BotTxt

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DB Bots

The idea here is to collect Bots and their text here ...
so people can go through and ask questions about how
various genes work.
Click on discussion and start one.


C_Circumgirans

' Comisia Circumgirans
'
' Robot NanniMorettiano
' (you'd need to know some italian politics
' to understand that... I hope you don't)
' Evolved 2002 from c. ancestralis
'
' A very efficient robot, it has the ability
' to move in swarms (swarms that become
' round when there is no food in sight,
' so the name). 

cond
  *.eye6
  0
  !=
start
  21
  40
  store
  17
  .aimdx
  store
stop

cond
start
  16
  .aimsx
  store
stop

cond
  *.eye8
 -1
  !=
start
 -4
  .dn
  store
  4
  .up
  store
stop

cond
  *.aimdx
  0
  >
start
 -1
  .shoot
  store
  6
  .nrg
  store
stop

cond
  *.refsx
  6181
  !%=
  *.nrg
  6181
  >
start
  430
  .aimdx
  store
  50
  .repro
  store
  42
  .out1
  store
  37
stop
end

Devincio_Dominator_Invincibalis

'Devincio_Dominator_Invincibalis
'uses tie defence system
'***********************

'initialize
'*********
cond
    *.robage 0 =
  start
    42 55 store
    .tie inc
stop

cond 
*.robage 1 =
start
.deltie inc
stop

cond 
*.robage 300 >
*.nrg 3000 >
*.body 5000 <
start
100 .strbody store
stop

cond
*.body 100 >
*.nrg 500 <
start
100 .fdbody store
stop

' move forward 
'****************
cond
    *.refeye *.myeye !=
    *.numties 0 =
  start
    *.maxvel *.vel sub .up store
 stop

'turn towards food
'*************************
'avoid other conspecifics
'****************************
cond
start
mult mult 0 0
stop

cond
*.eye4 *.eye6 >
start
mult mult -5 -25
stop

cond
*.eye6 *.eye4 >
start
mult mult 5 25
stop

cond
*.eye3 *.eye5 >
*.eye3 *.eye4 >
*.eye3 *.eye6 >
start
mult mult -8 -80 
stop

cond
*.eye7 *.eye5 >
*.eye7 *.eye6 >
*.eye7 *.eye4 >
start
mult mult 8 80
stop

cond
*.eye1 *.eye5 >
*.eye1 *.eye4 >
*.eye1 *.eye6 >
*.eye1 *.eye3 >
*.eye1 *.eye7 >
start
mult mult -14 -140 
stop

cond
*.eye9 *.eye5 >
*.eye9 *.eye4 >
*.eye9 *.eye6 >
*.eye9 *.eye3 >
*.eye9 *.eye7 >
start
mult mult 14 140 
stop

' Avoid conspecifics
' ***********************
cond
    *.refeye *.myeye =
  start
    mult mult 0 85 
stop

'reproduce 
'***********
cond 
*.robage 50 <
*.eye5 50 <
*.nrg 1500 >
start
50 .repro store
mult mult 0 250
stop

cond
    *.nrg 5000 > 
    *.eye5 50 <
  start
    40 .repro store
    mult mult 0 250 
stop

'Feed
'******
cond
*.tiepres *51 !=
*.numties 0 >
start
*.tiepres .tienum store
1000 .tieval store
.tieval .tieloc store
stop

cond
*.multi 1 =
start
*.tiepres .deltie store
99 .sharenrg store
stop

cond
*52 2 =
start
*51 .deltie store
0 52 store
stop

cond 
   *52 0 >
  start
    *51 .tienum store
    -1000 .tieval store
    -1 .tieloc store
52 inc
stop

' sever ties to conspecifics
' *****************************
cond
    *.trefeye *55 =
  start
    *.tiepres .deltie store
stop

' delete painful tie
' ******************
cond
*.numties 0 >
*.pain 500 >
start
*.tiepres .deltie store
stop

