An attempt to make a multibot that uses more than two ties in an organized fashion, whilst trying to keep it simple and effective. You be the judge if it worked or not
'Hydra
'A multibot by Bacillus
'Uses no steering system, instead relies on fixed cells acting as
'pivot for other bots. Very basic in its workings, basically a
'branching animal multi. Pretty stupid, but can get VERY nasty
'very quickly if it finds a field of veggies.
def type 990
def head 1
def main 2
cond
*.robage 0 =
start
.tie inc
.head .type store
stop
start
500 *.body sub dup .strbody store - .fdbody store
10 30 rnd *.vel sub .up store
333 .out1 store
333 .tout1 store
*.type .out2 store
*.type .tout2 store
50 .sharenrg store
50 .sharewaste store
*.in1 *.out1 sub sgn abs *.eye5 30 sub sgn 0 floor mult .fixpos store
stop
cond
*.nrg 6000 >
*.numties 3 <
*.eye5 30 <
start
50 .repro store
.main .type store
stop
cond
*.in1 *.out1 !=
*.eye5 30 >
start
16 .shootval store
*.refxpos *.refypos angle .setaim store
-6 .shoot store
*.velup 2 sub .dn store
stop
cond
*.in1 *.out1 =
*.shflav 0 =
start
314 .aimdx store
stop
cond
*.in1 *.out1 =
*.eye5 0 = or
*.shflav 0 !=
start
*.shang .aimdx store
0 .shflav store
stop
cond
*.type .main =
*.waste 100 >
start
*.waste .shootval store
-4 .shoot store
stop
I tried it, and I wasn't very impressed with it's behavior. Mainly in it's lack of coordinated locomotion. However, I
was impressed by a certain unforeseen effect of accidentally leaving mutations enabled. It developed more eccentric movement routines in only 1 total mutation, which was
really impressive. I'm gonna let that sim run a while longer and see if anything else develops.
EDIT: While I was making this post, four more mutations happened, creating a particularly virulent strain. I haven't smiled this wide in a while.