6 store
*.in7 .out7 store
*.in8 .out8 store
*.in10 .out10 store
stop
cond
*.numties 0 >
start
*.tin1 .tout1 store
*.tin2 .tout2 store
*.tin3 .tout3 store
*.tin4 .tout4 store
*.tin5 .tout5 store
*.tin6 .tout6 store
*.tin7 .tout7 store
*.tin8 .tout8 store
*.tin10 .tout10 store
stop
cond
*.genekill 0 !=
start
0 .genekill store
stop
'--- Steal shoot
cond
*.eyef 0 >
*.refshoot *.myshoot <
*.refshoot 0 >
start
*.thisgene 1 add .delgene store
*.myshoot *.refshoot sub 1 >
*.thisgene 3 add .delgene store
*.myshoot *.refshoot sub 4 >
*.thisgene 4 add .delgene store
*.myshoot *.refshoot sub 9 >
*.thisgene 5 add .delgene store
*.myshoot *.refshoot sub 19 >
*.thisgene 6 add .delgene store
*.myshoot *.refshoot sub 39 >
*.thisgene 7 add .delgene store
clearbool
*.delgene .genekill store
stop
cond
0 1 =
start
0 .shoot store
stop
cond
0 1 =
start
0 .shoot store
stop
cond
0 1 =
start
0 .shoot store
0 .shoot store
stop
cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop
cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop
cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop
cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop
'--- Steal eyes
cond
*.eyef 0 >
*.refeye *.myeye <
*.refeye 0 >
start
*.thisgene 1 add .delgene store
*.myeye *.refeye sub 1 >
*.thisgene 3 add .delgene store
*.myeye *.refeye sub 4 >
*.thisgene 4 add .delgene store
*.myeye *.refeye sub 9 >
*.thisgene 5 add .delgene store
*.myeye *.refeye sub 19 >
*.thisgene 6 add .delgene store
*.myeye *.refeye sub 39 >
*.thisgene 7 add .delgene store
clearbool
*.delgene .genekill store
stop
cond
0 1 =
start
*.eye9 0 >
stop
cond
0 1 =
start
*.eye9 0 >
stop
cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
stop
cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop
cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop
cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop
cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop
'================================================
cond
*.state .torpedo =
*.oponent .alge =
*.nrg 500 >
start
.scaning .state store
stop
'================================================
'----- Shooting
cond
*.numties 0 =
*.paralyzed 0 =
*.state .scaning =
*.eyef 0 >
*.oponent .enemy =
*.oponent .alge = or
start
*.refxpos *.refypos angle .setaim store
*.refxpos *.xpos sub abs *.refypos *.ypos sub abs pyth 5 div 30 sub 0 floor 100 ceil *.refvelup add .up store
*.refveldx .dx store
-6 6 1 add store
*.refxpos .out4 store
*.refypos .out5 store
stop
cond
*.numties 0 !=
*.paralyzed 0 != or
*.state .scaning =
*.eyef 0 >
*.oponent .enemy =
start
.shootval 6 1 add store
-31999 .shootval store
stop
cond
*.eyef 0 =
*.oponent .friend = or
*.out4 0 !=
*.out5 0 != or
start
0 .out4 store
0 .out5 store
stop
cond
*.state .scaning =
*.eyef 0 >
*.oponent .enemy =
*.robage 5 mod 0 =
*.venom 1 >
*.numties 0 =
*.paralyzed 0 =
start
-3 6 1 add store
0 .shootval store
stop
cond
*.state .scaning =
*.eyef 0 >
*.robage 10 mod 0 =
*.oponent .alge =
*.venom 1 >
*.numties 0 =
*.paralyzed 0 =
start
-3 6 1 add store
0 .shootval store
stop
cond
*.state .scaning =
*.eyef 0 >
*.robage 10 mod 1 =
*.oponent .alge =
*.venom 1 >
*.numties 0 =
*.paralyzed 0 =
start
.setaim 6 1 add store
*.refxpos *.refypos angle 682 add .shootval store
stop
cond
'*.poisoned 0 =
*.body 50 >
*.state .scaning =
*.eyef 55 >
*.oponent .enemy =
*.oponent .alge = or
start
*.nrg 30 div 20 ceil *.eyef 40 sub 0 floor sgn *.body 40 sub 0 floor sgn mult mult 1 floor .shootval store
stop
'================================================
'================================================
'----- Spread
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 mod 16 >=
*.robage 200 >= or
start
*.aim 35 add .setaim store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 mod 16 <
*.robage 200 <
start
20 .dx store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 !=
*.oponent .friend =
*.robage 20 mod 16 >=
*.robage 200 >= or
start
*.aim 35 add .setaim store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 !=
*.oponent .friend =
*.robage 20 mod 16 <
*.robage 200 <
start
20 .dx store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.robage 100 >=
*.robage 1000 <
*.eyef 0 =
*.robage 20 mod 10 >
start
20 .dx store
stop
'================================================
'================================================
'----- Aim
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye1 0 >
start
*.aim *.eye1dir add .setaim 500 1 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye2 0 >
start
*.aim *.eye2dir add .setaim 500 2 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye3 0 >
start
