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Topics - Testlund

Pages: 1 [2] 3 4 ... 17
16
DNA - General / Randomness doesn't work here.
« on: September 16, 2014, 04:12:26 PM »
There should only be a 1 chance out of 3 for this bot to start shooting when energy becomes lower than body, but that is completely ignored and the bot will always shoot.

Code: [Select]
'If 50 is not 3; shoot!
cond
 *.nrg *.body <
 50 3 !=
start
 -6 .shoot store
stop

'Reset 50 to 0 when .nrg becomes more than .body.
cond
 *.nrg *.body >
start
 0 50 store
 100 .strbody store
stop

'Set 50 to a random number between 1 and 3 when .nrg and .body are equal.
cond
 *.nrg *.body =
start
 3 rnd 50 store
stop

17
DNA - General / Aiming/moving problems
« on: September 15, 2014, 02:43:40 PM »
EDIT: Blah-blah-rant...

Code: [Select]
The correct code is posted below!

                ||
                ||
                ||
              \\||//
               \\//
                           

18
DNA - General / .sexrepro
« on: September 15, 2014, 07:33:14 AM »
I'm not clear on how ".fertilized" and ".sexrepro" works together. I suppose this is wrong:

cond
 *.fertilized ? Uuh
start
 50 .sexrepro store
 2 .gender store
stop

I understand that ".fertilized" is a sort of timer. Does that mean ".sexrepro" is executed automatically when the timer reaches 0?

19
DNA - General / Eye template
« on: September 13, 2014, 05:35:36 PM »
I made this for myself to have a better grip on how it works, but maybe it can be helpful for others too.

Code: [Select]
'.eye1 through 9 are located clockwise in numerical order.
'
'Positive numbers are anti-clockwise and negative numbers are clockwise.
'
'Default positions of the eyes are:
'
'.eye1 = 140
'.eye2 = 105
'.eye3 = 70
'.eye4 = 35
'.eye5 = 0
'.eye6 = -35
'.eye7 = -70
'.eye8 = -105
'.eye9 = -140
'
'Eye width:
'
'Smallest = -34
'Default = 0
'Widest = 1221
'
'Below is an example of eye settings.
'
'=====================
'Maximum surveillance:
'
start
 50 .eye5width store
 240 .eye4width store
 240 .eye6width store
 277 .eye1width store
 277 .eye9width store
 -20 .eye3width store
 -20 .eye2width store
 -20 .eye7width store
 -20 .eye8width store
stop

start
 145 .eye4dir store
 -145 .eye6dir store
 333 .eye1dir store
 -333 .eye9dir store
stop

start
 *.robage .eye3dir store
stop

start
 *.robage sub .eye2dir store
stop

start
 *.robage .eye7dir store
stop

start
 *.robage sub .eye8dir store
stop

cond
 *.robage 2
start
 0 .focuseye store
stop

cond
 *.robage 4 mod 0 =
start
 -1 .focuseye store
stop

cond
 *.robage 4 mod 1 =
start
 1 .focuseye store
stop

cond
 *.robage 5 mod 0 =
start
 -4 .focuseye store
stop

cond
 *.robage 5 mod 1 =
start
 4 .focuseye store
stop

cond
 *.robage 6 mod 0 =
start
 -5 .focuseye store
stop

cond
 *.robage 6 mod 1 =
start
 2 .focuseye store
stop

cond
 *.robage 7 mod 0 =
start
 -2 .focuseye store
stop

cond
 *.robage 7 mod 1 =
start
 3 .focuseye store
stop

end

20
DNA - General / As it can become!
« on: September 13, 2014, 02:43:38 PM »
If you only use the first gene it makes .eye3 rotate anti-clockwise, but if you add the second gene it won't make .eye2 rotate clockwise as one might expect. It does some crazy stuff instead.

cond
 *.robage .eye3dir store
stop

start
 *.robage .eye2dir sub store
stop

I swear, the day computer code makes sense to me I'll be making my own software.  :P

21
Bug reports / The infamous Run-time error 6
« on: September 13, 2014, 01:11:03 PM »
I've gotten this 3 times the last few days, but haven't managed to catch it in safe mode yet.

Does anyone have time to help me with that?

As I understand it this error can be several different things. It has happened two times in IM and one time offline so far.

Here are the files:

22
DNA - General / Eyes and reverse polish notation issue
« on: September 12, 2014, 02:00:46 PM »
I can't get this bot to turn towards food that appears to the right or left of it. It moves forward and shoots instead. Also the reverse polish notation here don't seems to work as expected. Check the dna in DB how the "OR" command is placed between the eye commands.  :banghead:

Code: [Select]
start
250 .eye3dir store
75 .eye4dir store
-75 .eye6dir store
-250 .eye7dir store
stop

start
250 .eye3width store
100 .eye4width store
45 .eye5width store
100 .eye6width store
250 .eye7width store
stop

cond
 *.eye3 0 >
 *.eye4 0 > or
 *.eye5 0 > or
 *.eye6 0 > or
 *.eye7 0 > or
 *.reftype 1 !=
 *.refeye *.myeye <
start
 *.refxpos *.refypos angle .setaim store
 *.refveldx .dx store
 *.refvelup 32 add .up store
 -6 .shoot store
stop


23
DNA - General / Defence against enemy ties
« on: September 12, 2014, 11:40:43 AM »
Is there a way for a bot to sense when a tie has been attached to it?

