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Topics - PurpleYouko

Pages: 1 [2] 3 4 ... 11
16
Announcements / Stars are back!!!!
« on: April 19, 2006, 02:12:27 PM »
YAY!!!!  

I managed to reinstate our member rankings stars

Go me    

Now the comment under my avatar makes sense again.  

17
Announcements / Emoticons restored
« on: April 07, 2006, 11:54:04 AM »
I have restored all the smileys to their former glory

Go me  

18
Off Topic / Away for a bit
« on: April 02, 2006, 10:03:18 AM »
Just thought I would let you know. I will be out of town for a few days so I won't be on the forum again till friday.

Try not to drasticly alter to much while I'm gone or I'll never be able to catch up again.  :(

See ya later

19
Suggestions / New sexual reproduction
« on: February 17, 2006, 04:26:40 PM »
I have just had an idea regarding sexual reproduction.

How about if we use a type of shot that causes the target to send back a DNA package (like a sperm cell)
When this sperm cell hits the original bot, it will cause this bot to reproduce with a mixture of her own DNA and that contained in the sperm.

This way it gives a potential mother a method by which she can choose the father of her children.

Alternatively, robots could simply fire sperm shots at other bots. Then all the bots could have cycles during which they could be receptive to such a sperm shot. maybe they can even choose to be receptive based on what they see.
This system would make it necessary for both partners to "agree" to the mating before it happened. Also opens the door for different sex definitions within bots.

Maybe a couple of new sysvars, *.sex and *.refsex

Hehe. They could even change sex or have their sex forcibly changed by other bots with info shots or ties.

 :D

20
Off Topic / Wolfhound's Birthday
« on: February 17, 2006, 08:41:15 AM »
Happy birthday Wolfhound.

 :cheers:  :party:  :Birthday:

Lots of B'days lately

21
Evolution and Internet Sharing Sims / Firework bot
« on: February 16, 2006, 02:31:45 PM »
I added a simpe little sidestep gene to the front end of a somewhat mutated Firstbot and let it go in a sim with a few of the non modified Firstbots.

It seemed to work well and was more efficient at spreading out initially. Then one of them developed the ability to make fireworks.

Just stick this little guy near a patch of veggies, let him feed a bit then watch the sparks fly.  :D

22
Off Topic / It's K0zm0's B'day.
« on: February 14, 2006, 03:01:43 PM »
Happy birthday Kozzy

 :Birthday:  :party:

and maybe some  :puke: if you over do it.  :D

23
Off Topic / Happy birthday to Mutchy!
« on: February 08, 2006, 09:55:47 AM »
It looks like Mutchy is turning 16 today.

Haven't seen him around for quite some time though.
Just in case he drops in to pay us a visit.

Happy Birthday Mutchy.  :clap:  :cheers:  :Birthday:  :party:  :Headbang:

24
Off Topic / Happy Birthday to Greven
« on: February 04, 2006, 08:43:31 AM »
Happy Birthday Greven!! :cheers:  :Birthday:  :party:  :Headbang:

25
Off Topic / Humming
« on: January 26, 2006, 02:25:14 PM »
WOW  :o

5 members and 1 guest in here right now.

This place is humming at the moment. Funny how it goes like this. Dead for a while then it goes nuts.  :blink:

26
Interesting behaviour bots / Ant-Bot 5
« on: January 26, 2006, 01:58:49 PM »
' Ant-Bot5
' now the Queen can hijack other workers

def type 50
' type 0 = worker
' type 1 = warrior
' type 2 = queen
' type 3 = new queen
def robid 51
' robid 1000 = makes new queen
' robid 900 - 999 makes warrior
' robid < 900 makes new worker
def queenx 52
def queeny 53
def newmom 54
def hfh 55
' Head For Home that is
' hfh 0 = search for food
' hfh 1 = head for home
' hfh 2 = feed the queen
def queenid 56
def feeding 57
def counter 58
def counter2 59
' used for breeding new workers if too long a delay.


' initialize at birth
cond
*.robage 0 =
start
1000 rnd .robid store
.tie inc
stop

' sets the job for a new queen, avoiding the old queen's programming
cond
*.robage 50 =
*.robid 990 >
start
3 .type store
14000 rnd 100 add .queenx store
10000 rnd 100 add .queeny store
32000 rnd .queenid store
stop

' make new robots into queens at start of sim
' or when breeding ties go wrong
cond
*.robage 2 =
*.numties 0 =
start
3 .type store
32000 rnd 1 add .queenid store
*.queenid .out2 store
32000 rnd 1 add .out1 store
1000 .robid store
stop

' Queen programs young with her ID
cond
*.type 2 =
*.tiepres 1 =
*.newmom 41 =
start
1 .tienum store
*.out1 .tieval store
.out1 .tieloc store
stop