'Tie to an enemy
'********************
cond
    *.eye5 50 >
    *.eye6 *.eye4 %=
    *.refeye *.myeye !=
    *.robage 0 >
  start
    800 rnd 100 add 51 store
    *51 .tie store
    *51 .readtie store
    mult mult 0 0 
    52 inc
stop

' Actually rotate
' *****************
cond
start
    .aimdx store
    .dx store
stop

cond
*.refeye *.myeye !=
*.refeye 1 !=
*.eye5 50 >
start
-6 .shoot store
stop

cond
*.waste 100 >
start
1 .backshot store
-4 .shoot store
*.waste .shootval store
stop

cond
*.poison 1000 <
*.nrg 1000 >
start
10 .strpoison store
stop

end

Devincio_Eversor

'Devincio_Eversor
' *** Tie Destroyerr ***
'***********************

'initialize
'*********
cond
*.robage 0 =
start
8 rnd 2 add 51 store
45 55 store
*51 .tie store
stop

' move forward 
'****************
cond
*.refeye *55 !=
start
30 *.vel sub .up store
stop

cond
*.refeye *55 !=
*.refeye 0 !=
*.eye5 80 >
start
40 *.vel sub .up store
stop

cond
*.refeye *55 =
*.eye5 50 >
start
2 .dn store
stop

'turn towards food
'*************************
'avoid other conspecifics
'****************************
cond
start
mult 0
stop

cond
'*.eye4 *.eye5 >
*.eye4 *.eye6 >
start
mult -15
stop

cond
'*.eye6 *.eye5 >
*.eye6 *.eye4 >
start
mult 15
stop

cond
*.eye3 *.eye5 >
*.eye3 *.eye4 >
*.eye3 *.eye6 >
start
mult -50 
stop

cond
*.eye7 *.eye5 >
*.eye7 *.eye6 >
*.eye7 *.eye4 >
start
mult 50
stop

cond
*.eye1 *.eye5 >
*.eye1 *.eye4 >
*.eye1 *.eye6 >
*.eye1 *.eye3 >
*.eye1 *.eye7 >
start
mult -100 
stop

cond
*.eye9 *.eye5 >
*.eye9 *.eye4 >
*.eye9 *.eye6 >
*.eye9 *.eye3 >
*.eye9 *.eye7 >
start
mult 100 
stop

' Avoid conspecifics
' ***********************
cond
*.refeye *55 =
start
mult 85 
stop

'reproduce 
'***********
cond
*.nrg 4000 > 
*.eye5 0 =
start
25 .repro store
mult 250 
stop

'Tie to an enemy
'********************
cond
*.eye5 30 >
*.eye5 *.eye4 =
*.eye5 *.eye6 =
*.refeye *55 !=
start
*51 .tie store
mult 0 
stop

' Actually rotate
' *****************
cond
start
.aimdx store
stop

' sever ties to conspecifics
' *****************************
cond
*.trefeye *55 =
start
*51 .deltie store
stop

'Spin when attacked
'*************************
cond
*.shdn 0 <
*.pleas -10 <
start
620 .aimsx store
stop

cond
*.hitdn 0 !=
start
620 .aimsx store
stop

'Feed
'******
cond 
*.numties 0 >
start
*51 .tienum store
-1000 .tieval store
-1 .tieloc store
*51 .readtie store
stop

cond
*.numties 0 >
*.waste 100 >
*.trefeye 0 =
start
1000 .tieval store
-4 .tieloc store
stop

cond
*.slime 90 <
start
50 .mkslime store
stop

cond
*.refeye *55 !=
*.eye5 50 >
start
-1 .shoot store
stop

end

Hunter V2.13

 
'New generation Hunter bot with state of the art features
'***********************


