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Topics - spike43884

Pages: [1] 2 3 ... 9
1
The Starting Gate / All Hunter 2.1 [F1 - Spike43884]
« on: March 26, 2017, 09:12:17 AM »
Quick n' dirty upgrade to my classic 'All Hunter'. Took a repro gene from another bot and dragged in just a couple of gimmick's genes. It's not able to last out quite so long so dies against some of the weaker F1 bots, but it does win against a notable proportion of the other F1 bots, with the exception of moonfisher's top 3 bots. Would love to see how it'd fair in the next F1 League.

Code: [Select]
'All Hunter
'By Spike43884
'
'Grabbed some gimmicks from, Gimmick! (And a repro gene from someone)
'Interestingly it loses against some lower-ranking bots, even though it wins against a good chunk of the higher ranking ones (with exception to top 3, those superbots from moonfisher).
'I suspect what has occurred, is that while it's capacity to fight in a crowded arena quickly is improved, it can't last out too long, so the non-aggressive bots outlive it instead.


def attack 50
def hunt 51

'Low Priority (WASTE REMOVAL)
cond
*.waste 100 >=
start
-4 .shoot store
*.waste .shootval 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
stop


'Gene 1 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 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
*.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 1 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 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 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 3 Chase Food
cond
*.eye5 0 >
*.refeye *.myeye !=
start
 *.refveldx .dx store
 *.refvelup 30 add .up store
stop

'Shot Regulation
cond
*.nrg 200 >
start
16 .shootval store
stop

cond
*.nrg 100 <=
start
0 .shootval store
stop


'Shell Regulation
cond
*.shell 500 <
start
'make shell
50 .mkshell store
stop


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


' Gene 5 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
start
 314 rnd .aimdx store
stop


' Gene 6 Recombine
cond
*.robage 0 =
*.numties 0 =
start
1 .tie store
stop


'Runaway Gene
cond
*.pain 250 >
start
250 .sx store
stop


'Chameleon Genes
cond
*.in1 0 !=
*.in1 *.out1 !=
start
*.in1 .out1 store
stop
cond
*.in2 0 !=
*.in2 *.out2 !=
start
*.in2 .out2 store
stop
cond
*.in5 0 !=
*.in5 *.out5 !=
start
*.in5 .out5 store
stop


' Gene 7 Reproduce
cond
*.nrg *.body 10 mult add 2300 >
start
40 .repro store
stop


' Gene 8 Singulise
cond
 *.numties 0 !=
start
.deltie inc
.deltie inc
stop
end

2
Veggies / Algamomenta
« on: March 25, 2017, 06:37:48 AM »
I just decided to run my first DB sim in a while, and found a veggie I didn't release (no idea why). Anyway, it'd appear to be more effective than the standard ol alga. In my current simulations its population shoots up fairly rapidly, drops a bit, shoots up again pretty quick, then gradually steadily increases. It forms nice little clusters too. It's reproduction works quite nicely off a toggle between normal and cancerous, it seems a nice balance for a veg.

Code: [Select]
'Algamomenta (Veggie)
'By Spike43884


def count 175


'Gene 1 Chloroplast Making
cond
 *.chlr *.light <
start
200 .mkchlr store
stop


'Gene 2 Virus Defences
cond
*.waste 5000 <
start
*.nrg 400 div .mkslime store
stop


'Gene 3 Reproduction (Normal)
cond
 *.nrg 3000 >
 *.count 3 <
start
 30 .repro store
 20 .aimdx store
 10 rnd 2 rnd 1 add mult 5 add .dn store
 *.count 1 add .count store
stop


'Gene 4 Reproduction (Cancerous)
cond
 *.count 3 =
 *.nrg 300 >
start
 0 .count store
 10 .repro store
 15 .repro store
 20 .repro store
 25 .repro store
 1 .fixpos store
stop