' Queen programs young with her ID 2
cond
*.type 2 =
*.tiepres 1 =
*.newmom 42 =
start
1 .tienum store
*.out2 .tieval store
.queenid .tieloc store
stop

' Queen programs young with her position
cond
*.type 2 =
*.tiepres 1 =
*.newmom 44 =
start
1 .tienum store
*.xpos .tieval store
.queenx .tieloc store
stop

cond
*.type 2 =
*.tiepres 1 =
*.newmom 43 =
start
1 .tienum store
*.ypos .tieval store
.queeny .tieloc store
stop

' sever birth tie. Off you go little worker
cond
*.type 2 =
*.newmom 40 =
start
.deltie inc
stop

' Adjust counters
cond
*.newmom 0 >
start
.newmom dec
stop

cond
start
.counter inc
.counter2 inc
stop

cond
*.counter 50 >
start
0 .counter store
stop

'if a worker is not feeding the queen then fix his position
cond
*.type 0 =
*.counter 20 =
*.hfh 2 !=
*.feeding 0 =
start
1 .fixpos store
stop

'if new queen and not heading for new home then fixpos
cond
*.type 3 =
*.counter 20 =
*.hfh 1 !=
*.feeding 0 =
start
1 .fixpos store
stop

'unfix again if not a queen
cond
*.type 2 !=
*.counter 21 =
*.hfh 1 =
start
0 .fixpos store
stop

' rotate as queen
cond
*.type 2 =
start
20 .aimdx store
stop

' Breed new workers if none come back to feed queen
cond
*.eye5 30 <
*.type 2 =
*.nrg 2000 <
*.counter2 1000 >
*.newmom 0 =
start
' give away 500 body only.
' clear stack first though
mult mult
32000 *.body div .repro store
46 .newmom store
0 .counter2 store
stop

' Reset counter2 if queen gets fed
cond
*.pleas 0 >
start
0 .counter2 store
stop

' Reproduce as queen
cond
*.eye5 30 <
*.type 2 =
*.nrg 5000 >
*.body 5000 >
*.newmom 0 =
start
' give away 500 body only.
' clear stack first though
mult
32000 *.body div .repro store
46 .newmom store
stop

' Queen's defences
cond
*.type 2 =
*.poison 500 <
*.nrg 2000 >
start
10 .strpoison store
.shoot .ploc store
stop

' Queen shoots tie to reprogram enemy workers
cond
*.type 2 =
*.eye5 40 >
*.eye4 *.eye6 =
*.in1 *.out1 !=
*.newmom 0 =
start
1 .tie store
0 .aimdx store
46 .newmom store
stop

' Queeny gets fat
cond
*.type 2 =
*.body 32000 <
*.nrg 2000 >
start
10 .strbody store
stop

cond
*.type 3 =
*.body 10000 <
*.nrg 5000 >
start
100 .strbody store
stop

' Queen gets low on energy
cond
*.type 2 =
*.nrg 500 <
start
100 .fdbody store
stop

cond
*.type 2 =
*.body 32000 <
*.nrg 4500 >
start
100 .strbody store
stop

' worker trades body for energy
cond
*.type 0 =
*.body 100 >
start
100 .fdbody store
stop

' worker selects direction to head after birth
cond
*.robage 10 =
start
1256 rnd .setaim store
stop

' All ants reset in1 and out1 if nothing is visible
cond
*.eye5 0 =
*.in1 0 !=
start
0 .in1 store
0 .in2 store
stop

' worker has collected enough food
cond
*.type 0 =
*.nrg 20000 >
*.hfh 0 =
start
1 .hfh store
0 .fixpos store
0 .feeding store
stop

' Head for home
cond
*.type 2 !=
*.hfh 1 =
start
*.queenx *.queeny angle .setaim store
stop

' set worker velocity
cond
*.type 0 =
*.robage 5 >
*.numties 0 =
*.vel 10 <
*.fixed 0 =
*.eye5 51 <
start
10 *.vel sub .up store
stop

' what if sated worker is blocked
' side slide to the left
cond
*.type 0 =
*.hfh 1 =
*.eye5 41 >
*.in2 *.queenid !=
start
2 .sx store
stop


' worker searches for food
cond
*.type 0 =
*.hfh 0 =
*.in1 *.out1 !=
*.eye2 *.eye8 !=
*.eye5 50 <
start
*.eye2 *.eye8 sub .aimsx store
stop

' worker searches for food
cond
*.type 0 =
*.hfh 0 =
*.in1 *.out1 !=
*.eye4 *.eye6 !=
*.eye5 40 <
start
*.eye4 *.eye6 sub .aimsx store
stop

' worker avoids conspecs
cond
*.robage 10 >
*.type 0 =
*.hfh 0 =
*.in1 *.out1 =
*.eye5 40 >
start
200 .aimsx store
stop

' worker avoids queen while searching for food
cond
*.robage 100 >
*.type 0 =
*.hfh 0 =
*.in1 *.out1 =
*.in2 *.queenid =
start
628 .aimsx store
stop


