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Topics - spike43884

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31
DNA - General / [Request] Body Limiter Code
« on: February 22, 2015, 07:50:14 AM »
I really would love someone to make me a special body gene, I want to keep the bot to have Y body for every X nrg it has...to keep the body and nrg relative...
Its because im making a gender-based multibot.

32
Suggestions / Longterm Memory Locations (For freevariables)
« on: February 21, 2015, 07:43:00 AM »
I was wondering if we could get longterm freevariables.
Its not a special range, but for all STANDARD freevariables...they have A COMMAND which is as follows: [No. Cycles till resetted] .cycreset[Memoryaddress]
This is because they standardly reset at 1 cycle I believe, and if I made a S.O.S. system in a bot i'd need it to remain until resetted or for X time (the adresses would never auto-clear if you set the reset time as 0, they are standardly set to 1

33
Short bots / Animal_Minimalis_Body[Shortbot][Spike43884]2-20-2015
« on: February 18, 2015, 10:57:31 AM »
Ok, I felt like proving a point now to all these godly bot-makers of a stupid mistake they're making, especially ones which regulate their body! Animal_Minimalis_Body (Which I'd love to have included in the next update of DB2) is virtually the same as Animal_Minimalis except for 2 lines of code, both within the eat food gene. If you observe the image of the population graph in the F1 conditions sim (Picture1.png) it shows that Animal_Minimalis is stuck below 100 population yet AMB is rocketing up. For anyone running the simulation, AMB will not have a lot of population increase in the first 500, maybe 1000 cycles, it'll be just tailing behind AM but then when its 5000 cycles it'll become like picture1.png rocketing up, This is PURELY because the bots naturally convert body to energy if energy is low or body is high, so it then gets a huge shot of energy allowing reproduction, it wins in combat though because the opponent loses body incredibly quickly, causing them to have weaker attacks...body shots are better, just like sex repro is better. It'd be a good note to add to the shotbot tutorial (elites bot tutorial)
I replaced the gene:
Code: [Select]
'Gene 2 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
[font=arial black]-1 .shoot store[/font]
*.refvelup .up store
stop
with:
Code: [Select]
'Gene 2 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
[font=arial black]-6 .shoot store[/font]
*.refvelup .up store
[font=arial black]1 .fd body store[/font]
stop



FULL DNA:
Code: [Select]
' Animal_Minimalis_Body
' By Spike43884 (adapted from Nums Animal_Minimalis)
'
' Good for newbies to look at and to base bots off of.
' Splendid proof of the superiority of -6 .shoot store
' over -1 .shoot store


'Gene 1 Food Finder
cond
*.eye5 0 >
*.refeye *.myeye !=
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop


'Gene 2 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-6 .shoot store
*.refvelup .up store
1 .fd body store
stop


'Gene 3 Avoiding Family
cond
*.eye5 0 =
*.refeye *.myeye = or
start
314 rnd .aimdx store
stop


'Gene 4 Reproduce
cond
*.nrg 20000 >
start
10 .repro store
stop

end

34
DNA - General / No need for .shootval to have powerful shots
« on: February 18, 2015, 10:39:21 AM »
Remove .shootval from standard feeding type shots (keep it only for poison, venom and viruses)
Replace the standard feeding gene's shooting with
-1 .shoot store
-6 .shoot store


Or even just replace -1 .shoot store with -6 .shoot store

35
F1 bots / Snake 0.2 [F1][Spike43884]2-15-2014
« on: February 15, 2015, 11:12:29 AM »
Its main thing is the enhanced range and removal of 1 of the shots. Instead of the classic 300 odd max for the snake species, this one hit 1009 bots in 6600 cycles. Bear in mind it only had 93 of the original snake around then, only 22 alga_minimalis & 84 animal_minimalis to feed off, and only 5 corpses around. It increases in population much slower than 0.15 (unreleased) but hits much higher total pop. Its not nice for the other species, especially because its across the entire area, and the only veggies are in the corner, where theres a lot of fat snake 0.2's