'Gene 5 Tie Destruction
cond
 *.robage 1 =
start
 .deltie inc
stop


'Gene 6 Coagulation
cond
 *.refties *.myties =
start
 .tie inc
 *.tiepres .tienum
stop


'Gene 7 Tie Handling
cond
 *.numties 0 !=
start
 90 .stifftie store
 300 rnd 1 rnd 1 add mult 1 rnd 1 add div .fixlen store
 *.numties 20 mult 5 rnd 1 add mult 2 rnd 1 add div .fixang store
stop


'Gene 8 Old Age, Poisoning or Pain
cond
 *.robage 1500 >
 *.poisoned 0 !=
 *.poisoned 0 != and or
 *.pain 100 > or
start
 5 .repro store
 10 .repro store
 15 .repro store
 20 .repro store
 25 .repro store
 30 .repro store
 35 .repro store
 40 .repro store
 45 .repro store
 50 .repro store
 55 .repro store
 60 .repro store
 65 .repro store
 70 .repro store
 75 .repro store
 80 .repro store
 85 .repro store
 90 .repro store
 95 .repro store
stop


end

3
1) "Mhm" is simply a general answer/expression showing general agreement/satisifcation. I am lazy, therefore I choose to use a generic all-purpose response usually, rather than wasting precious time in creating some precise one for each situation.
2) "Earf" is a little joke from another corner of the internet long ago. I shall not bother to explain it thoroughly, but it originates from some poking of fun at the English language while developing names for fictional planets to test some stuff.
3) My line of various "Russia" / "Russian" bots originate from a bot "Siberia" which I so named for its white colouration reflecting the cold north of Russia. In several bots I used the out coming colour of mutation for the original coded line as the source for a name. It has no relation to you or your mother Botsareus, the world does not revolve around you. Additionally, I too have a lisp. I once was far worse at speaking then your mother undoubtedly was.
4) Finally, take a logical look at this. How could I be poking fun at your mother, I do not know her, I do not know you in real life, and I am not from Russia.

You however do clearly post jibes. My previous ventures here I was younger, and less skilled with my communication in some areas. I never came with malicious intent and am unable to see any clear interpretation which would show such intent, however I lack to see how many of your posts could be interpreted with anything but such intent.

On the occasional times I shall undoubtedly venture back here (As I do truly like the program and its concept) I do ask you keep your insults and so forth into your head.

4
Darwinbots3 / How much progress has been made on DB3?
« on: January 01, 2017, 05:27:15 PM »
Just stopping in more-or-less to ask how much progress DB3 has had, if at all? It'd be nice to see it when its pretty much complete.

5
Off Topic / Quick favor I could do with :p
« on: August 09, 2016, 06:46:25 AM »
I was just stopping by because I need 2 mathematical equations (preferably as simple as possible).
Equation 1, needs to be able to check if a position is a specific magnitude away from another position in a 2 dimensional space.
Equation 2 needs to do the same as equation 1, except in a 3 dimensional space.


I have absolutely no idea what equations to use :P

6
For any future internet sims, transfer data as doubles, but only act on them as floating points (even for the machine which created the value being acted upon).
That should make any rounding the same universally, and thus work more reliably.

7
Off Topic / Maths
« on: April 21, 2016, 12:21:44 PM »
Q: Prove the ratio of integers to rationals is/isn't a 1:1 relationship?

Answer 1: Yes as integers and rationals go on infinitely so the ratio is infinity:infinity which simplifies to 1:1


I came out with an alternative solution.
Take the range between 0 and 1, inclusively.
All the rationals can be expressed as y/x (y over x, aka fractions) where x is any number between 1 and infinity, as y is any number between 1 and x (so in turn, can be 1 to infinity).

So to work out all the fractions we could have, we should do x*y, or infinity * infinity, which is infinity squared.
So the ratio is 1:infinity for integers to rationals.

This holds up when extrapolated to infinite integers, as you multiply both sides by infinity, getting a ratio of infinity:infinity cubed
as we found the rationals for any increment of integers by 1, we can do this double-sided multiplication.