' worker or new queen finds food
cond
*.type 2 !=
*.hfh 0 =
*.eye5 40 >
*.in1 *.out1 !=
*.feeding 0 =
start
1 .fixpos store
.feeding inc
stop

' worker or new queen shoots food
cond
*.type 2 !=
*.hfh 0 =
*.eye5 40 >
*.in1 *.out1 !=
start
-1 .shoot store
stop

' worker or new queen stops feeding
cond
*.type 2 !=
*.feeding 0 >
*.eye5 41 <
*.fixed 0 !=
start
.feeding dec
0 .fixpos store
stop

' worker runs out of energy while returning to queen
cond
*.type 0 =
*.hfh 1 =
*.nrg 3000 <
start
0 .hfh store
1256 rnd .setaim store
stop

' worker reaches queen
cond
*.type 0 =
*.hfh 1 =
*.in2 *.queenid =
*.eye5 50 >
start
2 .hfh store
1 .fixpos store
stop

' worker feeds queen
cond
*.type 0 =
*.hfh 2 =
*.nrg 3500 >
*.in2 *.queenid store
start
mult mult
500 .shootval store
-2 .shoot store
stop

' worker stops feeding queen
cond
*.type 0 =
*.hfh 2 =
*.nrg 3501 <
start
0 .hfh store
0.fixpos store
stop

' worker (or warrior) unfixes his position after birth or feeding the queen
cond
*.type 2 !=
*.hfh 0 =
*.fixed 0 !=
*.feeding 0 =
start
0 .fixpos store
stop

' worker reaches queen's position to find her gone
cond
*.type 0 =
*.hfh 1 =
*.xpos *.queenx =
*.ypos *.queeny =
*.in2 *.queenid !=
start
' becomes new queen
1 .fixpos store
*.queenid .out2 store
2 .type store
stop

' new queen sets out to get some energy
cond
*.type 3 =
*.eye5 40 <
*.vel 20 <
start
20 *.vel sub .up store
stop

cond
*.type 3 =
*.hfh 1 =
start
5 .up store
stop

cond
*.type 3 =
*.eye8 *.eye2 !=
*.eye8 *.eye5 !=
*.hfh 0 =
start
*.eye2 *.eye8 sub .aimsx store
stop

cond
*.type 3 =
*.eye6 *.eye4 !=
*.eye6 *.eye5 !=
*.hfh 0 =
start
*.eye4 *.eye6 sub .aimsx store
stop

' new queen avoids conspecs
cond
*.type 3 =
*.eye5 40 >
*.in1 *.out1 =
start
320 .aimsx store
stop

' New queen has enough energy now
cond
*.type 3 =
*.nrg 30000 >
*.body 5000 >
start
1 .hfh store
stop

' New queen find home home
cond
*.type 3 =
*.hfh 1 =
*.xpos *.queenx %=
*.ypos *.queeny %=
start
1 .fixpos store
*.xpos .queenx store
*.ypos .queeny store
2 .type store
32000 rnd 1 add .out1 store
*.queenid .out2 store
stop


' get rid of waste. all types
cond
*.waste 100 >
start
100 .shootval store
-4 .shoot store
stop

end

27
Off Topic / Happy B'Day to LemonLime
« on: January 04, 2006, 01:51:01 PM »
Well I haven't seen lemonLime around for ages now. She probably doesn't bother with us anymore since helping to set up our web site.

If you are around then Happy Birthday!!  :Birthday:

If not then will you please pass on the message Num?

28
Bot Tavern / Alga Stratificus
« on: December 19, 2005, 08:58:14 AM »
I have placed the DNA for Alga Stratificus into the Veggies section of the bestiary.

It is specifically designed to work in pond mode. It floats up to the surface and reproduces in day time, then sinks to a depth of around 5000  at night where it is hopefully safe from surface predators.


For some dumn-ass reason the board won't let me upload the text file. It keeps telling me that "You cannot upload this type of file"

It's a bloody text file. What is your problem Invision???  :angry:

You will just have to cut and paste it until I can figure out what is going on and fix it.

29
Veggies / Alga Stratificus (V)(PY)-19.12.05
« on: December 19, 2005, 08:51:39 AM »
'Alga Stratificus
'Alga that likes to live in a very tightly controlled depth
'it floats up in the daytime and down again at night

cond
*.daytime 0 =
*.depth  5000 !%=
start
*.depth 5000 sub .setboy store
stop

cond
*.daytime 1 =
*.rdboy 2000 !=
start
2000 .setboy store
stop

cond
*.depth 1000 <
*.nrg 3000 >
start
50 .repro store
50 .aimdx store
stop

end

30
Off Topic / Proof of evolution? or a cruel hoax?
« on: December 02, 2005, 01:23:56 PM »
Something just isn't quite right here.

Now if only I could put my finger on... exactly.... what?


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