*.aim *.eye3dir add .setaim 500 3 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye4 0 >
start
*.aim *.eye4dir add .setaim 500 4 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye5 0 >
start
*.aim *.eye5dir add .setaim 500 5 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye6 0 >
start
*.aim *.eye6dir add .setaim 500 6 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye7 0 >
start
*.aim *.eye7dir add .setaim 500 7 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye8 0 >
start
*.aim *.eye8dir add .setaim 500 8 add * abs sgn mult store
stop
cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 >
*.oponent .friend =
*.in4 0 !=
*.in5 0 != or
*.in4 *.in5 dist 1000 <
start
*.in4 *.in5 angle .setaim store
20 .dx store
stop
'================================================
'================================================
'----- Reproduction
cond
*.state .scaning =
*.eyef 0 =
*.oponent .friend = or
*.nrg 3100 > or
*.nrg 300 >
*.body 100 > and
*.totalmyspecies 70 < and
*.nrg 500 >
*.body 100 > and
*.totalmyspecies 70 >= and or
*.repspin 0 =
start
*.robage 1 add .repspin store
stop
cond
*.robage 1 =
*.totalmyspecies 5 =
*.nrg 3000 %=
*.body 1000 =
start
*.robage 1 add .repspin store
stop
cond
*.state .scaning =
*.repspin 0 >
*.repspin 1 add *.robage =
start
*.aim 511 add .setaim store
0 .up store
0 .dx store
stop
cond
*.state .scaning =
*.repspin 0 >
*.repspin 2 add *.robage =
start
*.aim 341 add .setaim store
0 .up store
0 .dx store
stop
cond
*.state .scaning =
*.repspin 0 >
*.repspin 3 add *.robage =
start
*.aim 511 add .setaim store
0 .up store
0 .dx store
stop
cond
*.state .scaning =
*.repspin 15 add *.robage <
*.repspin 0 !=
start
0 .repspin store
stop
cond
*.state .scaning =
*.repspin 0 >
*.nrg 300 >
*.body 100 >
*.repspin 1 add *.robage =
*.repspin 2 add *.robage = or
*.totalmyspecies 70 <
*.eyef 0 =
*.oponent .friend = or
*.oponent .alge = or
start
32 .repro store
0 6 1 add store
stop
cond
*.state .scaning =
*.repspin 0 >
*.nrg 500 >
*.body 100 >
*.repspin 1 add *.robage =
*.repspin 2 add *.robage = or
*.totalmyspecies 70 >=
*.eyef 0 =
*.oponent .friend = or
*.oponent .alge = or
start
32 .repro store
0 6 1 add store
stop
cond
*.state .scaning =
*.repspin 0 >
*.oponent .enemy =
*.eyef 0 !=
*.nrg 300 >
*.body 100 >
*.repspin 1 add *.robage =
*.repspin 2 add *.robage = or
start
*.refxpos .birthx store
*.refypos .birthy store
.torpedo .birthstate store
5 .repro store
0 6 1 add store
stop
cond
*.paralyzed 25 >
*.body 50 >
*.nrg 100 >
start
30 .aimsx store
*.refxpos .birthx store
*.refypos .birthy store
.torpedo .birthstate store
5 .repro store
'0 6 1 add store
stop
cond
*.paralyzed 0 !=
*.shflav 0 !=
*.shflav -2 !=
start
*.shang .aimshoot store
.shootval 6 1 add store
-31999 .shootval store
stop
'================================================
'================================================
'----- Body and such + some defence stuff
cond
*.state .scaning =
*.nrg 200 >
*.body 500 <
*.totalmyspecies 70 > or
start
100 .strbody store
stop
cond
*.state .scaning =
*.nrg 100 <
*.body 20 >
start
100 .fdbody store
stop
cond
*.state .scaning =
*.shell 50 <
*.nrg 50 >
start
20 .mkshell store
stop
cond
*.state .scaning =
*.shell 200 <
*.nrg 180 >
*.body 120 >
start
200 *.shell sub .mkshell store
stop
cond
*.state .scaning =
*.venom 50 <
*.nrg 20 >
start
50 *.venom sub .strvenom store
stop
cond
*.state .scaning =
*.shell 300 <
*.nrg 200 >
*.body 100 >
*.eyef 0 >
*.oponent .enemy =
*.refvelscalar 20 > or
start
300 *.shell sub .mkshell store
stop
cond
*.state .scaning =
*.shflav 0 !=
*.shflav -2 !=
*.shflav -3 !=
*.nrg 80 >
*.venom 5 >
start
*.aim *.shang sub .setaim store
-3 6 1 add store
10 .shootval store
stop
cond
*.state .scaning =
*.shflav 0 !=
*.shflav -2 !=
*.shflav -3 !=
*.nrg 80 >
*.venom 5 <=
start
*.aim *.shang sub .setaim store
.setaim 6 1 add store
*.refaim 682 add .shootval store
stop
cond
*.fixpos 0 !=
start
0 .fixpos store
stop
cond
*.state .scaning =
*.pain 60 >
*.shflav 0 !=
*.shflav -2 !=
start
*.maxvel .dx store
stop
cond
*.shflav 0 !=
start
0 .shflav store
stop
start
.deltie inc
stop
cond
*.numties 0 >
*.robage 1 >
*.toponent .friend !=
start
*.tiepres .tienum store
.locs 1 sub rnd 2 mult .startloc add dup * .tieloc store
1 add * .tieval store
*.numties .deltie store
stop
'================================================
'================================================
'----- Torpedoes
cond
*.state .scaning =
*.oponent .enemy =
*.eyef 0 !=
*.eyef 10 <
*.body 500 >
*.totalmyspecies 50 <
*.refshell 0 >
*.refshell *.refbody add *.refnrg add *.shell *.body add *.nrg add > '-not great...