Now I have a feeling this is wrong, as these are mathsy people who did answer 1, and I'm a secondary school'er.
Please find me error for me!

8
Suggestions / Catch-up mutation
« on: April 08, 2016, 07:08:55 AM »
Could you throw in a checkbox in global settings for Catch-up mutation which multiplies an individual bots mutation rates to 'catch up' to the average mutation in either:
(a) the rest of the species
(b) the rest of the simulation

It should help allow (fairly) controlled mutation for creating new bots more quickly as none get behind in slower mutation, but it won't overmutate them as when they catch up their mutation rate drops to normal again.

9
Off Topic / <Debate>New Forums?<Debate>
« on: April 07, 2016, 04:32:00 PM »
I was thinking. DB has sort of hit an activity low...lots of old inactive or unused accounts, lots of forum threads, which are dead....
So what if we made a new forum (linking to this as 'old forum' and disabling new posts / disabling new users...)
We could start afresh!
And it'd allow us a nice cleaner newer (possibly more improved) forum to situate db3 or such on when it comes out?

Your thoughts?

10
Code: [Select]
'Schizo
'By Spike43884
'A Schizophrenic Bot by Spike43884 (With some code stolen from Moonfishers bots...
'...actually, make that a lot of code stolen from Moonfishers bots as quickdraw is
'very long!

'Just some free variables
def attack 50
def hibernate 51
def identity 52

'For Fruitflies
def maxpop 1000
def alge 13
def rand 110
def type 973

'For Quickdraw
def fruitfly 971
def original 972
def creep 974
def setoffset 53
def seteyespace 54
def seteyes 55
def spineyespace 105
def spinoffset 140


'Initialisation (BIRTH)
cond
*.robage 1 =
start
40 .repro store
30 .dn 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
 1 rnd .identity 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 1000 < and
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
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 1000 >= and
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
 8 rnd 1 rnd 1 add div 1 rnd 1 add div .aimdx store
 5 rnd 5 rnd add 1 rnd 1 add div 2 rnd 1 add mult 1 rnd 1 add div .up store
stop


'Gene 2 Food Sighted
'*********************
cond
 *.refeye *.myeye !=
 *.eyef 0 !=
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
1 .attack store
stop

cond
 *.refeye *.myeye =
 *.eyef 0 = or
 *.poisoned 0 =
 *.paralyzed 0 =
start
0 .attack store
stop

cond
 *.eye1 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
550 .aimdx
0 .hibernate store
stop

cond
 *.eye2 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
405 .aimdx
0 .hibernate store
stop

cond
 *.eye3 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
260 .aimdx
0 .hibernate store
stop

cond
 *.eye4 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
115 .aimdx
0 .hibernate store
stop

cond
 *.eye6 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
115 .aimsx
0 .hibernate store
stop

cond
 *.eye7 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
260 .aimsx
0 .hibernate store
stop

cond
 *.eye8 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
405 .aimsx
0 .hibernate store
stop

cond
 *.eye9 0 >
 *.attack 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
550 .aimsx
0 .hibernate store
stop
'*********************


' Gene 3 Chase Food
cond
 *.eye5 0 >
 *.refeye *.myeye !=
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
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 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
1 rnd 2 mult 3 sub .shoot store
216 .shootval store
stop

' Gene 5 Eat Food
cond
 *.eye5 50 >
 *.refeye *.myeye !=
 *.hibernate 0 =
 *.refeye 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
-1 .shoot store
 *.refvelup .up store
stop

' Gene 6 Venom

cond
 *.hibernate 0 =
 *.venom 50 <
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
10 .strvenom store
stop

' Gene 7 Avoiding Family
cond
 *.eye5 0 =
 *.refeye *.myeye = or
 *.hibernate 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
 314 rnd .aimdx store
stop

' Gene 8 Reproduce
cond
 *.nrg 20000 >
 *.robage 3 > and
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
 10 .repro store
 1 rnd 2 mult 3 sub .shoot store
 216 .shootval store
stop