'reproduce 
'*********
cond
*.nrg 4000 >
start
60 .repro store
628 .aimsx store
1 40 store
stop

cond
*.robage 0 =
start
1 .tie store
stop

cond
*.robage 1 =
start
314 .aimdx store
stop

cond 
*.robage 3 =
start
314 .aimsx store
stop

cond
*40 0 !=
start
40 inc
stop


cond
*.eye5 80 <
*.refeye 18 !=
start
30 *.vel sub 3 div .up store
stop



'turn towards enemies or food
'*************************

cond
*.eye1 *.eye5 >
*.eye1 *.eye9 >
start
100 .aimsx store
'5 .sx store
stop

cond
*.eye9 *.eye5 >
*.eye9 *.eye1 >
start
-100 .aimsx store
'5 .dx store
stop

cond
*.eye3 *.eye5 >
*.eye3 *.eye7 >
start
50 .aimsx store
'5 .sx store
stop

cond
*.eye7 *.eye5 >
*.eye7 *.eye3 >
start
-50 .aimsx store
'5 .dx store
stop

cond
*40 3 =
start
628 .aimdx store
0 40 store
stop

'avoid conspecifics
'****************************
cond
*.refeye 18 =
'*.eye5 30 >
start
120 .aimsx store
stop

'shoot at enemy
'******************

cond
*.eye5 50 >
*.refeye 18 !=
start
-1 .shoot store
stop

'delete ties
'*********
cond
*.numties 0 >
start
1 .deltie store
stop

cond
start
100 .mkslime store
stop

end


'The Bee Gene: UPDATE! Now Capable of defeating the Devincio_Eversor in a equal unmutating simulation. Still working on Virus gene. '===================

'These genes attempt to create a situation similair to a hive. It takes a while for them to get 
'collected and decide order of dominance, but that is because it is halfway unfinished. The 
'warriors, drones and secondary queens do not occur because their genes are giving me a 
'headache. They have a tendancy to reproduce less often the larger they get, leaving more food 
'for them to become fatter, and eventually a queen. They diet themselves according to rank.
'Feel free to make any changes to these offline. I am open to ideas for handling the various
'other ranks and their genes. All of the search genes are not original, that was not the goal.
'phase 1 initialization.

cond
*.robage 0 =
start
8 rnd 2 add 51 store
45 55 store
*51 .tie store
40 40 store
1 41 store
stop

cond
*.robage 1 =
start
0 41 store
stop

cond
*.numties 0 =
*.body 1000 >
*.nrg 10000 >
start
25 .repro store
stop

cond
*.tiepres *.feedtie =
*.trefevenom *.myvenom !=
start
-1000 .tieval store
*.tieval 1000 div .tieloc store
stop

cond
*.robage 300 <
*.nrg 1200 >
*.numties 0 !=
*.trefeye 82 !=
*.trefeye 0 !=
*.vtimer 0 =
*41 0 =
start
0 .fixang store
*.thisgene .mkvirus store
2 .vloc store
*.tiepres .deltie store
1 41 store
cond
 *.nrg 12000 >
 *.numties 0 !=
 start
 40 .repro store
 31 .aimright store
 21 .out2 store
 *51 .tienum store
 -1000 .tieval store
 1 .tieloc store
stop

'update the ins and outs

cond
*.refeye *.myeye =
*.in1 *.out1 !=
start
*.out1 .in1 store
stop

cond
*.refeye *.myeye =
*.in2 *.out2 !=
start
*.out2 .in2 store
stop

cond
*.numties 0 >
start
*51 .readtie store
stop

'pahse 2: collector, fighter or queen

cond
*.nrg 12000 >
*.numties 0 !=
start
40 .repro store
31 .aimdx store
21 .out2 store
stop