Anyway, The very needed DNA
Code: [Select]
'Snake 0.2
'By Spike
'It will hunt till its seen, then will run...Also,
'if anyone got the MGS reference then kudos. Brilliant
'Games they were.
'Key Functions used: Memloc | Memval


def visible 51
def venomcounter 52
def virusping 53


'Gene 1 Food Finder
cond
*.eye5 0 >
*.refeye *.myeye !=
*.visible 0 =
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop


'Gene 2 Eat Food
cond
*.eye5 30 >
*.refeye *.myeye !=
*.visible 0 =
start
-4 .shootval store
-6 .shoot store
.venomcounter inc
*.refvelup .up store
stop


'Gene 3 Venom shooting
cond
*.eye5 30 >
*.refeye *.myeye !=
*.visible 0 =
*.venocounter 19 >
start
50 .shootval store
-3 .shoot store
0 .venomcounter store
stop


'Gene 4 Avoiding Family
cond
*.eye5 0 =
*.refeye *.myeye = or
*.visible 0 =
start
314 rnd .aimdx store
stop


'Gene 5 Reproduce
cond
*.nrg 5000 >
start
10 .repro store
10 .repro store
stop


'Gene 6 Venom Creation
cond
 *.venom 500 <
start
 50 .strvenom store
stop


'Gene 7 Check-Set for visual
cond
*.eye5 0 !=
*.refeye *.myeye !=
start
504 .memloc
*.memval .visible store
stop


'Gene 8 Singulise + Venomset
cond
*.robage 0 =
start
1 .tie store
.backshot .vloc store
1 .venval store
stop


'Gene 9 Singulise part 2
cond
*.robage 1 =
start
1 .deltie store
314 .dx store
stop


'Gene 10 Run-away from mommy
cond
*.robage 2 =
*.robage 3 = or
start
10 .up store
stop


'Gene 11 .strbody
cond
*.nrg 6000 =
*.body 500 =
start
5 .strbody store
stop


'Final Gene Run-away
cond
*.visible 1 =
start
15 .dn store
stop


end

It uses .dn as well, which means its retreat isn't easily stopped, even by infoshots.

36
F1 bots / Snake [F1][Spike43884]2-12-2015
« on: February 15, 2015, 10:49:36 AM »
Its a nice little one to observe mainly, though i've only tested it against animal minimalis and alga minimalis it works as it should roughly. It utilises venom to hopefully disable enemy retaliation. Then it also has a bit of fun with the rarely used now-a-days .dn command, where-as if your able to see it, then it'll reverse away from you, stopping you getting to close. Soon to make a double range version to attack from 25
Code: [Select]
'Snake
'By Spike
'It will hunt till its seen, then will run...Also,
'if anyone got the MGS reference then kudos. Brilliant
'Games they were.
'Key Functions used: Memloc | Memval


def visible 51
def venomcounter 52
def virusping 53


'Gene 1 Food Finder
cond
*.eye5 0 >
*.refeye *.myeye !=
*.visible 0 =
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop


'Gene 2 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
*.visible 0 =
start
4 .shootval store
-1 .shoot store
-6 .shoot store
.venomcounter inc
*.refvelup .up store
stop


'Gene 3 Venom shooting
cond
*.eye5 51 >
*.refeye *.myeye !=
*.visible 0 =
*.venocounter 19 >
start
50 .shootval store
-3 .shoot store
0 .venomcounter store
stop


'Gene 4 Avoiding Family
cond
*.eye5 0 =
*.refeye *.myeye = or
*.visible 0 =
start
314 rnd .aimdx store
stop


'Gene 5 Reproduce
cond
*.nrg 5000 >
start
10 .repro store
10 .repro store
stop


'Gene 6 Venom Creation
cond
 *.venom 500 <
start
 50 .strvenom store
stop


'Gene 7 Check-Set for visual
cond
*.eye5 0 !=
*.refeye *.myeye !=
start
504 .memloc
*.memval .visible store
stop


'Gene 8 Singulise + Venomset
cond
*.robage 0 =
start
1 .tie store
.backshot .vloc store
1 .venval store
stop


