Bots and Simulations > Untagged bots

Smarter algae

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ashton15:
Well alga_minimalis is pretty pathetic really... I mean it'll just let itself get shot, what kind of plant would do that? Wait, don't awnser that... but anyways here we have two algae with the inteligence to actually do something... first ligamen lentesco meaning stringy and sticky... that's pretty much it, entangles other bots, if there's enough of them they may be able to kill a weaker bot like animal_minimalis though it's unlikely.

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'By:       Ashton15
'Name:       Ligamen lentesco
'Description:    Tangles other bots up and
      forms large colonies
               
start

 *.robage 0 =
 .fdbody .tieloc store
 100 .tieval store

 *50 0 =
 1 .dn store
 50 .sharenrg store
 *.nrg 8000 > and
 30 .repro store
 .tie inc

 *.shflav 0 !=
 *.shflav -2 != and
 *.refeye *.myeye != and
 25 .aimright store
 0 .shflav store
 *50 0 = and
 50 inc
 0 .timer store

 *50 1 =
 *.trefnrg 10 mult *.nrg > and
 99 .sharenrg store
 *.refeye *.myeye != and
 *.eye5 0 != and
 *.refxpos *.refypos angle .setaim store
 .shoot dec
 *.nrg 200 > and
 50 .repro store
 *.refeye *.myeye =
 *50 1 = and

 100 *.timer <
 *50 1 = and
 50 dec
 *.eye5 0 !=
 .tie inc

stop

And then there's effervo sero or swarming plant, basically it makes this big moving ball like a shoal of small fish, it can throw enemies just through centrifrugal force... a large colony can tear seasnake apart, and will change direction frequently to confuse... many animals die in the middle of the swarm because they can't get their energy... very hard to thrive on this algae, oh and it only works in sims larger than 32000 in both directions. It's highly unrecomended but you can add this gene near the end to make it shoot, so far I've not found anything that can survive in an enviroment with the shooting variety. I'm not entirely sure how but on two seprate occasions the colony has split with no apparent cause, not even a mutation it's not coded anywhere to split either though I've tried to code it in a way so that it splits when there are 250 in any one colony though I got impatient and gave up, a viable batterybot animal using this as a base would be intresting though probably quite hard to code bearing in mind this throws out any attacking bot should it lack viligance.

*.refeye *.myeye !=
*.eye5 10 > and
*.refxpos *.refypos angle .setaim
*.refxpos .tout1 store
*.refypos .tout2 store
*.refeye 0 != and
-6 .shoot store
*.eye5 50 <
-2 .shootval store
not
4 .shootval store

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']'By:       Ashton15
'Name:       Effero Sero
'Description:    Makes a large moving ball
      to confuse animals

start
 
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add angle 628 add .setaim store

 *.eye9 0 !=
 4 .focuseye store
 *.eye1 0 !=
 -4 .focuseye store
 *.eye8 0 !=
 3 .focuseye store
 *.eye2 0 !=
 -3 .focuseye store
 *.eye7 0 !=
 2 .focuseye store
 *.eye3 0 !=
 -2 .focuseye store
 *.eye6 0 !=
 1 .focuseye store
 *.eye4 0 !=
 -1 .focuseye store
 *.eye5 0 !=
 0 .focuseye store

 *.refeye *.myeye =
 *.eye5 0 = or
 *.tin1 0 = and
 *.tin5 0 = and
 *.numties 2 < and
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 300 add > and
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist 2000 div 3 add .dn store true
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist 1000 div 2 pow - 21 add 0 floor .dx store

 *.tin5 1 =
 -4 2 *.daytime mult store
 *.eye1 0 !=
 *.eye2 0 != and
 *.eye3 0 != and
 *.eye4 0 != and
 *.eye5 0 != and
 *.eye6 0 != and
 *.eye7 0 != and
 *.eye8 0 != and
 *.eye9 0 != and
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 500 add < and
 1 .tout5 store

 *.eye5 0 !=
 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 2600 add < and
 .tie inc
 200 .fixlen store

 *.timer abs 4000 mod 4 mult 8000 add 6000 8000 *.daytime -- - mult add dist *.totalmyspecies 6000 add >
 *.numties 0 > and
 .deltie inc

 *.tin1 0 !=
 *.tin1 *.tin2 angle .setaim store

 *.robage 0 =
 7 .ploc store

 *.shflav -1 =
 *.poison 100 < and
 20 .mkpoison store
 1 .tout3 store
 0 .shflav store
 *.tin3 1 =
 *.poison 100 < and
 20 .mkpoison store

 *.shflav -6 =
 *.shell 100 < and
 20 .mkshell store
 1 .tout4 store
 0 .shflav store
 *.tin4 1 =
 *.shell 100 < and
 20 .mkshell store

 *.eye5 0 =
 *.nrg 5000 > and

 50 .repro store
 *.timer 400 mod 360 >
 *.timer 400 mod sub 355 - .dx store
 *.timer 900 mod 890 >
 *.maxvel - .dn store
 *.maxvel 2 div .dx store

 .deltie inc

stop

Anyways I figured I might upload some images to go with them (false colour), I even resized them so as not to use much space on the server , so first two creatures... algaes... plants that I've made, knew I'd get there.  They're pretty ineffcient because I figured afterall hey, they're plants, they don't need to be.

Houshalter:
This gives me an idea. () What if you just make alga_minimalis tie to everything. It won't share nrg, just shoot ties at anything in range.

--- Code: ---cond
*.eye5 0 >
start
.tie inc
stop
--- End code ---

Ammeh:
I'm gonna try the ball one, effero sero in a sim, it sounds interesting

ashton15:

--- Quote from: Houshalter ---This gives me an idea. () What if you just make alga_minimalis tie to everything. It won't share nrg, just shoot ties at anything in range.

--- Code: ---cond
*.eye5 0 >
start
.tie inc
stop
--- End code ---

--- End quote ---

yeah... I'm trying to make an alga that ties to everything, fixes it's position and then forces the other to increase .fixlen through .tieloc and .tieval essentially making it so they can't reach the algae but they're still attached and evntually forms a defensive circle of bots constantly fighting each other... also I've noticed another uncoded behaiviour in Effero Sero, when it migrates the colony will leave a string of smaller algae which hangers-on enemies will attach to peeling away from the main colony... It's strange, this algae seems to have a more complex behaviour than it appears... me bieng the guy who coded it I propably should understand it, reminds me of Conways game of life with the emergent behaiviour thing. Couldn't be botherd to recolour this screenshot  by the way like the new avatar sammeh, looks way better than the radioactive sign, did you draw it yourself?

Ammeh:

--- Quote from: ashton15 ---like the new avatar sammeh, looks way better than the radioactive sign, did you draw it yourself?
--- End quote ---

hehe, I'm not *that* good  random find on the interwebs

Also, the algae completely confounds webfungus2.5 which doesn't even attempt to bind to it for some reason :S, but webfungus 2.1 pretty quickly takes over. interesting algae though, little curious as to why 2.5 can't feed off it...

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