Ok after playing with caterpillar, I added some things to russia to create russian babies, a meant to be slightly more cancerous then it is MB, and I slowly worked on it, and got this quite devastating, yet peaceful looking bot, it just glides along with finally existant communications using tin1 and tin2 and tout1 and tout2. then a tiny head function.
So, my first MULTIBOT LEAGUE bot (could you also test it in F1 if possible as well?)
'Russian Babies (F1 League)
'By Spike43884
'Originally All Eyes V1.5
'This bot goes into hibernation whilest waiting
'Should reproduce in the face of danger...or food
'Dev Info:
'Hibernation Sys - TRUE
'Hunting Sys - AllEyes
'Corpsify - UNKNOWN
'Confusion - TRUE
'Retaliation Type - Babies
'Just some free variables
def attack 50
def hibernate 51
def head 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
.aimsx .vloc store
128 .venval store
stop
' Gene 1 Initiate Hibernation (waiting)
cond
*.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
*.refeye *.myeye = or
*.nrg 3000 < and
*.hibernate 0 = and 'KEY
start
1 .hibernate store
stop
' Gene 1 Search (waiting)
cond
*.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
*.refeye *.myeye = or
*.nrg 3000 >= and
start
10 rnd .aimdx store
stop
'Gene 2 Food Sighted
'*********************
cond
*.refeye *.myeye !=
*.eyef 0 !=
start
1 .attack store
stop
cond
*.refeye *.myeye =
*.eyef 0 = or
start
0 .attack store
stop
cond
*.eye1 0 >
*.attack 0 =
start
550 .aimdx
0 .hibernate store
stop
cond
*.eye2 0 >
*.attack 0 =
start
405 .aimdx
0 .hibernate store
stop
cond
*.eye3 0 >
*.attack 0 =
start
260 .aimdx
0 .hibernate store
stop
cond
*.eye4 0 >
*.attack 0 =
start
115 .aimdx
0 .hibernate store
stop
cond
*.eye6 0 >
*.attack 0 =
start
115 .aimsx
0 .hibernate store
stop
cond
*.eye7 0 >
*.attack 0 =
start
260 .aimsx
0 .hibernate store
stop
cond
*.eye8 0 >
*.attack 0 =
start
405 .aimsx
0 .hibernate store
stop
cond
*.eye9 0 >
*.attack 0 =
start
550 .aimsx
0 .hibernate store
stop
'*********************
' Gene 3 Chase Food
cond
*.eye5 0 >
*.refeye *.myeye !=
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop
' Gene 4 Long Range Food Handling
cond
*.eye5 50 >
*.refeye *.myeye !=
*.refeye 0 >
*.hibernate 0 =
start
1 rnd 2 mult 3 sub .shoot store
216 .shootval store
stop
'Gene 5 Blind Retaliation
cond
*.hit 1 =
*.eye5 40 > or
*.refeye *.myeye !=
start
*.shang 90 sub .aimdx
10 .repro store
10 .repro store
stop
' Gene 6 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
*.hibernate 0 =
*.refeye 0 =
*.robage 0 !=
start
-1 .shoot store
*.refvelup .up store
stop
' Gene 7 Venom
cond
*.hibernate 0 =
*.venom 50 <
start
10 .strvenom store
stop
' Gene 8 Avoiding Family
cond
*.eye5 0 =
*.refeye *.myeye = or
*.hibernate 0 =
start
314 rnd .aimdx store
stop
' Gene 9 Duplicate
cond
*.robage 0 !=
*.numties 0 =
*.head 0 =
start
1 .head store
stop
' Gene 10 Reproduce
cond
*.nrg 15000 >
*.robage 3 > and
start
15 .repro store
stop
' Gene 11 Reproduce for MB league
cond
*.numties 0 =
*.robage 0 !=
start
10 .repro store
stop
'*-*-*-*-*-*-*-*-*-*-*-*
' Core Fat Functions
body
cond
*.nrg 1200 >
*.nrg *.body 100 add >
start
100 .strbody store
stop
cond
*.nrg 1000 <
start
100 .fdbody store
stop
' tie to parent
cond
*.robage 0 =
start
.tie inc
stop
' If MB Stuff
cond
*.multi 1 = or
*.hibernate 0 =
start
49 .sharenrg store
500 .maxlen
60 .stifftie store
stop
'Gene 13 MB communication
cond
*.eye5 0 !=
*.head 1 =
start
*.eye5 .tout1 store
*.aimdx .tout2 store
stop
cond
*.tin1 0 !=
*.head 0 =
start
*.tin2 .aimdx store
stop
'Finale Waste Disposal
cond
*.waste 100 >
*.refeye 0 =
*.reftie 0 =
start
*.waste .shootval store
-4 .shoot store
stop
end