'Gene 9 Singulise part 2
cond
*.robage 1 =
start
1 .deltie store
stop


'Final Gene Run-away
cond
*.visible 1 =
start
15 .dn store
stop


end

37
Bot Tavern / Come' on Liven up! [PLEASE READ]
« on: February 14, 2015, 02:11:32 PM »
Everyones gotten so quite, and reserved themselves to themselves here, and i've had enough of this so-quiet-you-can-hear-a-pin-drop mood.
We all are good in our own ways at the DNA, Shadowgod at  bugfixing, Moonfish at inline conditioning, Spork at peicing together code, and me at coming up with mad idea's so here is my proposal:

Lets a bot as a team. A completely unique one. I've had a couple of idea's of possible ones to make:
A) A bot which moves mobile shapes when it see's them to defend itself
B) A bot which forms a perfect ring which will only let vegetables through
C) A bot which steals the DNA of the first bot it comes in contact with (Mimicking)
D) A bot which at the sight of danger reproduces a lot of very low energy babies then runs
E) A Bot which will behave slightly like a velociraptor, Sighting prey from far away, then making a decoy for the prey and striking from behind
F) A Bot which stays behind its prey all the time, without using ties and preferably not changing the DNA of the opponent

38
F1 bots / Vehunt (Vegetiser Huntarius)(F1)(Spike43884)2-4-2015
« on: February 01, 2015, 06:56:34 AM »
My first released virus bot.

Code: [Select]
'{Genus: Vegetiser} {Species Huntarius (hunter)}
'By Spike43884
'Another to the vegetiser series, this 1 is derived from ALL HUNTER
'Considering the analysis of vegetiser shadowrian being a complete monster
'to all that face it. Then you have all hunter, which is just unrivalled
'In my opinion, this - If the genes are implemented properly - will be
'completely, and utterly, destructive.
'The Virus gene is also programmed to be effective against any bot, because
'it doesn't attack memory locations...
'This means, if a virus is ready, and fruitflies appears. Well, its bad news
'for someone.
'
'Next implementation will be into an aggressive dwarfs. And a very, very
'cancerous form of popper. Hopefully I can get enough bots carrying this in
'time so that every fruitflies that appears will...err well, die.


def attack 50
def hunt 51
def pingvirus 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 Tie to parent*
cond
*.robage 0 =
start
4 .tie store
stop


'Gene 2 No food = Hunt
cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
*.hunt 0 =
start
157 rnd .aimdx store
1 .hunt store
stop


'Gene 3 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
*.hunt 1 = and
start
15 .up store
2 .hunt store
stop

cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
*.hunt 2 =
start
10 .up store
3 .hunt store
stop

cond
*.eye1 0 =
*.eye2 0 =
*.eye3 0 =
*.eye4 0 =
*.eye5 0 =
*.eye6 0 =
*.eye7 0 =
*.eye8 0 =
*.eye9 0 =
*.hunt 3 =
start
10 .up store
0 .hunt store
stop


' Gene 4 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
start
10 rnd .aimdx store
stop


'Gene 5 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 store
stop

cond
*.eye2 0 >
*.attack 0 =
start
405 .aimdx store
stop

cond
*.eye3 0 >
*.attack 0 =
start
260 .aimdx store
stop

cond
*.eye4 0 >
*.attack 0 =
start
115 .aimdx store
stop

cond
*.eye6 0 >
*.attack 0 =
start
115 .aimsx store
stop

cond
*.eye7 0 >
*.attack 0 =
start
260 .aimsx store
stop

cond
*.eye8 0 >
*.attack 0 =
start
405 .aimsx store
stop

cond
*.eye9 0 >
*.attack 0 =
start
550 .aimsx store
stop
'*********************


' Gene 6 Chase Food
cond
*.eye5 0 >
*.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop


' Gene 7 Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
 4 .shoot store
-1 .shoot store
-6 .shoot store
 *.refvelup .up store
stop


