Darwinbots Forum

Bots and Simulations => Bestiary => Interesting behaviour bots => Topic started by: MysticalDumpling on November 14, 2015, 10:55:19 AM

Title: BlindBot[evo][interesting]
Post by: MysticalDumpling on November 14, 2015, 10:55:19 AM
Cute lil' bots that can operate without sight pretty well. It could be in the F1, but most certainly not designed for it!
Code: [Select]
'Tiebot shall only communicate via the tie. Also, it can do stuff blind.

'Delete birth tie and zoom a bit away
'Set up identity
cond
*.robage 0 =
start
.deltie inc
100 .up store
50 .tout1 store
stop

'OK,so I am not a baby. Make some ties.
cond
*.robage 10 >
*.numties 0 =
start
20 .up store
.tie inc   
stop

'If I tied to a conspec, break the tie and turn away
cond
*.tin1 *.tout1 =
*.numties 1 =
start
.deltie inc
123 .aimsx store
stop

'FEED (on veggie body)
cond
*.numties 0 >
*.tin1 *.tout1 !=
start
-6 .tieloc store
-50 .tieval store
*.tiepres .tienum store
stop

'If I can, create the childs
cond
*.nrg 5000 >
start
314 .aimdx store
50 .repro store
314 .aimsx store
stop

'If something is hurting me, break all ties
cond
*.pain 0 >
start
*.tiepres .deltie
50 .dn store
stop

'Metabolism
start
*.nrg *.body 10 mult add 20 div *.body sub 1 floor .strbody store
*.body *.nrg *.body 10 mult add 20 div sub 0 floor 30000 *.nrg sub 10 div ceil  .fdbody store
stop
Title: Re: BlindBot[evo][interesting]
Post by: spike43884 on April 07, 2016, 06:40:04 AM
Oooh, Interesting. I made a blind bot a while back, I believe I threw it into F1, it didn't as much 'communicate' and if friendly fire occurred it gained a vendetta (if I'm recalling it correctly that is....)!
I worked off using the ability to detect the angle a shot comes in, and fire a 'return' shot.

Its possible as well it had some sort of bump detection, I haven't done DB for a while so can't remember if a sysvar stores info on hitting things.