1
Bugs and fixes / Runtime Error
« on: January 17, 2014, 02:23:12 AM »
When I load Chaotic Swarm Multibot the program gets a time out.
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'Plant of Life: Uses some adaptive genes, locks in energy limitations and metabolic at birth. Uses a complex sexual identification system and uses a very primitative conspec system
'Set Metabolic Rate, sex, growth-type, role
def sex 40
def type 41
def role 42
def nrglim 43
def blimhigh 44
def blimlow 45
def focustie 46
def sexswitch 50
cond
*.robage 0 =
start
1 rnd 2 .sex store
1 rnd 2 .type store
*.nrg .nrglim store
*.nrg *.body div .blimlow store
*.nrg 2 div .blimhigh store
1 rnd .tie store
240 *.aim add .setaim store
*.sex .out4 store
*.type .out5 store
*.out4 .tout4 store
*.out5 .tout5 store
stop
'Dietary Genes
cond
*.body *.blimhigh >=
start
40 .fdbody store
stop
cond
*.body *.blimlow <=
start
20 .strbody store
stop
'Eyes
cond
*.timer *.sex mod *.type =
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 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn ++ sgn 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 0 *.eye5 *.eye9 sub sgn ++ sgn mult *.eye5 *.eye8 sub sgn ++ sgn mult *.eye5 *.eye7 sub sgn ++ sgn mult *.eye5 *.eye6 sub sgn ++ sgn mult *.eye5 *.eye4 sub sgn ++ sgn mult *.eye5 *.eye3 sub sgn ++ sgn mult *.eye5 *.eye2 sub sgn ++ sgn mult *.eye5 *.eye1 sub sgn ++ sgn mult add .focuseye store
stop
'Tie And Turning Genes
cond
*.type 2 =
*.eyef 0 >
*.refeye *.myeye =
*.refrepro *.myrepro =
start
20 rnd .tie store
stop
cond
*.eyef 0 >
*.tieang *.refxpos *.refypos angle =
*.refeye *.myeye =
sart
314 *.aim add .setaim store
stop
'Tie Reading
cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd 1 .readtie store
*53 .readtie store
stop
'Store Ties to Vars for access
cond
*.multi 1 =
*.tin4 *.tout4 >=
*53 0 =
start
*.readtie 53 store
stop
'Tactical Tie Communication
cond
*.eyef 0 >
*.refeye *.myeye !=
*.multi 1 =
start
*.refxpos *.refypos angle .tout8 store
*.aim .tout9 store
*.eyef .tout10 store
60 *.eyef sub mod 30 .fixlen store
stop
cond
*.eyef 0 =
*.refeye *.myeye = or
*.multi 1 =
*.tin10 0 >
start
*.tin10 exp 2 *.tielen exp 2 add sqr *.vel sub .up store
*.tin8 *.xpos *.ypos sub mod *.trefxpos *.trefypos angle .setaim store
stop
'Combat Genes
cond
*.eyef 50 >
*.refeye *.myeye !=
start
*.nrg 10 div .shotval store
-1 .shoot store
stop
'Movement Genes
cond
*.eyef 0 =
*.type 1 =
start
*.maxvel *.vel sub .up store
stop
cond
*.eyef 0 =
*.multi 1 =
start
*.trefvelup *.vel sub .up store
*.trefveldn *.vel sub .dn store
stop
'Reproductive Genes:
'////////////// Type 1
cond
*.type 2 !=
*.nrg *.nrglim >=
*.sex 1 =
*.sex *.in4 <=
*.sexswitch 0 =
start
50 .sexrepro store
*.refxpos *.refypos angle .setaim store
*.refxpos *.refypos angle .aimshot store
-8 .shoot store
*.sexswitch inc
stop
cond
*.fertilized 0 >
*.nrg *.nrglim >=
*.sex 2 =
*.type 1 =
*.type 5 = or
start
50 .sexrepro store
stop
'////////////// Type 2
cond
*.sex 1 =
*.type 2 =
*.type 10 = or
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim add .setaim store