start
*.refxpos .birthx store
*.refypos .birthy store
.torpedo .birthstate store
5 .repro store
0 6 1 add store
stop
cond
*.robage 1 >
*.body *.nrg add 200 <
*.oponent .alge !=
*.eyef 0 = or
start
.torpedo .state store
stop
cond
*.robage 0 =
*.state .torpedo =
start
*.birthx *.birthy angle .setaim store
stop
cond
*.state .torpedo =
*.body 1 >
start
*.body 10 mult 10 sub 0 floor .fdbody store
stop
cond
*.state .torpedo =
*.oponent .enemy =
*.numties 0 =
*.eyef 0 !=
start
*.refxpos *.refypos angle .setaim store
*.refxpos *.xpos sub abs *.refypos *.ypos sub abs pyth 10 div 30 sub 0 floor 100 ceil *.refvelup add .up store
*.refveldx .dx store
*.refvelsx .sx store
1 .tie store
.eye5dir .tieloc store
.spinoffset .spineyespace 4 mult add .tieval store
stop
cond
*.state .torpedo =
*.oponent .alge =
*.eyef 0 >
start
0 .up store
0 .dx store
0 .sx store
0 .tie store
*.aim *.eye8dir add .setaim store
stop
cond
*.state .torpedo =
*.toponent .enemy =
*.numties 0 >
*.robage 1 >
start
*.tiepres .tienum store
.locs 1 sub rnd 2 mult .startloc add dup * .tieloc store
1 add * .tieval store
40 .stifftie store
200 .fixlen store
*.trefxpos *.trefypos angle .setaim store
*.trefvelup .up store
*.trefveldx .dx store
0 .deltie store
stop
cond
*.state .torpedo =
*.toponent .friend =
*.numties 0 >
start
*.tiepres .deltie store
stop
start
.fixpos dec
stop
'================================================
'================================================
'----- Viral and mem defence.
'Haven't realy gotten around to make a propper defence.
cond
*.keyloc .startkey *.randm add !=
*.venval -2 != or
*.vloc .shoot != or
start
.startkey *.randm add .keyloc store
-2 .venval store
.shoot .vloc store
stop
cond
*.vtimer 0 !=
start
0 .vshoot store
stop
cond
*.repro 0 !=
*.repro 32 !=
*.repro 5 !=
start
0 .repro store
stop
cond
*.delgene 0 !=
*.delgene *.genekill !=
start
0 .delgene store
stop
'================================================
end
bacillus:
There's a great feeling of accomplishment that comes when you see your multibot swimming through a field of veggies. Personally, I'd start with a worm, as they are extremely easy to coordinate (for a Multibot) and have a good fractal structure. Complex structures with more specific parts and branchings are quite tricky to coordinate as you can only read from one tie at a time
Commander Keen:
--- Quote from: Moonfisher ---Also I'm not sure about this, but I think you found a way to eat alge realy fast with a small bot, without using tie feeding.... I haven't applyed it in spinned, I kind of think you should be the one the fully exploit it first, and your bots strategy is better suited for it... either way it seems that a poisoned alge will also boost energy shots that are caused by getting hit. So basicaly if you infect an alge with 32000 .shootval and then shoot at it regularly it should hand over all it's energy the first time you hit it... I think... haven't tryed it.
You could also just tie to the alge and boost shootval in that way... either way if it works it should make a big difference.
--- End quote ---
Yeah, I've been working on something kinda like that. I made a bot that uses an info shot to boost shootval, then another info shot to turn the veggie to face it and then some venom to make it fire nrg at it. It was very sucessful, even though half the time the nrg didn't hit my bot. Might be one of the ways I can go to beat Spinner 1.52. Then again, you'll just make 1.53...
It's far too easy to get sidetracked. Astronomo was going to be F1 with tiefeeding, but I'm not very good at doing stuff with ties, so I ended up using venom instead.
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