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Topics - MysticalDumpling

Pages: 1 2 3 [4]
46
Bot Tavern / Lets make another wikibot!
« on: February 14, 2014, 06:22:20 PM »
(look for the topic on the wiki...)
I'll start:

 .tie inc

47
Mutations / Slimy_Veg Evolved! (evo)(MysticalDumpling)7-2-14
« on: February 07, 2014, 07:01:56 PM »
In a evosim with this veggie and a tie feeeder, Slimy_Veg evolved into this:

Code: [Select]
cond
 *.nrg 1000 >=
 start
 .strvenom inc
 50 .repro store
 .aimleft inc
 0 store
 stop
''''''''''''''''''''''''  Gene:  1 Ends at position  15  '''''''''''''''''''''''
 cond
 *.nrg 500 >
 start
 100 .mkslime store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  24  '''''''''''''''''''''''
 cond
 !=
 *.trefeye *.myeye *.trefypos *.trefxpos start
 angle .setaim store
 .sx store
 stop
''''''''''''''''''''''''  Gene:  3 Ends at position  37  '''''''''''''''''''''''
 cond
 *22 0 =
 start
 .dn store
 stop
''''''''''''''''''''''''  Gene:  4 Ends at position  45  '''''''''''''''''''''''

The anti-feeding venom turned into a rather clever anti-feeding gene- whenever it can read from a tie, it moves away hard enough to break the tie. The formation of this veg almost caused an extinction n the sim. This formed by hour 7, methinks.

This bot is a good reason to enable mutations on veggies!


48
Untagged bots / Spore Bot (Veggie)(MysticalDumpling) 7-2-14
« on: February 07, 2014, 03:39:46 PM »
This is a MB veggie that uses stifftie to spread it's young.

Spore Bot
'Uses breaking of stirrtie to propel spores to new areas.
'For use in the challenge sim. V0 is a veggie.

'It will be a multibot (structure?) that will most likely be a pair.
'Later versions might be batterrybots- might have larger degree of specification
'Ex- Bertha defends a buch of small fertile bots and a tentacle that finds batteries (vegs)
'to feed apon- v0.5 has no specification other than spore/core

'By Magical Dumpling


'Weirdly enough, the spore is not always fired...


'VO will be a bibot veg for some time

Code: [Select]
'mem
def reproduced 990
def type 991
def fling 992

'Do to certain difficulties, vars are not defined
'reprodced: 1- did, 0-did not
'type- 0 is core, 1 is spore
'Fling- spore is preparing for launch

'Form bibot
cond
*.reproduced 0 = 
*.robage 200 >=
*.type 0 =
start
1 .timer store
10 .repro store
1 .tie store
1 .reproduced store
stop

'After some time, reset .reproduced
cond
*.type 0 =
*.timer 1511 =
start
0 .reproduced store
stop

'Smaller ones are spores
cond
*.robage 1 =
*.body *.trefbody <
start
1 .type store
stop

'Im a baby, so ill make a tie
cond
*.robage 0 =
start
1 .tie store
stop

'If I have no ties and am a spore, mature to a core.
cond
*.type 1 =
*.robage 10000 >=
*.numties 0 =
start
0 .type store
stop

'Fling spores. Might as well fix cores for now.
cond
*.type 1 =
*.numties 1 >=
start
  *.timer 10000 >=
1 .fling store
  *.timer 10100 =
1 .tienum store
32000 .fixlen store
100 .stifftie store
stop

'Temp. fix of ties so core can move
cond
*.numties 0 >
*.type 0 !=
*.fling 0 =
start
1 .tienum store
200 .fixlen store
100 .stifftie store
stop

'Im the core- Ill fix myself if my spore is gunna fling.
cond
*.type 0 =
start
992 .tmemloc store
*.tmemval *1 =
1 .fixpos store
stop

'If I have no fligin' spores, ill defixpos myself
cond
*.type 0 =
*.numties 0 =
start
0 .fixpos store
stop

'If I inherited fixpos, or i misgot it, ill defixpos myself.
start
*.type 1 =
0 .fixpos store
*.robage 0 =
0 .fixpos store
stop


'Follow the core if im a spore...
cond
*.type 1 =
*.numties 0 !=
start
*.tiepres .readtie store
*.trefxpos *.trefypos *.setaim store
*.trefvelscalar .up store
stop

'If I have 2 or more ties, simplify it to one tie
cond
*.numties 2 >=
start
.deltie inc
stop

49
Interesting behaviour bots / Spore Bot (MB)(MysticalDumpling)7-2-14
« on: February 07, 2014, 03:37:48 PM »
This is a rather unorthodox multibot as it uses it's multi-bot-ness to spread it's babies.
'It was based on a similar veggie I made some time ago.