25 .repro store
314 *.aim add .setaim store
*.sexswitch inc
stop
cond
*.sex 2 =
*.type 2 =
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim sub .setaim store
25 .mrepro store
314 *.aim sub .setaim store
*.sexswitch inc
stop
'Type 3; Evolve
cond
*.robage 1500 =
start
2 rnd mult 5 .type store
*.numties .deltie store
*.tiepres .deltie store
*.maxvel *.mass mult *.vel sub .up store
stop
'Type 5 - Become Large Groups
cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd .readtie store
stop
cond
*.multi 1 =
*.type 5 =
start
*.refeye *.myeye div 1 sub *.eyef mult .tout10 store
45 .sharenrg *.multi mult store
*.tout5 .out5 store
*.tiepres .out2 store
*.timer mod *.out2 .redtie store
*.tout5 *.tielen mult 40 store
*.out1 .tout1 store
*.robage mod *.tin1 41 store
*40 *41 div 8 mult *.xpos *.ypos angle mod *.trefxpos *.trefypos angle add div *.tout6 *.tout7 angle *.tin8 *.tin9 angle add add *.numties *.tiepres mult add .fixang store
*.vel *.trefvel sub *.timer add mod 20 rnd 1 2 mult mod *.tin5 *.tielen mult *.mass mult *.eyef mod *.tin10 add *.numties *.tiepres add mult add .fixlen store
45 .stifftie store
stop
cond
*.type 5 =
*.eyef 0 >
*.refeye *.myeye =
*.tiepres 2 <
*.numties 2 < xor
start
.tie inc
*.tiepres *.numties add .tout5 store
20 *.tieang *.aim div mult sub .setaim store
stop
cond
*.type 5 =
*.readtie 0 >
*.robage *.trefage <
*.tin5 *.tout5 > xor
start
*.eye1 *.eye2 add *.eye3 *.eye4 add add 4 div .tout8 store
*.eye6 *.eye7 add *.eye8 *.eye9 add add 4 div .tout9 store
*.tin5 .tout5 store
stop
'Type 10 - Become Massive Energy Harnessers
cond
*.trefeye *.myeye %=
*.robage *.trefage >
*.type 10 =
start
30 *.aim add .setaim store
*.maxvel *.vel sub .dn store
stop
cond
*.type 10 =
*.trefeye *.myeye %=
*.robage *.trefage <
start
20 .fixlen
0 140 store
260 .fixang store
40 .stifftie store
*.trefvel *.vel sub .up store
*.trefaim .aim store
stop
end
'Acer Runco of Vita - Sharp Weed of Life:
cond
start
1000 998 store
*.thsigene .delgene store
stop
cond
*.robage 0 =
*.numties 0 = and
start
*998 .out4 store
*.out4 .tout4 store
*998 1 sub 998 store
1 40 store
stop
'overwrite 40
cond
*.in4 *.out4 >
*.tin4 *.tout4 >
*.refeye *.myeye =
*51 0 = or
start
11 40 store
1 rnd 10 .tie store
stop
'Set timer1
cond
*41 0 >
start
*41 1 sub 41 store
stop
cond
'egg formation, slowest possible behavior, default
*40 1 =
*.robage 20 <
start
*.nrg 10 div .mkpoison store
1 50 store
stop
cond
*40 1 =
*.robage 20 >
*41 2 <
*.nrg 2000 > and
*51 4 < or
start
0 50 store
*.nrg *.eyef div 10 sub .repro store
1 rnd 10 .tie store
1 *51 add 51 store
60 *.aim add .setaim store
10 *.eyef 10 div sub abs 41 store
stop
cond
*40 11 =
*.robage 20 >
*.eyef 0 =
*.refeye *.myeye = xor
start
40 *.aim add .setaim store
*.refeye *.myeye div 1 rnd 20 mult int .tie store
stop
'Read Ties
cond
*60 0 =
start
*.numties *.tiepres add rnd timer mod 10 .tienum store
*.tienum .readtie store
50 .stiftie store
*.mass 2 mult .setlen store
stop
cond
*.trefage *.robage >
*60 0 =
start
*.tienum 60 store
30 .setlen store