*.refxpos *.refypos angle .aim store

cond
*.eye2 *.eye8 !=
start
*.eye2 *.eye8 sub .aimsx store
stop

cond
*.eye4 *.eye6 !=
start
*.eye4 *.eye6 sub 2 div .aimsx 
store
stop

cond
*.vel 40 <
start
40 *.vel sub .up store
stop

cond
*.refeye *.myeye =
*.eye5 50 >
start
*.refaim *.aim sub .setaim store
stop

' Gene 7 wide search 1
cond
*.eye1 *.eye5 >
*40 40 =
*.nrg 9000 <
start
mult -100 
stop


' Gene 8 wide search 2
cond
*.eye9 *.eye5 >
*40 40 =
*.nrg 9000 <
start
mult 100 
stop

cond
start
.aimdx store
stop

cond
*.eye4 *.eye6 >
start
90 .out2 store
-20 .aimdx store
stop

cond
*.eye6 *.eye4 >
start
-90 .out2 store
20 .aimdx sore
stop

cond
*.eye3 *.eye5 >
*.eye3 *.eye4 >
*.eye3 *.eye6 >
start
80 .out2 store 
-40 .aimdx store
stop

cond
*.eye7 *.eye5 >
*.eye7 *.eye6 >
*.eye7 *.eye4 >
start
-80 .out2 store
40 .aimdx store
stop

cond
*.eye1 *.eye5 >
*.eye1 *.eye4 >
*.eye1 *.eye6 >
*.eye1 *.eye3 >
*.eye1 *.eye7 >
start
70 .out2 store 
-60 .aimdx store
stop

cond
*.eye9 *.eye5 >
*.eye9 *.eye4 >
*.eye9 *.eye6 >
*.eye9 *.eye3 >
*.eye9 *.eye7 >
start
-70 .out2 store
60 .aimdx store
stop

' Gene 3. Move forward
cond
  *.numties != 2
  *.vel 20 < 
  *.refeye 9 !=
start
  30 *.vel sub 2 div .up store
stop

cond
*.robage 150 >
start
31 .out2 store
stop

cond
*.tielen 800 >
*.numties 1 =
start
500 .fixlen store
stop

'external communications

cond
*.numties 2 <
*.eye5 40 >
*.eye5 *.eye4 =
*.eye5 *.eye6 =
*.refeye *.myeye =
start
*51 .tie store 
stop

cond
*.eye5 30 >
*.eye5 *.eye4 =
*.eye5 *.eye6 =
*.refeye *.myeye =
*.in2 0 !=
*.in2 21 !=
start
*.in2 .aimdx store
stop

cond
*.eye5 30 >
*.eye5 *.eye4 =
*.eye5 *.eye6 =
*.refeye *.myeye !=
*.refties *.myties =
start
*40 .out1 store
1 *40 add 40 store
stop

'internal commands from the queen

cond
*.out2 21 =
*.numties 0 !=
*.nrg 28000 <
*.out1 50 !=
start
*51 .deltie store
50 .out2 store
stop

'attack other ties

cond
*.numties 0 !=
*.trefeye *.myeye !=
*.trefvenom *.myvenom !=
start
*.tieangle .aim store
*51 .deltie store
stop

'collect food command

cond
*.in2 50 =
*.refeye *.myeye =
start
50 .out2 store
40 *40 store
0 *.out2 store
stop

cond
*.numties 3 <
*.out2 50 =
*.eye5 30 >
*.eye5 *.eye4 =
*.eye5 *.eye6 =
*.refeye *.myeye !=
start
*51 .tie store 
stop

cond
*.numties 3 =
*.out2 50 =
*.in2 21 !=
*.vel 20 <
start
20 .vel store
stop

cond
*.numties 0 !=
*.trefeye *.myeye =
*.trefvel *.vel !=
*.trefangle *.myangle !=
*40 100 !=
start
*.trefvel .vel store
*trefangle .myangle store
stop

cond
*.numties 1 =
*40 100 !=
start
100 40 store
stop

cond
*.numties 3 =
*.out2 50 =
*.in2 21 =
*.eye 5 30 >
*.eye5 *.eye4 =
*.eye5 *.eye6 =
*.refeye *.myeye =
start
*51 .tie store
76 .out2 store
stop