'Spore Bot
'Uses breaking of stifftie to propel spores to new areas.

'It will be a multibot (structure?) that will most likely be a pair.
'Later versions might be batterrybots- might have larger degree of specification
'Ex- Bertha defends a buch of small fertile bots and a tentacle that finds batteries (vegs)
'to feed apon- v1.1 has no specification other than spore/core

'By Magical Dumpling


'Weirdly enough, the spore is not always fired...


'V1 will be a bibot shotbot

Code: [Select]
'mem
def reproduced 40
def type 41
def fling 42

'Do to certain difficulties, vars are not defined
'reprodced: 1- did, 0-did not
'type- 0 is core, 1 is spore
'Fling- spore is preparing for launch


'Set things.
cond
*.robage 0 =
start
1235 .out1 store
stop

'******************************************************
   'Basic Mechagnisms
      'Repro, spore formation, structure, ect.
'******************************************************

'Form bibot
cond
*.reproduced 0 = 
*.robage 200 >=
*.type 0 =
*.nrg 2000 >=
*.body 671 >=
start
1 .timer store
10 .repro store
1 .tie store
1 .reproduced store
stop

'After some time, reset .reproduced
cond
*.timer 500 =
*.type 0 =
*.numties 0 =
start
0 .reproduced store
0 .timer store
stop

'Smaller ones are spores
cond
*.robage 1 =
*.body *.trefbody <
start
1 .type store
stop

'Im a baby, so ill make a tie
cond
*.robage 0 =
start
1 .tie store
stop

'If I have no ties and am a spore, mature to a core.
cond
*.type 1 =
*.timer 1500 >=
*.numties 0 =
start
0 .type store
stop

'Fling spores.
cond
*.type 1 =
*.numties 1 >=
start
1 .tout1 store
1 .fling store
1 .tienum store
32000 .fixlen store
100 .stifftie store
stop

'Im the core- Ill fix myself if my spore is gunna fling.
cond
*.type 0 =
*.tin1 0 !=
start
1 .fixpos store
stop

'If I have no fligin' spores, ill defixpos myself
cond
*.type 0 =
*.fixpos 1 =
*.numties 0 =
*.eyef 0 =
start
0 .fixpos store
stop

'Follow the core if im a spore...
cond
*.type 1 =
*.multi 0 !=
start
*.tiepres .readtie store
*.trefxpos *.trefypos *.setaim store
stop

'If I have 2 or more ties, simplify it to one tie
cond
*.numties 2 >=
start
*.tiepres tienum store
.deltie store
stop


'******************************************************
   'Hunting Mech.
'******************************************************
'OCULUS III
'Thanks, bacillus!
start
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor
 mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor
 mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9
*.eye6 sub sgn 0 floor mult *.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0
floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult
*.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5
sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn
mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8
*.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn
++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult
*.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult *.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub
sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3
 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub
sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult
 *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4
*.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0
floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1
*.eye6 *.eye9 sub sgn ++ sgn mult *.eye6 *.eye8 sub sgn ++ sgn mult *.eye6 *.eye7 sub sgn ++ sgn mult *.eye6 *.eye6 sub
sgn ++ sgn mult *.eye6 *.eye5 sub sgn 0 floor mult *.eye6 *.eye3 sub sgn ++ sgn mult *.eye6 *.eye2 sub sgn ++ sgn mult
*.eye6 *.eye1 sub sgn ++ sgn mult add 4 add *.focuseye 4 add sub dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn
++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn
++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup
sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- dup sgn -- sgn ++ .focuseye mult inc -- 9
add - dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult
dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult
dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec -- dup sgn -- sgn ++ .focuseye mult dec --
stop

'Core turn mech.
cond
'Eyes
*.eyef 0 !=
'Conspec
*.out1 *.in1 !=
*.myeye *.refeye !=
start
*.refxpos *.refypos angle .setaim store
stop

'Approach prey
cond
*.eyef 0 !=
*.out1 *.in1 !=
*.myeye *.refeye !=
start
 *.eyef 10 =<
*.refveldx .dx store
*.refvelup 31 add .up store
stop