*.aim -1 mult sgn .fixang store
45 *.multi mult .sharenrg store
stop
cond
*.timer 2 mod 1 =
start
*60 .readtie store
stop
cond
*.trefeye *.myeye !=
start
*.readtie .tienum store
*.tienum .deltie store
stop
'Eyes: Phase 1
cond
*40 1 =
*50 0 =
*.myeye *.refeye =
*51 0 =
*.numties 0 >
start
5 *eyef mult .setaim store
stop
'Phase 2
cond
*40 11 =
*.tieang *.refxpos *.refypos angle =
*.myeye *.refeye =
start
2 *.eyef mult .setaim store
*.aim *.tieang sub .fixang store
stop
cond
*40 11 =
*.refey *.myeye =
*.out4 *.in4 %=
start
*.refxpos *.refypos angle .setaim store
*.numeties rnd 10 .tie store
50 *.aim add .setaim store
stop
'Movement Controls Multibot
cond
*.multi 0 >
*40 1 =
*.numties 0 >
*.tout4 *.tin4 <
start
*.trefvelscalar *.vel add .dn store
*.trefvelscalar *.vel sub .dx store
*.trefvelscalar *.vel sub .ds store
*.trefvelscalar *.vel mult .up store
stop
'Combat Controls
cond
*.eyef 0 >=
*.refeye *.myeye != or
*.shflav 0 !=
*.shflav -2 !=
*.in2 *.out2 != or
*.botname *.in1 =
*50 0 =
start
942 *.shang sub .setaim store
0 .shflav store
100 .mkshell store
26 .strvenom
.shoot .ploc store
*60 .tienum store
*.aim -1 mult sgn .fixang store
stop
cond
*.out4 *.in4 !=
*.refey *.myeye !=
*50 0 =
*.body 500 <
start
*.refxpos *.refypos angle *.refvelscalar mult *.eyef div .setaim store
*.eyef .tout1 store
*.aim *40 mod 1 mult .tout2 store
*.nrg 4 div .shootval store
-1 .shoot store
stop
cond
*.tin1 *.eyef >
*.tin2 *.aim !=
start
3 50 store
*.tin2 *.aim sub abs .setaim store
*.tin1 *.eyef sub *.vel sub .up store
stop
cond
*.out4 *.in4 !=
*.refeye *.myeye !=
*50 0 =
*40 1 =
*.body 500 >
start
*.refxpos *.refypos angle .setaim store
*.nrg 4 div .shootval store
-6 .shoot store
stop
end
'Curved Veggie
cond
*.robage 0 =
start
.tie inc
*.tiepres .out2 store
32000 rnd 1 .out1 store
stop
cond
*.tiepres 2 >
*.numties 2 > xor
start
*.tiepres .deltie store
stop
cond
*.robage 21 >
*.nrg 4000 >
start
100 .mkpoison store
50 .strvenom store
.eyef .vloc store
0 .venval store
.shoot .ploc store
50 .repro store
160 *.aim add .setaim store
stop
cond
*.shflav 0 !=
*.shflav -2 !=
start
1256 *.shang sub .aimshoot store
16 .shootval store
0 .shflav store
-5 .shoot store
-3 .shoot store
stop
cond
*.multi 1 =
start
25 .sharenrg *.multi mult store
*.tiepres .out2 store
*.timer mod *.out2 .redtie store
*.tout5 *.tielen mult 40 store
*.out1 .tout1 store
*.robage mod *.tin1 41 store
*40 *41 div 8 mult *.xpos *.ypos angle mod *.trefxpos *.trefypos angle add div .fixang store
*.vel *.trefvel sub mod *.maxvel *.timer add mod 20 rnd 1 2 mult mod *.tin5 *.tielen mult *.mass mult *.eyef abs mod 50 add .fixlen store
45 .stifftie store
stop
cond
*.readtie 0 >
*.robage *.trefage <
*.in5 .out5 >
*.tin5 *.tout5 > xor and
start
*.tin5 *.tout5 store
*.in5 .out5 store
stop
cond
*.tout5 *.out5 <
start
*.out5 *.tout5 add .tout5 store
stop
cond
*.eyef 0 >
*.in1 0 !=
*.refeye *.myeye =
*.tiepres 2 <
*.numties 2 < xor
start
*.refxpos *.refypos angle .setaim store
.tie inc
20 *.aim sub .setaim store
stop
cond
*.nrg 3000 <
*.body 10 >
start
20 .fdbody store
stop
end