'eatself when searching for food

cond
*.out2 50 =
*.trefeye *55 !=
*.nrg 5000 <
*.body 300 <
start
300 .fdbody store
stop

cond
*.out2 50 =
*.trefeye *55 !=
*.nrg 3000 <
*.body 100 <
*.numties 0 !=
start
*51 .tienum store
-1000 .tieval store
-1 .tieloc store
*51 .readtie store
*.waste *.trefwaste sub .sharewaste .multi store
stop

'feed eachother

cond
*.numties = 2
*.trefeye *.myeye =
*.nrg *.trefnrg >
start
*51 .tienum store
10 .sharenrg .multi store
stop

cond
*.numties = 2
*.trefeye *.myeye =
*.waste *.trefwaste >
start
*51 .tienum store
10 .sharewaste .multi store
stop

cond 
*.numties 0 >
*.numties 4 =
*.in2 50 =
*.nrg 1000 <
*.trefeye *.myeye !=
start
*51 .tienum store
-1000 .tieval store
-1 .tieloc store
*51 .readtie store
stop

cond
*.waste 100 >
*.trefeye *.myeye !=
*.numties 4 =
*.in2 50 =
*.nrg 1000 <
start
1000 .tieval store
-4 .tieloc store
stop

'store away food for when it gets bad

cond
*.nrg 29000 >
*.body 900 <
start
50 .strbody store
stop

cond
*.nrg 12000 <
*.body 200 >
start
50 .fdbody store
stop

cond
*.refeye 0 !=
*.eye5 60 >
*.refeye 82 !=
*.venom 0 >
start
50 .vloc store
50 .venval store
-3 .shoot store
stop

cond
*.refeye 82 !=
*.venom 100 <
*.eye5 60 >
start
-1 .shoot store
stop

'create venom

cond
*.robage 10 =
start
*.nrg 50 div .strvenom store
stop

cond
*.robage 200 =
start
*.nrg 40 div .strpoison store
*.eye5 .ploc store
*.nrg 75 div .strvenom store
stop

cond
*.robage 500 =
start
*.nrg 60 div .strpoison store
*.shoot .ploc store
*.nrg 85 div strvenom store
stop

cond
*.robage 900 =
start
*.nrg 90 div .strpoison store
*.refeye .ploc store
stop

cond
*.numties 0 !=
*trefeye *.myeye =
*.slime 200 <
start
30 .mkslime store
50 .shareslime .multi store
stop

cond
*.numties 0 !=
*trefeye *.myeye =
*.slime *.trefslime >
start
50 .shareslime .multi store
stop

cond
*.numties 0 !=
*.eye5 30 >
*.eye5 *.eye4 =
*.eye5 *.eye6 =
*.refeye *55 !=
start
*51 .tie store 
stop

cond 
*.waste 800 <
*.numties 0 >
*.body 1000 <
*.trefeye *.myeye !=
start
*51 .tienum store
-1000 .tieval store
-1 .tieloc store
*51 .readtie store
*.waste .sharewaste .multi store
stop

 cond
 *498 0 >
 *.waste 100 or
 *.trefeye 0 =
 cond
 1047 407 store
 -4 .tieloc store
 stop

cond
*.numties 0 >
*.waste 800 <
*.body 1000 <
*.trefeye 82 !=
start
-1000 .tieval store
-4 .tieloc store
stop

cond
*.robage 2 =
start
*.nrg 50 div .mkslime store
stop

cond
*.refeye 82 !=
*.eye5 50 >
start
-1 .shoot store
stop

cond
*.numties 0 =
*.nrg 25000 >
start
50 .repro store
stop
end

Antbot

This bot is VERY advanced, and may require lots of patience to understand the inner workings.