'I see prey- Let's eat it!
'It will choose shots based on defense
'shell- use -1
'poison- use -6
'none- use -6
cond
*.eyef 10 >
and
*.out1 *.in1 !=
*.myeye *.refeye !=
or
start
1 .fixpos store
*.refpoison 0 !=
*.refshell 0 =
and
-6 .shoot store
*.refshell 0 !=
*.refpoison 0 =
and
-1 .shoot store
*.refpoison 0 =
*.refshell 0 =
and
-6 .shoot store
*.refpoison 0 !=
*.refshell 0 !=
and
0 .fixpos store
100 .dx store
clearbool
0 .fixpos store
stop

'If I see nothing but my spore, rotate.
cond
*.eyef 0 =
*.refeye *.myeye =
or
start
14 .aimdx store
stop

'Stop weird rotations around prey.
cond
*.myeye *.refeye !=
*.eyef 30000 >=
start
1 .fixpos store
stop

50
Untagged bots / Slimy_Veg (Original)
« on: February 05, 2014, 04:01:55 PM »
This bot makes slime and a venom that should deter any would-be tie feeder (at least partially) For a more effective veg, put a larger value in .venval.

51
DNA - General / Why doesn't this work?
« on: January 31, 2014, 05:47:05 PM »
For about 10sec. it worked beautifully- but I broke it somehow. Help?

'My first attempt at a SS
'Tiefeeder that makes lots of tiny spawn

start
'1- Searchin'...
*.eye5 0 sub sgn abs - ++
*.myeye *.refeye sub sgn abs - ++ ^
*.numties 0 sub sgn abs - ++ mult
100 mult add .aimsx

'2- Tie
*.eye5 0 sub sgn abs *.myeye .refeye sub sgn abs mult add .tie

'3- Feed
*.numties 0 sub sgn abs *.myeye *.trefeye sub sgn abs mult 99 mult add .sharenrg 

'4- Repro
*.nrg 30000 sub sgn abs - ++ 10 mult add .repro


'-------------STORE-------------
store
stop 

52
Bot Tavern / List of random ideas
« on: January 24, 2014, 04:51:11 PM »
- Meta-bot: A bot which does not act only upon code but has a degree of flexibility- it will act on things that give it .pleas
- Sadist Bot- a bot that likes to cause pain to other bots
-Masochist virus- A fun virus for such a meta-bot would be a virus that stores .pain into .pleas, making the bot a masochist
-Poison/venom ideas:
a. blinding (stores 0 into .eyef or .eye5)
b. Hallucinogen- stores random numbers ino one of the .eye's
c. Anesthesia- stores an absurdly high number in .pleas (for a meta-bot) or just shuts down the poor creature (one way or another...)
d. Rape- store a large number in .sexrepro
e. Genetic deterioration- store a random number in .delgene
f. Metabolic toxin- forces the poor creature to undergo production of slime, poison or shell (instakill) or store/burn body. These could be VERY dangerous
g. Conspec destruction- Break in/out, refeye, ect.

Anyone have any ideas? How about a meta-bot? Ive seen a challenge for that floating around somewhere...

 :)

53
The Gene depository / Shooting Distance Calculator Gene
« on: January 20, 2014, 03:12:57 PM »
def tempdist 110 'or some other memloc

'blah blah blah...

start
*.refxpos *.refypos *.xpos *.ypos dist 2 logx .shootval store
stop



This gene finds the distance between 2 bots and finds the inverse log2, then puts the result into .shootval. It works for me... there might be an error. If so, correct me!  :P

54
Mutations / Another strange 0-bot
« on: January 18, 2014, 07:10:24 AM »
Another one of my zero-bots. Sometimes, it uses ties to find and eat prey. One mutated ino a tie-feeder, but it died.
Edit one has the starting junk code turned into a gene

55
Interesting behaviour bots / Gland Bot
« on: December 27, 2013, 10:28:03 AM »
This bot is designed to attach to a multi-bot, fool most conspecs, and share it's defenses if it gets "pleasured". It acts like a gland does in an animal. I used a modified tribolis to test it... for some reason the tin/out and the tref conspec foolers did not work.

Code:
Code: [Select]
'Gland bot
'If it is pleasured, it will share it's protection.
'In a multibot, this would produce defenses.

'Attacking to a multibot has the added benefit of allowing room for repro.

