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Code center => Darwinbots Program Source Code => Topic started by: Botsareus on August 27, 2011, 02:57:27 PM

Title: I am going to try to help with the Chloroplast version.
Post by: Botsareus on August 27, 2011, 02:57:27 PM
First some questions :

Other then Formula 1 mode, what else is still not working?

I have seen the feed code, but I have not seen any restrictions code that restricts stuff like motion if robots use chloroplasts. If the code is there, please let me know where to look...

The only difference with the graphs is that they use flags such as "POPULATION_GRAPH" instead of numbers, right?
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Numsgil on August 27, 2011, 05:09:13 PM
I have seen the feed code, but I have not seen any restrictions code that restricts stuff like motion if robots use chloroplasts. If the code is there, please let me know where to look...

There isn't any.  Part of the idea is that sedentary behavior would arise naturally as a consequence of the increased mobility cost of being so large.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Panda on August 28, 2011, 01:37:16 PM
The thing that restricts motion is that when the bots are moving fast they have such a large momentum. It was hilarious watching bots with chloroplasts trying to move.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on August 30, 2011, 03:40:39 PM
Ok, got it.

What about:

Other then Formula 1 mode, what else is still not working?

The only difference with the graphs is that they use flags such as "POPULATION_GRAPH" instead of numbers, right?

BTW:

I think we just add a cambo box to F1 saying what robot is used as veg...
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on August 31, 2011, 05:07:32 PM
Quote
I think we just add a cambo box to F1 saying what robot is used as veg...

I know I have made some mistakes before, but please tell me this is a good idea...
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on September 02, 2011, 07:40:21 PM
ok, nm

we are apparently going with, the first robot inserted is the veg.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Panda on September 02, 2011, 08:17:13 PM
But F1 won't use veggies anymore. Just chloroplasts.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Numsgil on September 03, 2011, 01:17:41 AM
But F1 won't use veggies anymore. Just chloroplasts.

Right, but you still need a neutral bot that both species can feed from.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Panda on September 03, 2011, 06:50:22 AM
What do you mean? I'm confused.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on September 03, 2011, 12:37:52 PM
http://forum.darwinbots.com/index.php/topic,279.0.html (http://forum.darwinbots.com/index.php/topic,279.0.html)

In F1 mode, as you can see, we need a robot to feed from. It was never cold Robot vs. Robot. It was Robot vs. Robot with food.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Panda on September 03, 2011, 06:55:10 PM
Ah, yes.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on September 14, 2011, 02:56:05 PM
Sorry for the late reply, I DJ and I have a show coming up.

Can I get an example robot where the ties are acting weird ?
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on November 23, 2011, 03:50:18 PM
My first show went well, except they wanted more music variety.



How about we wire .chlr directly into body. (In master > updatesim first line .body + .chlr lest line .body - .chlr) ,  Then we subtract .chlr when we do measurements.

We need to make body a long.

We subtract when:

* body limit is reached test.
* average body graph.
* need to display body in robot info
* shot size
* am I missing anything?

This way we don't have to worry about MB physics since MB physics is not a 'measurement.'

Sashta and/or Panda good idea?
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on November 25, 2011, 03:56:15 PM
hmm, I am running into a problem already, I can not figure out what controls shot size.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on November 25, 2011, 04:16:44 PM
never mind, epic fail  :( I can't get the shot range* to go down, and  am getting weird bugs all over the place.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on November 25, 2011, 04:19:10 PM
Which brings me back to my original question: Can I get an example robot where the ties are acting weird ?
Title: Re: I am going to try to help with the Chloroplast version.
Post by: SlyStalker on March 06, 2013, 03:59:37 AM
most of the MBs in the beastiary have ties that are somewhat spastic and 'strange' if you ask me...
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on March 06, 2013, 11:52:40 AM
I am just not going to change robot radios when implementing chloroplasts, it is not a perfect fix, but it should do.

The main problem was due to the way tie physics are calculated very big robots allowed the tie to go negative.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: SlyStalker on March 09, 2013, 01:18:08 AM
'go negative'?
Title: Re: I am going to try to help with the Chloroplast version.
Post by: Botsareus on March 09, 2013, 03:37:47 PM
Here is an illustration:

tie is measured from the center of the robot although it is displayed from the robots edge so we have:

( xx)xxxxxxx(xx )

now the tie length limit before it snaps is:

 xxxxxxxxxxxx

if the robot is too big, say:

(                 )

then the tie will snap at any rate.


It is a little more complex then that, because this new explanation I just gave you has nothing to do with 'go negative.' But, it does if you look at the code.
Title: Re: I am going to try to help with the Chloroplast version.
Post by: SlyStalker on March 10, 2013, 12:54:46 AM
ok got it
btw we should really have a 'thumbs up' emote or something like that