' Gene 9 tie to parent
cond
 *.robage 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
 .tie inc
stop

' Gene 10 sever tie to parent
cond
 *.robage 1 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
.deltie inc
stop


' Gene 11 If MB Stuff
cond
 *.multi 1 = or
 *.hibernate 0 =
 *.poisoned 0 =
 *.paralyzed 0 =
 *.identity 0 =
start
 50 .sharenrg store
stop


' Gene 12 It Hurts!
cond
 *.pain 100 >
 *.identity 0 =
start
 30 .dn store


' Gene 13 I'm old!
cond
 *.robage 1000 >
 *.identity 0 =
start
 20 .repro store
 25 .repro store
 33 .repro store
stop


' Gene 14 Death By Baby! (Elderly)
cond
 *.robage 10000
 *.identity 0 =
start
 10 .repro store
 20 .repro store
 25 .repro store
 33 .repro store
 43 .repro store
 75 .repro store
 100 .repro store
stop


' Gene 14 Death By Baby!
cond
 *.poisoned 0 !=
 *.paralyzed 0 !=
 *.identity 0 =
start
 20 .repro store
 25 .repro store
 33 .repro store
 43 .repro store
 75 .repro store
 100 .repro store
stop

'--------------------Fruit Flies (By Moonfisher) v0.21--------------------'
'Fruit Flies v0.21 (for DB2.43.1L)
'By Moonfisher : 28-09-08
'A very simple tie feeder for F1.
'Beats EtchII and everything else I've tried it on so far. So it should beat the current F1 league I think.
'The reproduction gene is capped at 1000, if it's still too slow try 700, although that could change the results.
'No fancy eyes or conspec or anything of that sort, just a very simple strategy.
'v0.2 : Now addapts to it's oponent through natural selection.
'It also beats most oponents a lot faster, but has a slightly harder time beating Etch II.
'It's also now one gene and generaly shorter, planning to use it as a virus for an alge.
'v0.21 : Now beats v0.1 tongue.gif

cond
*.nrg 15 >
*.numties 0 != or
 *.identity 1 =
start
.fixpos dec
'-- Birth
*.robage 0 =
314 .aimright store
.deltie inc
25 .repro store
.tie inc
300 .eye5width store
.dnalen .memloc store
.dnalen .tmemloc store
15 rnd .rand store
*.rand 5 < and
*.rand .type store
*.type 0 =
5 rnd .type store
'-- Reproduction
*.body 5 >
*.nrg 80 > and
*.totalmyspecies .maxpop 2 mult < and
*.maxvel .dn store
50 .repro store
*.totalmyspecies .maxpop <
*.nrg 200 > and
50 *.body 10 mult sub 0 floor .strbody store
'-- Shrinking
not
*.body 1 > and
*.body 10 mult 10 sub 0 floor .fdbody store
'-- Tie feeding
*.numties 0 !=
*.tiepres .tienum store
*.tmemval *.dnalen =
*.numties 1 > or and
*.numties .deltie store
*.numties 0 !=
*.robage 1 > and
*.trefxpos *.trefypos angle .setaim store
99 .sharenrg store
dupbool
*.memval .alge = and
*.trefxpos *.xpos sub abs *.trefypos *.ypos sub abs pyth 5 div 10 sub 0 floor *.maxvel ceil .up store
*.velsx .dx store
dropbool
dupbool
*.type 1 = and
.tieval .tieloc store
3200 .tieval store
*.memval .alge = and
.tieloc .shoot store
-1 .shootval store
dropbool
dupbool
*.type 2 = and
.shootval .tieloc store
-31999 .tieval store
dropbool
dupbool
*.type 3 = and
.tieloc .tieloc store
-6 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store
dropbool
*.type 3 > and
.tieloc .tieloc store
-1 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store
'-- Hunting
*.numties 0 =
*.body 1 = and
dupbool
*.eye5 0 =
*.memval *.dnalen = or and
350 .aimright store
dropbool
*.eye5 0 != and
*.memval *.dnalen != and
*.refbody 20 >
*.totalmyspecies 600 > or and
*.refxpos *.refypos angle .setaim store
.tie inc
*.memval .alge = and
*.velsx .dx store
*.refvelup 15 add *.maxvel ceil 0 floor .up store
.fixpos .shoot store
1 .shootval store
stop