'Veggie

cond
*.nrg 6000 >
start
15 .repro store
stop

'Conspec fooling devices
cond
*.robage 0 =
start
.memloc .memloc store
.tmemloc .tmemloc store
100 .eye5width 1 mult store
stop

cond
*.nrg 3000 >
start
50 .repro store
stop

cond
*.memloc .memloc !=
*.memval 0 !=
start
*.memval *.memloc store
stop

cond
*.memloc .memloc !=
start
.memloc .memloc store
stop

cond
*.eyef 0 >
*.memloc .memloc =
*.memval 0 >
*.memval .memloc !=
start
*.memval .memloc store
stop

cond
*.tmemloc .tmemloc !=
*.tmemval 0 !=
start
*.tmemval *.tmemloc store
stop

cond
*.tmemloc .tmemloc !=
start
.tmemloc .tmemloc store
stop

cond
*.numties 0 >
*.tmemloc .tmemloc =
*.tmemval 0 >
*.tmemval .tmemloc !=
start
*.tmemval .tmemloc store
stop

cond
*.eyef 0 >
start
*.in1 .out1 store
*.in2 .out2 store
*.in3 .out3 store
*.in4 .out4 store
*.in5 .out5 store
*.in6 .out6 store
*.in7 .out7 store
*.in8 .out8 store
*.in9 .out9 store
*.in10 .out10 store
stop

cond
*.numties 0 >
start
*.tin1 .tout1 store
*.tin2 .tout2 store
*.tin3 .tout3 store
*.tin4 .tout4 store
*.tin5 .tout5 store
*.tin6 .tout6 store
*.tin7 .tout7 store
*.tin8 .tout8 store
*.tin9 .tout9 store
*.tin10 .tout10 store
stop

cond
*.eyef 0 >
start
*.refxpos *.refypos angle .setaim store
stop

cond
*.eyef 0 =
start
*.aim 70 add .setaim store
stop

cond
*.shflav 0 !=
*.shflav -2 !=
*.memloc .memloc =
start
*.aim *.shang sub .setaim store
0 .shflav store
stop


'--- Addapt shoot commands
cond
*.eyef 0 >
*.refshoot *.myshoot <
start
*.thisgene 1 add .delgene store

*.myshoot *.refshoot sub 1 >
*.thisgene 3 add .delgene store

*.myshoot *.refshoot sub 4 >
*.thisgene 4 add .delgene store

*.myshoot *.refshoot sub 9 >
*.thisgene 5 add .delgene store

*.myshoot *.refshoot sub 19 >
*.thisgene 6 add .delgene store

*.myshoot *.refshoot sub 39 >
*.thisgene 7 add .delgene store
stop

cond
0 1 =
start
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store

0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop


'--- Addapt eye commands
cond
*.eyef 0 >
*.refeye *.myeye <
start
*.thisgene 1 add .delgene store

*.myeye *.refeye sub 1 >
*.thisgene 3 add .delgene store

*.myeye *.refeye sub 4 >
*.thisgene 4 add .delgene store

*.myeye *.refeye sub 9 >
*.thisgene 5 add .delgene store

*.myeye *.refeye sub 19 >
*.thisgene 6 add .delgene store

*.myeye *.refeye sub 39 >
*.thisgene 7 add .delgene store
stop

cond
0 1 =
start
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

'Produce poison, shell and slime! Poison is for me, though.
cond
*.nrg 1000 >
start
1 .mkslime store
1 .mkshell store
1 .strpoison store
stop

'If I have ties and im pleasured, l'll share my defenses
cond
*.pleas 0 >
*.multi 0 !=
start
*.shell 200 >
*.pleas 2 div .shareshell store
*.slime 200 >
*.pleas 2 div .shareslime store
stop
 
'Set poison vars.
cond
*.robage 0 =
start
901 .ploc store
315 .pval store
stop

'Join a multibot when possible.
cond
*.eyef 0 !=
*.refmulti 0 !=
*.numties 0 =
start
.tie inc
stop

'Rotate
start
.aimdx inc
stop

'Follow bots Im tied to.
cond
*.multi 0 !=
start
 *.trefxpos *.trefypos angle .setaim store
 *.trefvelscalar .up store
stop

A link if you want it:

56
Mutations / Weird zerobot
« on: December 24, 2013, 07:26:00 AM »
I evolved it out of 10,000 random numbers in a range from -32000 to 32000. It ties, shoot and reproduces. A virus is lurking in the code.
The number, length and angle of the ties has an effect on it's behavior. It might be feeding from it's ties.

