Now, if it can't be entered into F1 because its a plant, then i guess you'll have to move it to interesting behavior or ecosim bots, But hopefully t'is will be allowed in. Its a vegetable as well, it doesn't move (even though in 1 gene it should
). This should EASILY be killed off...Maybe just highlight it in BLUE on the tables or such...But why not break convention of only normal bots in F1, we added chloroplasts for a reason.
Now the description pretty much explains this, and its a nasty beast.
'Vucaris - Vegetable
'By: Spike43884
'Description: Fast to multiply, and very efficient, has all round vision (or
'sensing you could say...lets say for the sake of things its like hairs sensing
'nearby movement) and once it see's prey it will tiefeed and (may) attempt to
'flee.
'UPDATE TO DESCRIPTION: Doesn't seem to flee ever, but does swing corpses around
'if tied to them, good for distracting enemies and still tiefeeds them sometimes.
'Sometimes corpses will detach and fire away from the vegetable, this attracts
'attention to predators leading them away from the plant normally.
'Good for ECOSIMS, possibly for testing bots in some aspects...
'Only tiefeeds. Should fire away from prey, doesn't normally though.
'Fun shapes as well it will often make Which is fun....Favourite shape is the
'diamond pattern caused by a below 50 sharenrg store value, but this doesn't
'as much occur now after me making it more efficient.
'Before you say, ooh 1 cycle attacked and it hasn't retaliated, run it smoothly
'and youll notice its a very short, but same every instance delay in responce
'this not sure why it occurs, but I don't mind as the tiefeeding caused by this
'veg is superb. Also, fun thing to do is to drag it about and you'll notice it
'is a jelly-like substance if you drag it slowly, normally...
def edge 51
def center 52
'Initialisation (EYES)
cond
*.robage 2 <
start
135 .eye1width store
135 .eye2width store
135 .eye3width store
135 .eye4width store
15 .eye5width store
135 .eye6width store
135 .eye7width store
135 .eye8width store
135 .eye9width store
410 .eye1dir store
300 .eye2dir store
190 .eye3dir store
80 .eye4dir store
0 .eye5dir store
-80 .eye6dir store
-190 .eye7dir store
-300 .eye8dir store
-410 .eye9dir store
stop
' Gene 1 SPINNY TIME
cond
*.edge 1 !=
*.center 1 != and
start
320 rnd .aimdx store
stop
'Gene 2 Food Sighted
'*********************
cond
*.eye1 0 >
start
550 .aimdx
1 .edge
stop
cond
*.eye2 0 >
start
405 .aimdx
1 .edge
stop
cond
*.eye3 0 >
start
260 .aimdx
1 .edge
stop
cond
*.eye4 0 >
start
115 .aimdx
1 .edge
stop
cond
*.eye6 0 >
start
115 .aimsx
1 .edge
stop
cond
*.eye7 0 >
start
260 .aimsx
1 .edge
stop
cond
*.eye8 0 >
start
405 .aimsx
1 .edge
stop
cond
*.eye9 0 >
start
550 .aimsx
1 .edge
stop
cond
*.edge5 0 >
start
1 .center
stop
cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
start
0 .edge
0 .center
stop
'*********************
'Gene 2 Chloroplasts
cond
*.chlr *.light <
start
100 .mkchlr store
stop
'Gene 3 Blind Retaliation
cond
*.hit 1 =
start
*.shang 718 sub .aimdx
20 .up store
stop
'Gene 4 Tie Shoot
cond
*.eye5 50 >
*.numties 3 <
*.refeye *.myeye !=
start
7 .tie store
stop
'Gene 5 Tie feed defence
cond
*.numties 0 >
start
-1 .tieloc store
-1000 .tieval store
*.tiepres .tienum store
stop
'Gene 7 Eww...Its rottern
cond
*.eyef 0 >
*.reftype 0 =
*.nrg 0 =
start
*.tiepres .deltie
stop
'Gene 8 Slime Defence
cond
*.robage 10 <
start
*.nrg 1500 div .mkslime store
stop
'Gene 9 Reproduce
cond
*.nrg 2500 >
start
25 .repro store
stop
'Gene 10 If MB Stuff
cond
*.multi 1 =
start
70 .stifftie store
628 .fixang store
10 .fixlen store
stop
end