Darwinbots Forum

Code center => Bugs and fixes => Topic started by: Ulciscor on July 31, 2005, 05:25:23 AM

Title: 33 energy weirdness!
Post by: Ulciscor on July 31, 2005, 05:25:23 AM
I'm using the new update [Num] uploaded, 2.37.4 and am having a weird problem with the energy level of veggies when they are being shot.

When being shot at with -1 shots, the veggie's energy drops fine but for some reason gets stuck on 33, and stays there indefinitely until I either move the bot firing or the veggie being fired upon.

I'm not sure if this has already been reported or is because I am doing something wrong but it is very weird to be sure.
Title: 33 energy weirdness!
Post by: Numsgil on July 31, 2005, 06:06:57 AM
Quote
I'm using the new update Num uploaded, 2.37.4 and am having a weird problem with the energy level of veggies when they are being shot.

When being shot at with -1 shots, the veggie's energy drops fine but for some reason gets stuck on 33, and stays there indefinitely until I either move the bot firing or the veggie being fired upon.

I'm not sure if this has already been reported or is because I am doing something wrong but it is very weird to be sure.
I noticed this too.  What's happening is that the robots are being updated from a list of their positions, but this list is only updated when the bots actually move.

I could spend a couple of hours and fix it, but the upcoming major release makes this entire bug moot.
Title: 33 energy weirdness!
Post by: Ulciscor on July 31, 2005, 08:30:58 AM
OK cool I'll stick with 2.37.3 then?

I also noticed the energy shots being fired back from a veggie being shot 90 degrees to the angle they should have been, if you get what I mean.
Title: 33 energy weirdness!
Post by: Numsgil on July 31, 2005, 09:12:24 AM
As far as I can tell all 2.37s have the immortal bot bug.  I'm not sure exactly when it was introduced, or what did it.  I know my simulation I was running in 2.37.2 suffered from it.

Shots have also been vastly improved in the upcoming version (specifically shot collision) so hopefully any weird shot problems will disappear.
Title: 33 energy weirdness!
Post by: Ulciscor on July 31, 2005, 09:41:43 AM
Just out of interest, why were the veggies latching on 33 energy?
Title: 33 energy weirdness!
Post by: Numsgil on July 31, 2005, 10:29:08 AM
The nrg can go as close to zero as it likes, as long as the next shot would normally kill it.  The code to kill bots isn't activating unless the bot moves.  I've had vegs at 1.5 nrg indefinately.  Alot depends on your sim settings.
Title: 33 energy weirdness!
Post by: Ulciscor on July 31, 2005, 10:38:30 AM
I have been trying to learn how to write components for VB and was wondering if it could be used for DB to make a "Bot" object. I was thinking it could generate events such as collisions so you wouldn't have to check for them.

Although I must admit I don't fully understand the whole concept yet; am I missing something important?
Title: 33 energy weirdness!
Post by: Numsgil on July 31, 2005, 10:41:05 AM
I haven't explored much of the built in class-esque components of VB because they are SLOW.  Really slow.  And VB isn't that fast to begin with.

Maybe you could, but if speed is what you're after (and it is here) you should stick with simple procedural programming.
Title: 33 energy weirdness!
Post by: Ulciscor on July 31, 2005, 10:57:47 AM
Ah well that's no good then; I was thinking it would speed up sims because collision, death and related events could be dealt with when called without having to be checked every cycle.
Title: 33 energy weirdness!
Post by: Botsareus on August 02, 2005, 04:26:08 PM
The bog is quite moot , but I would like to see vags actualy die and get repopulated on the screen. The way it happens with TheOne. So I am staying with 2.37.3 until you get it fixed. I will however see the new virsion with energy proportional to size of bots. I have got to see that.
Title: 33 energy weirdness!
Post by: PurpleYouko on August 02, 2005, 04:33:14 PM
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The bog is quite moot

Do you get this problem often?

You should really get that looked at. Moot bogs can be pretty nasty if you leave them that way for too long.
Title: 33 energy weirdness!
Post by: shvarz on August 02, 2005, 04:40:03 PM
Moot bogs (http://66.102.7.104/search?q=cache:m6RnRxb-CDgJ:network-management-tool.fe.klodzko.pl/+%22Moot+bogs%22&hl=en) make my head hurt...  And the story stops in the most interesting place, right before the true nature of moot bogs is revealed!!!
Title: 33 energy weirdness!
Post by: Ulciscor on August 02, 2005, 04:42:06 PM
Lmao [Bots] what the hell were you trying to say? I can't work it out.
Title: 33 energy weirdness!
Post by: Botsareus on August 02, 2005, 04:51:34 PM
Num , quote:

Quote
I could spend a couple of hours and fix it, but the upcoming major release makes this entire bug moot.

I was replying (/ranting) about that...
Title: 33 energy weirdness!
Post by: Ulciscor on August 02, 2005, 05:15:50 PM
Ahhh he's got you there. Sorry [bots] it all makes sense now.
Title: 33 energy weirdness!
Post by: Numsgil on August 02, 2005, 05:16:16 PM
As far as I can tell, this bug only appears if a bot has never moved in its whole life, and was not born via normal reproduction.  I get it when I load a sim I think.  Maybe some other ways.

It's not a huge problem unless you're evolving plants.  What ends up happening is the vegs provide a tiny amount of nourishment to the suckling bots, which certainly sets up an interesting dynamic.
Title: 33 energy weirdness!
Post by: PurpleYouko on August 03, 2005, 09:02:17 AM
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Lmao [Bots] what the hell were you trying to say? I can't work it out.
Par for the course I am afraid.
Always good for a laugh though  ;)
Title: 33 energy weirdness!
Post by: Botsareus on August 04, 2005, 04:33:00 PM
:D  :clap:  I just read: "Ahhh he's got you there. Sorry [bots] it all makes sense now. " fun.