'vars
def youngqueen 0
def queen 1
def drone 2
def worker 3
def scout 4

'custom memory locations
def temp 990
def type 991
def queenxpos 992
def queenypos 993
def dumpdist 994
def hiveid 995

'Initialization
What type of ant am I?
Set eyes and conspec
cond
*.robage 0 =
start
1000 rnd .temp store
.youngqueen *.temp sgn -- abs .type mult store
.drone *.temp sgn .type mult store
.scout *.temp 200 sub sgn 0 floor .type mult store
.worker *.temp 300 sub sgn 0 floor .type mult store

1235 .out1 store

-436 .eye9dir store
-327 .eye8dir store
-218 .eye7dir store
-109 .eye6dir store
 109 .eye4dir store
 218 .eye3dir store
 327 .eye2dir store
 436 .eye1dir store
109 .eye1width store
109 .eye2width store
109 .eye3width store
109 .eye4width store
109 .eye5width store
109 .eye6width store
109 .eye7width store
109 .eye8width store
109 .eye9width store
stop

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

'OCULUS
'Update bot
cond
start
*.hiveid .out4 store
*.type .out2 store
*.nrg 3 div *.body sub dup .strbody store - .fdbody store
-4 *.eye1 sgn mult *.eye2 sgn -- abs mult *.eye3 sgn -- abs mult  *.eye4 sgn -- abs mult *.eye5 sgn  -- abs mult *.eye6 sgn -- abs  mult
*.eye7 sgn -- abs mult *.eye8 sgn -- abs mult *.eye9 sgn -- abs  mult  4 *.eye9 sgn mult *.eye2 sgn -- abs mult *.eye3 sgn -- abs mult
*.eye4 sgn -- abs mult *.eye5  sgn -- abs mult *.eye6 sgn -- abs mult  *.eye7 sgn -- abs mult *.eye8 sgn -- abs mult add -3 *.eye2  sgn
mult  *.eye3 sgn -- abs mult *.eye4 sgn -- abs mult *.eye5 sgn -- abs mult   *.eye6 sgn -- abs   mult *.eye7 sgn -- abs mult *.eye8 sgn --
abs   mult add 3 *.eye8 sgn mult *.eye3 sgn -- abs mult   *.eye4  sgn --   abs mult *.eye5 sgn -- abs mult *.eye6 sgn -- abs mult *.eye7 sgn
--   abs mult add -2  *.eye3 sgn mult *.eye4 sgn -- abs mult *.eye5 sgn --  abs mult *.eye6 sgn -- abs mult *.eye7 sgn --  abs mult add 2
*.eye7   sgn mult *.eye4 sgn -- abs mult *.eye5 sgn -- abs mult *.eye6 sgn --   abs mult add -1  *.eye4 sgn mult *.eye5 sgn -- abs mult
*.eye6  sgn      --   abs mult add 1 *.eye6 sgn mult *.eye5   sgn --  abs mult add 0 *.eye5  sgn mult add .focuseye store

12 *.type .scout sub sgn abs -- abs 3 mult ++ mult *.vel sub .up store
*.type .queen sub sgn abs -- abs .fixpos store
*.tiepres .tienum store
500 rnd 500 add .dumpdist *.type .scout sub sgn abs -- abs mult store
stop

'I am a drone and should turn towards everything
cond
*.eyef 0 !=
*.type .drone =
start
*.refxpos *.refypos angle .setaim store
stop

'I'm a worker/young queen, no point turning towards conspecs
cond
*.eyef 0 !=
*.type .worker =
*.type .youngqueen = or
*.out1 *.in1 !=
start
*.refxpos *.refypos angle .setaim store
stop

'I am a young queen and am big and fat, so I mature
cond
*.type .youngqueen =
*.body 10000 >
start
.fixpos inc
.queen .type store
*.xpos .queenxpos store
*.ypos .queenypos store
32000 rnd .hiveid store
stop