'********************************************************************
'------------------------- Quickdraw --------------------------------

cond
*.identity 2 =
start
25 .repro store
.tie inc
341 .aimsx store
500 .dn store
500 .dx store
*.thisgene .delgene store
stop

cond
*.identity 2 =
start
25 .repro store
.tie inc
341 .aimsx store
500 .dn store
500 .dx store
*.thisgene .delgene store
stop

cond
*.identity 2 =
start
1 .creep store
1 .original store
25 .repro store
.tie inc
341 .aimsx store
500 .dn store
500 .dx store
*.thisgene .delgene store
stop
'********************************************************************



'********************************************************************
'------------------------- Robage 0 ---------------------------------
cond
*.identity 2 =
start
.fixpos dec
stop

cond
*.identity 2 =
*.robage 0 =
start
.deltie inc
.tie inc
1 .seteyes store
.spineyespace .seteyespace store
.spinoffset .setoffset store
.dnalen .memloc store
.dnalen .tmemloc store
stop
'********************************************************************



'********************************************************************
'------------------------- Eyes -------------------------------------
cond
*.seteyes 1 =
*.identity 2 =
start
*.setoffset .eye9dir store
*.setoffset *.seteyespace add .eye8dir store
*.setoffset *.seteyespace 2 mult add .eye7dir store
*.setoffset *.seteyespace 3 mult add .eye6dir store
*.setoffset *.seteyespace 4 mult add .eye5dir store
*.setoffset *.seteyespace 5 mult add .eye4dir store
*.setoffset *.seteyespace 6 mult add .eye3dir store
*.setoffset *.seteyespace 7 mult add .eye2dir store
*.setoffset *.seteyespace 8 mult add .eye1dir store
4 .focuseye store
0 .seteyes store
stop


cond
*.eyef 0 =
*.memval *.dnalen = or
*.memval .alge !=
*.fruitfly 1 != and or
*.original 1 != or
*.identity 2 =
start
*.aim *.eye1dir add .eyedist 4 mult add .setaim 500 1 add * abs sgn mult store
*.aim *.eye2dir add .eyedist 3 mult add .setaim 500 2 add * abs sgn mult store
*.aim *.eye3dir add .eyedist 2 mult add .setaim 500 3 add * abs sgn mult store
*.aim *.eye4dir add .eyedist 1 mult add .setaim 500 4 add * abs sgn mult store
*.aim *.eye5dir add .eyedist 0 mult sub .setaim 500 5 add * abs sgn mult store
*.aim *.eye6dir add .eyedist 1 mult sub .setaim 500 6 add * abs sgn mult store
*.aim *.eye7dir add .eyedist 2 mult sub .setaim 500 7 add * abs sgn mult store
*.aim *.eye8dir add .eyedist 3 mult sub .setaim 500 8 add * abs sgn mult store
10 .repro store
.tie inc
stop
'********************************************************************