24
F3 bots / Sneaker(F3)(Testlund)9-12-2014
« on: September 12, 2014, 09:30:15 AM »
Sneaker

Code: [Select]
'**********************
'*      Sneaker       *
'*                    *
'* Made by Testlund   *
'* in September 2014. *
'*                    *
'**********************

cond
 *.robage 0 =
start
 628 .aimdx store
stop

cond
 *.shflav -1 =
 *.shflav -6 = or
start
 *.shang sub .setaim store
 *.maxvel .up store
stop

cond
 *.eye5 0 >
 *.reftype 1 !=
 *.refshoot 0 =
start
 *.refxpos *.refypos angle .setaim store
 *.refveldx .dx store
 *.refvelup 32 add .up store
 -6 .shoot store
stop

cond
 *.eye5 0 >
 *.reftype 1 !=
 *.refup *.myup !=
 *.refaimsx *.myaimsx !=
 *.refbody *.body <
 *.refbody *.body !%=
start
 *.refxpos *.refypos angle .setaim store
 *.refveldx .dx store
 *.refvelup 16 add .up store
 16 .shootval store
 -6 .shoot store
stop

cond
 *.nrg *.body >
start
 10 .strbody store
stop

cond
 *.eye1 *.eye5 >
start
 -100 .aimright store
stop

cond
 *.eye9 *.eye5 >
start
 100 .aimright store
stop

cond
 *.nrg 32 >
 *.body *.nrg >
start
 32 rnd .aimsx store
 32 rnd .aimdx store
 .up inc
stop

cond
 *.eye1 0 >
 *.reftype 1 =
start
 157 .aimright store
stop

cond
 *.eye9 0 >
 *.reftype 1 =
start
 -157 .aimright store
stop

cond
 *.edge 0 >
start
 64 rnd .aimdx store
stop

cond
 *.nrg 2000 %=
 *.body 2000 %=
start
 50 .repro store
 628 .aimdx store
stop

cond
 *.nrg 4000 %=
 *.body 4000 %=
start
 50 .repro store
 628 .aimdx store
stop

cond
 *.nrg 8000 %=
 *.body 8000 %=
start
 50 .repro store
 628 .aimdx store
stop

cond
 *.nrg 16000 >
 *.body 16000 >
start
 50 .repro store
 628 .aimdx store
stop

cond
 *.eyef 0 >
 *.refshoot *.myshoot >=
 *.refbody *.body >
start
 628 .aimdx store
 *.maxvel 64 add .dn store
stop

end

25
DNA - General / Using venom to make a bot shoot nrg
« on: September 10, 2014, 08:49:07 AM »
I'm trying to use venom to make a bot release all it's energy in random directions. How do I do that? I've tried this but it doesn't work:

Code: [Select]
cond
 100 *.venval <
start
 100 .strvenom store
stop

cond
 *.eyef 0 >
 *.refshoot 0 =
start
 -3 .shoot store
 .aimsx rnd .shoot .vloc store
 -2 .venval store
stop

26
DNA - General / Smart avoiding bahavior
« on: September 09, 2014, 12:35:19 PM »
I'm trying to get a bot to swim the hell out of the way when it gets hit by hostile fire, but none of the combinations I try are effective. It either ends up making crazy turns are swim directly at the bot shooting at it. Any suggestions?

This is the best I've found so far but it's not good enough:

Code: [Select]
cond
 *.shflav -1 =
 *.shflav -6 = or
start
 *.aim *.shang .setaim store
 100 .up store
stop

27
DNA - General / .strbody limit
« on: September 08, 2014, 09:09:16 AM »
It looks like .strbody is limited to only store 10 body per cycle. So it doesn't matter if I use 100 or 1000 here. Just wondering if this is according to design.

28
Bugs and fixes / This F1 zerobot sim...
« on: September 04, 2014, 07:10:13 AM »
I've been running this sim in Zerobot Mode with F1 settings that Botsareus asked me to run. Somehow this is full of base bots and only a few mutating ones. That seems a little odd to me.


29
Bugs and fixes / Bots getting pulled to the bottom.
« on: September 02, 2014, 01:41:10 PM »
In this sim I have everything turned off that could cause bots to be pulled down to the bottom of the screen, yet you will see "Alga_Minimalis_Chloroplastus" getting pulled down immediately after it reproduces.

While you're at it you might want to check how the different species here handles the current decay rate of chloroplasts. That's what I was going to investigate here, but then I saw some of them getting pulled down.

30
Suggestions / Chloroplasts are decaying way too fast!
« on: September 02, 2014, 01:02:48 PM »
It has completely crippled my veggies. I used to have the chloroplast cost at 1. Now it doesn't help even if I set the cost to 0.1. How about making this feature optional, or at least being able to set the decay rate for it?

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