'Gene 8 Antidote
cond
start
99 .tout5 store
stop


'Gene 9 MEMLOC/MEMVAL
cond
start
.chlr .memloc store
stop


'Gene 10 VIRUS CREATION PROTOCOL
cond
*.eye5 0 !=
*.tout5 99 =
*.refeye *.myeye !=
*.memval 0 =
start
 .vshoot inc
stop

cond
*.vtimer 0 =
start
*.thisgene 1 add .mkvirus store
stop


' Gene 11 Vegetiser Virus
cond
*.genes 1 !=
*.tout5 99 !=
start
*.thisgene 1 rnd 2 mult 1 sub add .delgene store
1 .backshot store
1 .fixpos store
1255 .eye1width
1255 .eye2width
1255 .eye3width
1255 .eye4width
1255 .eye5width
1255 .eye6width
1255 .eye7width
1255 .eye8width
1255 .eye9width
stop


'Gene 12 Antifixpos
start
0 .fixpos store
stop


' Gene 13 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop


' Gene 14 Recombine
cond
*.robage 0 =
*.numties 0 =
start
1 .tie store
stop


' Gene 15 Reproduce
cond
 *.nrg 20000 >
 *.robage 3 > and
start
 35 .repro store
stop


' Gene 16 Singulise
cond
 *.numties 0 !=
start
.deltie inc
.deltie inc
stop

end

Now I felt like cutting my explanation terribly short on this post, but I'll explain why this virus is better than most. Most viruses will attack a memory location, so .fixpos or .shoot or so on, now this does attack a couple, but primarily its core
function doesn't. Nor does it try to kill the enemy, it 'vegetises' them. The virus is very tied into the DNA, because it MUSTN'T be self replicating, and must only fire at the enemy from the origin bot. To the point, it actually changes the DNA
of the enemy, now, You know that fancy little window to read the current DNA of a bot, get vegetiser to fire a virus at the enemy, then in about 2 cycles look at the DNA. Yes, fast acting. You won't even recognise the DNA anymore. Just to top it off, it doesn't use up much enemy energy actually. It only uses the very minimum, I mean...Vehunt has a big appetite.

39
DNA - General / Light Following System
« on: January 30, 2015, 01:13:32 PM »
This is mainly a note for me, but the rest of you can also have a look and attempt this...
3 Bots in a row containing chloroplast count
Bots are equal on Y axis
All 3 bots in light, no movement
Left 2 bots in light, right in dark - Move left
Left 1 bot in light, right 2 in dark - Move left quickly
Right 2 bots in light, left in dark - Move Right
Right bot in light, left 2 in dark - Move left quickly


A bot or veggie.
If bot it will attempt to follow light and combined with these movements will rotate to attack prey
ONLY ROTATES TO HIT PREY

40
F1 bots / Pow Pow [F1] [Spike43884]2-9-2015
« on: January 25, 2015, 08:15:30 AM »
An unusual bot I developed.
There is so much to do with reproduction in DB


Code: [Select]
'Pow Pow
'By Spike43884
'Im obsessed with reproduction in
'bots, so decided to turn babies
'into a weapon of mass destruction.
'Hopefully this will be as big of
'a success as my beloved series of
'russian babies. Reproduction is
'fun.
'
'Developer Notes:
'This bot uses 'alternating gene activations' when the conditions are met
'such as in the bots attack genes for the body, which fire the first one
'when an enemy is seen, then fires the second, then the first and so on.
'This is incredibly effective for stopping adaptions of the enemy, such
'as the system encorporated to fruit flies, it also allows for more actions
'to happen without to much energy cost


def head 50
def tval 51
def tlen 52
def shootstage 53


'Gene Food Finder
cond
*.eye5 0 >
*.refeye *.myeye !=
*.numties 0 =
start
*.refveldx .dx store
*.refvelup 30 add .up store
stop


'Gene Eat Food
cond
*.eye5 50 >
*.refeye *.myeye !=
start
-1 .shoot store
-6 .shoot store
*.refvelup .up store
stop


'Gene Avoiding Family
cond
*.eye5 0 =
*.refeye *.myeye = or
*.head 0 =
start
314 rnd .aimdx store
stop


'Gene Reproduce
cond
*.nrg 15000 >
*.numties 3 !=
*.head 1 =
start
10 .repro store
1 .tie store
stop


'Gene Head identification
cond
*.numties 0 =
*.robage 0 =
start
1 .head store
stop


