Nasty little menace...Using code from dizzy (expanded on the dizzy system, currently majorly dormant though it appears...might change values in v0.2), Also used all_hunter hunting system.
Only thing about this hunting system, instead of being like it normally was, its ultra-fast in this 1, and its more precision. It will HUNT OUT ALL THE ENEMIES 0.0
Realistically its not much better with these gene splices than the original popper which is much simpler, but it certainly out-guns. v0.2 should have all the various 'mentioned genes'.
BTW: It hopefully will 'explode' in birth...So that the babies fire away from the mother, might incorporate some of the robage gene into it.
Also...Very aggressive do be warned, and wont lag computers.
And finally: RUN IT WITH SHAPES IF YOU LIKE! It actually handles shapes, perfectly. It'll just keep in its mad darting about
Fixed 1 error. it had a -2 .shoot store which ejects energy.
'Popper (Latin Name: Explodicus Birthius)
'New little bot by me, all because I watched saber in its little explosive reproduction.
'Good lord, I added the hunt gene from All_hunter (one of my previous bots) and its scary. Before it was a very low increase in population. Now it jumped up about...80 per 100 cycles. It anhilated anything that came to its group.
'Test 2 and it struggles alone. Need to improve defences, taking stuff from dizzy and learning viruses.
'Test 3 Noticed 1 line I just removed. onto test 4.
'Test 4 Now with work on the hunting system. It moved so fast, it was scary.
'Hoping test5 will stop it firing at the edge quite so much...Using reftype.
'This will help mazes though :D
def attack 50
def hunt 51
'Initialisation (EYES)
cond
*.robage 2 <
start
135 .eye1width store
135 .eye2width store
134 .eye3width store
136 .eye4width store
15 .eye5width store
136 .eye6width store
134 .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
'INITIALISATION Gene 1 No food = Hunt
cond
*.eye1 0 = and
*.eye2 0 = and
*.eye3 0 = and
*.eye4 0 = and
*.eye5 0 = and
*.eye6 0 = and
*.eye7 0 = and
*.eye8 0 = and
*.eye9 0 = and
*.reftype 1 = or
*.refeye *.myeye = or or
*.hunt 0 = and
start
157 rnd .aimdx store
1 .hunt store
stop
'Gene 2 No food & Turned = Move
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
*.reftype 1 = or
*.refeye *.myeye = or or
*.hunt 1 = and
start
15 .up store
2 .hunt store
stop
cond
*.eye1 0 = and
*.eye2 0 = and
*.eye3 0 = and
*.eye4 0 = and
*.eye5 0 = and
*.eye6 0 = and
*.eye7 0 = and
*.eye8 0 = and
*.eye9 0 = and
*.reftype 1 = or
*.refeye *.myeye = or or
*.hunt 2 = and
start
10 .up store
3 .hunt store
stop
cond
*.eye1 0 = and
*.eye2 0 = and
*.eye3 0 = and
*.eye4 0 = and
*.eye5 0 = and
*.eye6 0 = and
*.eye7 0 = and
*.eye8 0 = and
*.eye9 0 = and
*.reftype 1 = or
*.refeye *.myeye = or or
*.hunt 3 = and
start
10 .up store
0 .hunt store
stop
'INITIALISATION Gene 12 Food Finder (waiting)
cond
*.eye1 sgn
*.eye2 sgn add
*.eye3 sgn add
*.eye4 sgn add
*.eye5 sgn add
*.eye6 sgn add
*.eye7 sgn add
*.eye8 sgn add
*.eye9 sgn add 0 =
*.refeye *.myeye = or or
start
10 rnd .aimdx store
stop
'INITIALISATION Gene 3 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 =
*.reftype 0 =
start
550 .aimdx store
stop
cond
*.eye2 0 >
*.attack 0 =
*.reftype 0 =
start
405 .aimdx store
stop
cond
*.eye3 0 >
*.attack 0 =
*.reftype 0 =
start
260 .aimdx store
stop
cond
*.eye4 0 >
*.attack 0 =
*.reftype 0 =
start
115 .aimdx store
stop
cond
*.eye6 0 >
*.attack 0 =
*.reftype 0 =
start
115 .aimsx store
stop
cond
*.eye7 0 >
*.attack 0 =
*.reftype 0 =
start
260 .aimsx store
stop
cond
*.eye8 0 >
*.attack 0 =
*.reftype 0 =
start
405 .aimsx store
stop
cond
*.eye9 0 >
*.attack 0 =
*.reftype 0 =
start
550 .aimsx store
stop
'*********************
'Gene 1 Food Finder
cond
*.eye5 0 >
*.refeye *.myeye !=
*.reftype 0 =
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop
'Gene 2 Torture sequence (actually taking multiple genes >:D
cond
*.eye5 43 >
*.reftype 0 =
start
1 .shootval store
.fixpos .shoot store
stop
cond
*.eye5 44 >
*.reftype 0 =
start
1 .shooval store
.backshot .shoot store
stop
cond
*.eye5 45 >
*.refeye *.myeye !=
*.reftype 0 =
start
216 .shootval store
.aimdx .shoot store
stop
'Gene 3 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
*.reftype 0 =
start
4 .shootval store
-1 .shoot store
-6 .shoot store
*.refvelup .up store
stop
'Gene 4 Avoiding Family
cond
*.refeye *.myeye =
*.robage 0 ! = and
start
314 rnd .aimdx store
5 .up store
stop
'Gene 5 Reproduce
cond
*.nrg 25000 >
start
10 .repro store
300 .aimdx store
10 .repro store
300 .aimdx store
10 .repro store
300 .aimdx store
10 .repro store
10 .up store
stop
'Gene 6 Birth tie creation
cond
*.robage 0 =
start
1 .tie store
stop
'Gene 7,8,9 Birth tie destruction & runaway sequence
cond
*.robage 1 =
start
1 .deltie store
600 .aimdx store
15 .up store
stop
cond
*.robage 2 =
start
15 .up store
stop
cond
*.robage 3 =
start
5 .up store
stop
'Gene 10 Tie destruction
cond
*.numties 0 !=
start
*.tiepres .deltie store
stop
'Gene 11 shape-side reversing.
'cond
'*.reftype 1 =
'start
'-5 .up store
'628 .aimdx store
'5 .up store
'stop
end
Oh yeah, If were lucky this will have an offshoot bot called 'PERSONATER'
Im pretty sure PERSONATER doesn't need explaining, and if you don't understand it from the name, its a suprise.
(Note: refer to mimic octopus for a hinter)