'I have no hive and you are a queen, I'll join yours
cond
*.queenxpos 0 =
*.queenypos 0 =
*.type .queen !=
*.type .youngqueen !=
*.in2 .queen =
start
*.refxpos .queenxpos store
*.refypos .queenypos store
*.in4 .hiveid store
stop

'Mature queens turn so there's enough reproduction space.
cond
*.type .queen =
start
20 .aimdx store
stop

'Drones and workers feed the queen
cond
*.in1 *.out1 =
*.in4 *.hiveid =
*.type .drone =
*.type .worker = or
*.in2 .queen =
*.nrg 500 >
start
*.nrg 500 sub 1000 ceil .shootval store
-2 .shoot store
stop

'The queen is dead, I am a huge drone sitting in her place, I think I'll become the new queen.
cond
*.type .drone =
*.queenxpos *.queenypos dist 15 <
*.in2 .queen !=
*.nrg 30000 >=
start
.fixpos inc
.queen .type store
stop

'Drones harvest food from workers to bring to the queen so workers can keep harvesting
cond
*.hiveid *.in4 =
*.type .drone =
*.in2 .worker =
*.eye5 40 >
*.refnrg 1000 >
start
-1 .shoot store
stop

'I am a drone near a queen, but have no food, so I'll move away.
cond
*.in1 *.out1 =
*.in2 .queen =
*.type .drone =
*.nrg 500 <=
start
*.maxvel *.velup add .dn store
stop

'I am a huge Drone/Worker, better go and give some of that food I harvested to the Queen.
cond
*.type .drone =
*.nrg 15000 > and
*.type .worker =
*.body 1000 > and or
start
*.queenxpos *.queenypos angle .setaim store
stop

'I am a scout and my cargo is near the queen, I'll dump it and go find some more.
It's fixed, so it won't run away.
cond
*.type .scout =
*.numties 1 =
*.treffixed 0 !=
start
*.tiepres .deltie store
314 .aimdx store
20 .up store
stop

'I am a scout without cargo and see food, let's get it!
cond
*.type .scout =
*.numties 0 =
*.in1 *.out1 !=
*.reffixed 0 =
*.nrg 0 >
*.eyef 0 >
start
*.refxpos *.refypos angle .setaim store
stop

'I am a scout without cargo and am close to food, so I'll tie to it.
cond
*.type .scout =
*.in1 *.out1 !=
*.nrg 0 >
*.eye5 40 >
*.reffixed 0 =
*.numties 0 =
start
.tie inc
stop

'I am a scout with cargo, better bring it back so the others can eat it.
Might as well take some of the spoils myself so the load isn't as heavy.
cond
*.type .scout =
*.numties 1 =
start
*.queenxpos *.queenypos angle .setaim store
40 .sharenrg store
1 .sharewaste store
stop

'I am a scout and my cargo is near the queen, I'll dump it and go find some more
Let's fix it in place so it doesn't run away.
cond
*.type .scout =
*.numties 1 =
*.queenxpos *.queenypos dist *.dumpdist <
start
.fixpos .tieloc store
.tieval inc
stop

'I'm not a scout and I see food, let's eat it!
cond
*.eye5 40 >
*.out1 *.in1 !=
*.type .scout !=
start
-6 .shoot store
stop

'Waste dump!
cond
*.waste 200 >
start
*.waste .shootval store
-4 .shoot store
stop

'I am a Queen, so I should really make a colony
cond
*.type .queen =
*.nrg 5000 >
start
5 .repro store
stop

Fruit Flies v0.21

A very simple organism, it adapts to oponents through natural selection. It's also very potent dispite being very simple. It initialy took the first place in the F1 league but has dropped a few places since then. There's no advanced behavior, it uses a wide eye5 and turns around itself then ties to any oponent it sees. It has 4 different ways to attack and it selects on at random when starting the sim. The selected attack type is stored in the epigenetic memmory locations and is carried on to any children. Theres a chance that it will change it's attack type, but most offspring will use the same attack as the parrent.