'Gene Head fixing
cond
*.numties 0 !=
*.head 1 =
start
1 .fixpos store
stop


'Gene Tie angles
cond
*.head 1 =
*.numties 0 !=
start
 418 .tieang1 store
 837 .tieang2 store
1256 .tieang3 store
'------------------------------NON HEAD STUFF NOW------------------------------'


'Gene Tie lengthen
cond
*.refeye *.myeye =
*.tielen 1000 <
*.head 0 =
start
*.tielen .tlen store
*.tlen 2 add .tielen store
stop


'Gene Tie shorten
cond
*.refeye *.myeye =
*.tielen 5 >
*.head 0 =
start
*.tielen .tlen store
*.tlen 2 sub .tielen store
stop


'Gene Tie lengthen 2
cond
*.eye5 0 =
*.tielen 1000 <
*.head 0 =
start
*.tielen .tlen store
*.tlen 2 add .tielen store
stop


'Gene Tie shorten 2
cond
*.eye5 0 =
*.tielen 5 >
*.head 0 =
start
*.tielen .tlen store
*.tlen 2 sub .tielen store
stop


'Gene attack
cond
*.eye5 0 >
*.refeye *.myeye !=
0 .shootstage =
0 .head =
start
4 .shootval store
-1 .shoot store
-6 .shoot store
1 .shootstage store
stop


'Gene attack 2
cond
*.eye5 0 >
*.refeye *.myeye !=
1 .shootstage =
0 .head =
start
628 .shootval store
5 .shoot store
0 .shootstage store
stop


'------------------------------NON HEAD STUFF NOW------------------------------'


'Gene Head NRG sharing
cond
*.head 1 =
*.numties 0 !=
start
40 .sharenrg store
stop


'Gene Body NRG sharing
cond
*.head 0 =
*.numties 0 !=
start
50 .sharenrg store
stop


end

41
Darwinbots3 / New mutations addition to DB3?
« on: January 24, 2015, 05:39:54 AM »
Don't add this to DB2 (except possibly for zerobots or specified bots) because it would probably be a real pain in DB2 sometimes...But as addition the the standard mutations a couple of extra ones:

Group [mutation type here] Mutation - This is one of any other mutation types, but split across an area of lines of code (a maximum of course for the range).

Copy Mutation - This copies a line (or in group mutation an area) and drops it somewhere else

Point Move Mutation - Like copy mutation but instead of copying the selection it moves the selection elsewhere in the DNA

Gene Insertion Mutation - Specifically when this is added, all mutation can only do things with 'cond' 'start' and 'stop' areas, but this one inserts those commands outside of the genes adding new ones.

Operation Mutation - This adds an operand (< > = != ! =< => and sub mult div...etc.)

Operation Change Mutation - Changes an operand

Interspecies Point Copy Mutation - NOTE: THIS IS A VERY UNIQUE SPECIAL MUTATION, AND RARER THAN THE REST - This can only happen when -something thats not a shape- is nearby it, or has been nearby it or had interaction with it within the last 20 cycles, and a segment of DNA that was ACTIVE in the other bot/veg is copied across into a random out-side of gene place. It copies the entire gene, cannot copy more or less than 1 gene no matter what.


Interspecies Point Move Mutation - NOTE: THIS IS A VERY UNIQUE SPECIAL MUTATION, AND MUCH RARER THAN THE REST - This can only happen when -something thats not a shape- is nearby it, or has been nearby it or had interaction with it within the last 20 cycles, and a segment of DNA that was ACTIVE in the other bot/veg is copied across into a random gene place, replacing the previous gene. It 'moves' (so copies from the other bot overwriting an existing gene) the entire gene, cannot move more or less than 1 gene no matter what.



The last 2 are replicating an effect in real life, where for example...Some butterflies evolved normally to get a horrible taste, so others evolved to look like them...Of course its a lot more down to natural selection that is, but the last 2 would mimic that effect, and of course be very rare to occur.

42
DNA - General / Conspec Learning
« on: January 16, 2015, 11:49:40 AM »
Heres an idea I came up with. What if a bot could use use memlocs and memvals to read the .pain of its opponent after it performs each action, remember which was effective. Then storing the opponents conspec in a (lasting more than 1 cycle) freevariable/tout
It then uses infomation of the conspec, coupled with some other things just to store which genes were successful for attacking with, then when it encounters that conspec again, instead of trial and error on the opponent, it will instantly jump to the successful attack.