'********************************************************************
'------------------------- Molester ---------------------------------
cond
*.creep 1 =
*.original 1 =
*.identity 2 =
start
*.memval .alge !=
*.robage 15 < and
*.velup *.velup 3 div add .up store
*.veldx *.veldx 3 div add .dx store
*.eyef 0 !=
*.memval .alge = and
*.refxpos *.refypos angle .setaim store
*.refxpos *.xpos sub abs *.refypos *.ypos sub abs pyth 5 div 20 sub 0 floor 100 ceil *.refvelup add .up store
*.refveldx .dx store
-8 .shoot store
.tie inc
0 .shootval store
*.numties 0 = and
.tie inc
*.numties 0 >
*.tmemval .alge = and
*.tiepres .tienum store
dupbool
*.timer 2 mod 0 = and
.aimsx .tieloc store
300 .tieval store
dropbool
*.timer 2 mod 1 = and
.sexrepro .tieloc store
20 .tieval store
*.numties 0 >
*.robage 0 > and
*.tmemval *.dnalen != and
*.tmemval .alge != and
*.numties .deltie store
.strvenom .tieloc store
100 .tieval store
*.numties 0 =
*.tmemval .alge != or
0 .tieloc store
0 .tieval store
*.robage 30 >
'*.pain 10 > or
1 .fruitfly store
0 .creep store
stop
'********************************************************************



'********************************************************************
'------------------------- Fruitflies -------------------------------
'-------------------- (Slightly modified) ---------------------------
cond
*.nrg 15 >
*.numties 0 != or
*.fruitfly 1 = and
*.identity 2 =
start
'-- Birth
*.robage 0 =
314 .aimright store
.deltie inc
'300 .eye5width store
.dnalen .memloc store
.dnalen .tmemloc store
20 rnd .rand store
*.rand 5 < and
*.rand .type store
*.type 0 =
6 rnd .type store
'-- Reproduction
*.body 5 >
*.nrg 150 > and
*.totalmyspecies .maxpop 2 mult < and
50 .repro store
*.tin9 234 != and
*.maxvel .dn store
*.totalmyspecies .maxpop <
*.nrg 300 > and
50 *.body 10 mult sub 0 floor .strbody store
'-- Shrinking
not
*.body 1 > and
*.body 10 mult 10 sub 0 floor .fdbody store
*.body 1 =
100 .strbody store
100 .fdbody store
'-- Tie feeding
*.numties 0 !=
*.tiepres .tienum store
*.tmemval *.dnalen =
*.numties 1 > or and
*.tin9 234 != and
*.numties .deltie store
*.numties 0 !=
*.robage 1 > and
*.trefxpos *.trefypos angle .setaim store
99 .sharenrg store
dupbool
*.memval .alge = and
*.trefxpos *.xpos sub abs *.trefypos *.ypos sub abs pyth 5 div 10 sub 0 floor *.maxvel ceil .up store
*.velsx .dx store
dropbool
dupbool
*.type 1 = and
.tieval .tieloc store
3200 .tieval store
*.memval .alge = and
.tieloc .shoot store
-6 .shootval store
dropbool
dupbool
*.type 2 = and
.shootval .tieloc store
-31999 .tieval store
*.memval .alge != and
*.timer 2 mod 0 = and
.mkslime .tieloc store
dropbool
dupbool
*.type 3 = and
.strvenom .tieloc store
100 .tieval store
*.numties .deltie store
*.memval .alge != and
*.timer 2 mod 0 = and
.fdbody .tieloc store
dropbool
dupbool
*.type 4 = and
.tieloc .tieloc store
-6 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store
dropbool
*.type 4 > and
.tieloc .tieloc store
-1 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store
*.tmemval *.dnalen =
0 .tieloc store
0 .tieval store
'-- Hunting
*.numties 0 =
*.body 1 = and
*.eyef 0 != and
*.memval *.dnalen != and
*.refbody 20 >
*.totalmyspecies 600 > or and
*.refxpos *.refypos angle .setaim store
.tie inc
*.memval .alge = and
*.velsx .dx store
*.refvelup 15 add *.maxvel ceil 0 floor .up store
.fixpos .shoot store
1 .shootval store
stop
'********************************************************************