This means that an oponent who tries to leech energy through a tie will promote the use of counter leeching. A bot with counter leeching will fall to the attack which uses "reverse counter leeching" (Pushing -1 or -6 into .tieloc)

Basicaly the bot doesn't worry about what the oponent is doing, it chooses an attack, those who chose right will thrive and spread while those who chose wrong will dies out. Because it's very small and simple it can reproduce fast and will therefor be able to adapt to it's oponent in the midle of an F1 fight.

This is just a good example to show how a very simple organism with a few tricks can be much stronger than large complex organisms. And to show that epigenetic memmory isn't just for evo bots, it can be very usefull even in the F1 league.

'Fruit Flies v0.21 (for DB2.43.1L)
'By Moonfisher : 28-09-08
'A very simple tie feeder for F1.
'Beats EtchII and everything else I've tried it on so far. So it should beat the current F1 league I think.
'The reproduction gene is capped at 1000, if it's still too slow try 700, although that could change the results.
'No fancy eyes or conspec or anything of that sort, just a very simple strategy.
'v0.2 : Now addapts to it's oponent through natural selection.
'It also beats most oponents a lot faster, but has a slightly harder time beating Etch II.
'It's also now one gene and generaly shorter, planning to use it as a virus for an alge.
'v0.21 : Now beats v0.1 tongue.gif

def maxpop 1000
def alge 13

def rand 110
def type 973

cond
*.nrg 15 >
*.numties 0 != or
start
.fixpos dec

'-- Birth
*.robage 0 =
314 .aimright store
.deltie inc
300 .eye5width store
.dnalen .memloc store
.dnalen .tmemloc store
15 rnd .rand store

*.rand 5 < and
*.rand .type store

*.type 0 =
5 rnd .type store


'-- Reproduction
*.body 5 >
*.nrg 80 > and
*.totalmyspecies .maxpop 2 mult < and
*.maxvel .dn store
50 .repro store

*.totalmyspecies .maxpop <
*.nrg 200 > and
50 *.body 10 mult sub 0 floor .strbody store

'-- Shrinking
not
*.body 1 > and
*.body 10 mult 10 sub 0 floor .fdbody store


'-- Tie feeding
*.numties 0 !=
*.tiepres .tienum store

*.tmemval *.dnalen =
*.numties 1 > or and
*.numties .deltie store

*.numties 0 !=
*.robage 1 > and
*.trefxpos *.trefypos angle .setaim store
99 .sharenrg store

dupbool
*.memval .alge = and
*.trefxpos *.xpos sub abs *.trefypos *.ypos sub abs pyth 5 div 10 sub 0 floor *.maxvel ceil .up store
*.velsx .dx store

dropbool
dupbool
*.type 1 = and
.tieval .tieloc store
3200 .tieval store
*.memval .alge = and
.tieloc .shoot store
-1 .shootval store

dropbool
dupbool
*.type 2 = and
.shootval .tieloc store
-31999 .tieval store

dropbool
dupbool
*.type 3 = and
.tieloc .tieloc store
-6 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store

dropbool
*.type 3 > and
.tieloc .tieloc store
-1 .tieval store
*.memval .alge = and
.tieval .shoot store
3200 .shootval store


'-- Hunting
*.numties 0 =
*.body 1 = and
dupbool
*.eye5 0 =
*.memval *.dnalen = or and
350 .aimright store

dropbool
*.eye5 0 != and
*.memval *.dnalen != and
*.refbody 20 >
*.totalmyspecies 600 > or and
*.refxpos *.refypos angle .setaim store
.tie inc
*.memval .alge = and
*.velsx .dx store
*.refvelup 15 add *.maxvel ceil 0 floor .up store
.fixpos .shoot store
1 .shootval store
stop

end