57
Simulation Emporium / Linked sim
« on: December 24, 2013, 06:20:00 AM »
How would you set up a connection with teleporters between sims?

58
Suggestions / Darwinbots Calc.
« on: December 06, 2013, 04:47:24 PM »
Some of the more advanced calculators can execute basic code... mabye someone can manage to adapt such a calculator specially to compute darwinbots   8)

EDIT Basic is VB or visual basic

59
Newbie / Darwinbots operators
« on: November 29, 2013, 05:02:57 PM »
How do these commands work? I checked the wiki... it doesn't explain how things like oculous or single stores bots work. Can some explain how such things work?

60
DNA - General / Newbie Help for a bot's DNA
« on: November 26, 2013, 03:40:34 PM »
'A vegetable designed to form long strands
'This will be a multibot. (It will transfer chloroplasts up?)
'.sexrepro????

'vars
def stem 0
def core 1
def probe 2
def seed 3
def flower 4

'custom memory locations
def temp 990
def type 991
def corexpos 992
def coreypos 993
def kelpid 995

'First, set eyes. Duh.
cond
*.robage 0 =
start
20 .eye5width store
'We will now space out the other eyes:
*.robage 0 =
-436 .eye9dir store
-327 .eye8dir store
-218 .eye7dir store
-109 .eye6dir store
 109 .eye4dir store
 218 .eye3dir store
 327 .eye2dir store
 436 .eye1dir store
50 .eye1width store
50 .eye2width store
50 .eye3width store
200 .eye4width store
200 .eye6width store
50 .eye7width store
50 .eye8width store
50 .eye9width store
stop

'Now, to make each cell turn if it's single.
cond
*.type .probe !=
*.numties 0 =
start
20 .aimdx store
stop

'Establish types
'Seed- Young core
'Core- Desides movement, ect. Grows out chain
'Probe- Carries -8 to a new strand, defends plant
'Stem- the average stem- transports nrg
'Flower -.sexrepro w/ probe to produce core. Produced only by bud.
cond
*.robage 0 =
start
1000 rnd .temp store
.seed *.temp sgn -- abs .type mult store
.flower *.temp sgn .type mult store
.probe *.temp 200 sub sgn 0 floor .type mult store
.stem *.temp 300 sub sgn 0 floor .type mult store
stop

'First generation is always a seed
start
*.thisgene .delgene store
.seed .type store
stop

'Mature core
cond
*.type .seed =
*.nrg 20000 >
start
.core .type store
*.xpos .corexpos store
*.ypos .coreypos store
stop

'Start development of stem by creating a bud. The core handles all asexual repro for the
'individual plant- also controls plant (head), flower is .sexrepro
cond
*.type .core =
*.nrg 5000 >
start
25 .up store
5 .repro store
stop

'If i'm a probe, I must sever my ties and start probing!
cond
*.type .probe =
start
 1 .tienum inc
 1 .deltie store
 1 .mrepro store
 30 .up store
*.type .stem =
 *.thisgene .delgene store
stop

'Create ties
cond
*.type .probe !=
*.numties 2 <
start
1 .tie inc
stop

'Delete ties
cond
*.numties 3 >
start
1 .tienum inc
.deltie store
stop

'Im a flower. I better put on my flower tag!
cond
*.type .flower =
*.type .probe =
start
*.type .stem =
 *.thisgene .delgene store
100 .out2 store
stop

'Im a probe and see a flower, ill go inseminate it! Yays!
cond
*.type .probe =
*.eye5 50 >
*.out1 100 =
start
-8 .shoot store
30 .dn store
start

'I'm a flower and im fertilized, I think I'll churn out a new core!!!!
cond
*.type .flower =
*.type probe =
*.fertilized 1 =
start
99 .sexrepro store
.type .shoot store
.seed .shootval store
stop

'Im a probe- ill burn excess body
cond
*.body 800  >
*.type .probe =
start
5 .fdbody inc
stop

'Im a stem-Ill follow the core!
cond
*.type stem =
*.multi 0 !=
start
*.trefxpos *.trefypos angle .setaim store
10 .up store
stop

'I'll tell my parts to straighten out!
cond
*.type stem =
*.multi 0 !=
start
stop


end

If any genes are blank, that is because I could not figure ut what to code in them. The biggest problem is they form vibrating clumps instead of strands. Any help?

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