43
Multi-Bots / RussianBabiesForever (MB)(v1.01)(Spike43884)1-9-2015
« on: January 08, 2015, 03:48:44 PM »
Ok, ultra upgraded. It generally stays at a low individual age. It also has really high maxing pop.
Of course, RB series is OP, so I made it more efficient :D And it eats whatever it see's apart from RB's.

PLEASE NOTE: ANY RUSSIAN BABIES (normal/forever/mobilised) WILL NOT FIGHT ANOTHER RUSSIAN BABY (anti-cannabilsm?) as they're conspec recognition is equal.
Code: [Select]
'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 (Disabled a tad)...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
def maxlen 53
def minlen 54

'Initialisation (TIELENX)
cond
start
500 .maxlen *.maxlen 500 sub sgn 1 add mult store
stop

cond
*.tielen1 *.minlen >
start
*.tinlen1 10 add *.tielenx store
stop

cond
start
 30 .minlen store
 500 .maxlen store
stop

cond
*.tielen1 .maxlen <
start
*.tielen1 10 sub .tielenx store
stop



'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
-1 .shoot store
-6 .shoot store
stop


' Gene 6 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.hibernate 0 =
 *.refeye 0 =
 *.robage 0 !=
start
-1 .shoot store
-6 .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 12500 >
 *.robage 3 > and
start
 20 .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
 50 .sharenrg store
 60 .stifftie store
stop

' 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


' Waste Disposal
cond
*.waste 100 >
*.refeye 0 =
*.reftie 0 =
start
*.waste .shootval store
-4 .shoot store
stop


'I want to stay young, FOREVER!
cond
*.pwaste 1000 >
start
99 .repro store
-2 .shoot store
end



Yes. the WANT TO STAY YOUNGZ program now works. completely. I've seen some of them have little tiny bot tails appear, actually, the big bot is the tail or child. The small 1 shoots its energy into big boy over there. And so pwaste is lost completely.

Yep, pwaste no longer effectz me. It makes it slightly less efficient right in combat. but hey, who cares?

44
F1 bots / Popper [F1] Spike43884 [V0.12]1-10-2015
« on: January 05, 2015, 01:20:10 PM »
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.

Code: [Select]
'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)

45
Off Topic / T'IS THE SEASON TO BE JOLLY
« on: December 25, 2014, 05:07:10 AM »
Deck the halls (originally nos galan)
(In welsh, the original language it came from):
    O mor gynnes mynwes meinwen,
    fal lal lal lal lal lal lal lal la:
    O mor fwyn yw llwyn meillionen,
    fal lal lal lal lal lal lal lal la:
    O mor felus yw'r cusanau,
    [instrumental flourish]
    Gyda serch a mwynion eiriau
    fal lal lal lal lal lal lal lal la:

   
Translation:
    Oh! how soft my fair one's bosom,
    fal lal lal lal lal lal lal lal la:
    Oh! how sweet the grove in blossom,
    fal lal lal lal lal lal lal lal la:
    Oh! how blessed are the blisses,
    [instrumental flourish]
    Words of love, and mutual kisses,
    fal lal lal lal lal lal lal lal la:


Deck the halls (modern):

    Deck the hall with boughs of holly,
    Fa la la la la la la la la.
    'Tis the season to be jolly,
    Fa la la la la la la la la.
    Fill the meadcup, drain the barrel,
    Fa la la la la la la la la.
    Troul the ancient Christmas carol,
    Fa la la la la la la la la.

    See the flowing bowl before us,
    Fa la la la la la la la la.
    Strike the harp and join the chorus.
    Fa la la la la la la la la.
    Follow me in merry measure,
    Fa la la la la la la la la.
    While I sing of beauty's treasure,
    Fa la la la la la la la la.

    Fast away the old year passes,
    Fa la la la la la la la la.
    Hail the new, ye lads and lasses!
    Fa la la la la la la la la.
    Laughing, quaffing all together,
    Fa la la la la la la la la.
    Heedless of the wind and weather,
    Fa la la la la la la la la.

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