'********************************************************************
'------------------------- Infected alge ----------------------------
cond
*.robage 0 >
*.original 1 !=
start
50 .repro store
50 .repro store
.tie inc
.deltie inc
234 .tout9 store
234 .out9 store
*.nrg 300 >
dupbool
*.slime 300 < and
50 .mkslime store
dropbool
dupbool
*.shell 500 < and
500 *.shell sub 0 floor .mkshell store
dropbool
*.poison *.shell < and
*.shell 50 add *.poison sub 0 floor .mkpoison store
*.robage 1 =
.up .ploc store
*.robage 15 <
500 .dn store
70 .aimsx store
*.body 90 >
100 .fdbody store
*.robage 15 >=
*.nrg 2000 > and
dupbool
.tie inc
*.eyef 0 != and
*.memval *.dnalen = and
*.in9 234 != and
*.refxpos *.refypos angle .setaim store
.tie inc
0 .deltie store
dropbool
*.numties 0 > and
*.tmemval *.dnalen = and
*.tiepres .tienum store
-1 .tieloc store
1000 .tieval store
40 .stifftie store
*.numties 0 >
*.tmemval *.dnalen = and
*.tin9 234 != and
40 .stifftie store
1 .fixlen store
0 .deltie store
*.tielen 400 > and
*.trefxpos *.trefypos angle .setaim store
*.maxvel .up store
*.numties 0 >
*.tmemval *.dnalen != and
.strvenom .tieloc store
100 .tieval store
*.tin9 234 = or
*.numties .deltie store
*.shflav 0 !=
*.maxvel .dn store
*.velsx 2 mult .sx store
0 .shflav store
stop

end
Credit to moonfisher for quickdraw + fruitflies code.
I adapted russia to one which I called fireworks temporarily. It was meh, not to spectacular, more a repro test for cancer bonuses.
Then I decided to throw in more personalities (though quickdraw appears to come out more often? Maybe there some bias in the rnd?)
Anyway. Its far more cancerous in any of its personalities. it has (quite a few) additional random repro's. I can't perfectly simulate an F1 league so can't tell how well it'll work out, but I do believe leagues run a denser enviroment then I normally end up with, so it shouldn't die off due to a lack of food (unless its killed all?)
So, I'd love to know how it goes

11
Bot Tavern / Trigonometry Mathematics
« on: April 07, 2016, 12:31:09 PM »
I want to use some trigonometry in one of my bots, but I'm not familiar with radians. Plus I've not used db in ages.
So i'll outline my usage below:
3 bots connected via 2 ties in a line going bot A, bot B, bot C.
Bot (A) see's an enemy and gives info about which direction from itself the enemy is, and how far away.
Bot (B) receives this info, and performs a trigonometric calculation to fire at the enemy (without using eyes :D). It then gives information about which direction from itself the enemy is, and how far away.
Bot (C) receives bot B's info and performs a trigonometric calculation to fire at the enemy (without using eyes :D).


12
Off Topic / PV Panels
« on: June 29, 2015, 10:58:59 AM »
What is the downside of PV Panels?

13
Bot Tavern / Conspec Fooling
« on: June 20, 2015, 04:51:26 PM »
Im looking for a the DNA snippets for conspec fooling of all the 'mainstream' conspec types.

Im going to *really* screw with enemy bots if I can find a reasonable chunk of conspec tricking methods. Don't worry if its 2 different ways of fooling the same conspec either. Natural selection is a nice addition.

14
Off Topic / Its real quiet...
« on: June 06, 2015, 12:16:20 PM »
Like, real quiet. I think its only me, botsareus and occasionally numsigl now on.
Have you guys got any idea's of how we might be able to get some members...
We could mention the program on: http://www.scienceforums.net/
Im sure some of the amateur biologists there would be interested, and maybe a few more of the more intellectual ones might be interested, maybe some of the computer scientists to.

15
Off Topic / Theoretical Science is fun.
« on: May 31, 2015, 04:48:27 AM »
"Anything is possible"
Litterally, this statement, quite litterally is true.
Let me point it out, first you have to question - what is reality?
Well reality, is what you believe is around you, your perception of your surroundings.

So If you believe anything is possible, and you believe that you somehow can fly, no matter what anyone else tells you, then in your reality, you can fly? There isn't anything to prove that you can't fly in your reality...

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