Grobots.Flower History
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Flower is my first very involved side. Its gone through a lot of changes, and is where I learned a lot about grobots. Its not very competitive, but it has the distinct of being of the first (and so far only) side to use sub-formations. I think there are a lot of good ideas to plumb here.
(:source lang=grobocode:)
;<-------------------------------- Concept --------------------------------> ;Experimental side using colonies, solar collectors, gatherers, and defensive fighters. ;A Big focus of this side is side is its colony. It forms rings, which grow from the center ;this means the outside can be damaged, but still have a viable center. Doing the math, and then coding it for this ;was challenging.
;Side note, which sides aren't experimental?
;Major observation - Big cells are not worth it. Don't use them. They are silly
;TODO ; Problem made apparent by Statistics window: Overflow energy generally ranges from 1 to 4 percent, its a shame to waste. ; Solutions: Have Worker Bees distribute when necessary. Or as inspired by Warren, give solar cells a small constructor ; to utilize extra power.
;<-------------------------------- Changes --------------------------------> ;[02-20-06] Removed Mine-layer type ;[03-02-06] Attempted to make Buds Formate as well. Changed Pollen patrol patterns. ;[03-06-06] Began Big Refactoring, in order to take out Bud. ;[04-08-06] Bud is gone, changing mini-missiles to fighters ;[04-16-06] Removed Blaster from Pollen ;<-------------------------------- Reference --------------------------------> ;Shared Memory ; 1 - # of Petals produced ; 2 - # of Pollens produced ; 3 - # of Worker-Bees produced ; 4 - # of Leaves produced
; 6 - Start angle for protective perimeter ; 7 - angle span
; 11 - # of Petals to build ; 12 - # of Pollens to build ; 13 - # of Worker-Bees to build ; 14 - # of Leaves to build ; 17 - Current Build Phase ; 18 - Current Building Stage
; 20 - Message Count for Channel 3 ; 21 - Processed messages on Channel 3
; 50 - # of Rings ; 51+ - Radius for each ring.
; 98 - Width of Petal Formation ; 99,100 - Flower home ; 201+ - Actual x,y pairs for successive Petals ; 601+ - Timestamps for cell life.
;Message Channels: ; 1 - Danger Angle, used to shift Pollens to where enemies are ; 2 - Food Requests from injured Pollens. ; 3 - Robot Warnings - Bogies to try to avoid
- seed 1 2 3 4 4 4 4
;<----------------------------COMMON---------------------------->
- code
- const Petal 1
- const Pollen 2
- const WorkerBee? 3
- const Leaf 4
- var TypeID?
- const Border 10
- var x
- var y
In-World:
y! x! x 1 < if 0 return then x world-width 1 - > if 0 return then y 1 < if 0 return then y world-width 1 - > if 0 return then 1 return
;<----------------------------PETAL---------------------------->
; The Petal is Small, but pretty to look at. It likes circles. Its really productive ; Has slight solar-cells to allow operation without any energy sources. ; Behaviors: ; Circles - Each new petal starts at the very center of the formation. As new petals are built, they push older ; Petals outwards ; Communication - Broadcasts its X,Y position as well as each frame of execution, used to determine if it was killed. ; Hurt - If hurt, the Petal moves the formation away from where it got hurt. ; This sometimes leads to a tennis ball effect: bouncing between two enemies ; Building - Cooperatively decides what to build, according to my master plans!!!! ; Flag - Indicates if hungry. Almost always is. ; Hugs Wall - Always moves to the closest wall, then makes room as formation grows ; Listens to Enemy Locations - Channel 3 tells where fighters are, scoots formation the other way.
;TODO: ; Give Robot and or Shot Sensors.
- hardware
processor 30 engine .05 constructor 3.2 energy 700 5 armor 100 solar-cells .02 repair-rate .2
- code
- var build 0
- var CellAngle? 0
- var SpacingAngle? 0
- var SpacingDist? 3
- var Range 0
- var a
- var b
- vector temp 0 0
- var DistTop?
- var DistBottom?
- var DistLeft?
- var DistRight?
- var MemOffset?
- var LastPopulation? 0
- vector vdest
- var Padding 6
- var Ring
- var RingStart?
- var RingEnd?
- var C2R? ;# of cells to radius conversion
- var R2C? ;Radius to # of cells conversion
- var OldArmor?
- start init
init:
Petal read 1 + dup Petal write TypeID?! ;Count which Petal I am TypeID? 2 * 199 + MemOffset?! parent-id nif 1 18 write 0 98 write position 99 vwrite 1 50 write then Padding 2pi / dup C2R?! reciprocal R2C?! Set-Home^ Ring-Math^ time MemOffset? 400 + write Set-Defensive-Perimeter^ 51 read 98 write armor OldArmor?!
;<(MAIN)> Main:
time MemOffset? 400 + write
max-energy .8 * energy > flag!
Formate^
Produce^
Am-I-Hurt^
sync
Check-Comms^
Main& jump
;<(END MAIN)>
Check-Comms:
3 messages nifr 3 messages 20 vread - - 3 skip-messages do 3 messages while 3 receive drop 21 write 2dup ;Increments message count and duplicates bogies' location 99 vread 51 read 15 + in-range 2 .5 ifev ;Distance to move based on closeness to colony X,Y,Range rrot 99 vread v- angle pi + reorient polar-to-rect 99 vread v+ 99 vwrite ;Moves colony away from dangerous cell Set-Home^ Set-Defensive-Perimeter^ loop return
Determine-Construction:
18 read 1 = if BuildStage1?& 17 read 10 * + jump else 18 read 2 = if BuildStage2?& 17 read 10 * + jump celse 18 read 3 = if BuildStage3?& jump celse then
BuildStage1?: ; ; 3 4 2 1 Build Order ; Pe Po W L Types ;First column indicates if final phase 0 1 1 0 3 Announce-Construct& jump nop nop nop 0 0 1 0 2 Announce-Construct& jump nop nop nop 0 0 0 1 2 Announce-Construct& jump nop nop nop 0 1 1 0 4 Announce-Construct& jump nop nop nop 0 0 5 0 4 Announce-Construct& jump nop nop nop 0 1 1 2 2 Announce-Construct& jump nop nop nop 1 2 4 1 6 Announce-Construct& jump nop nop nop
BuildStage2?: 0 3 10 2 12 Announce-Construct& jump nop nop nop 1 2 10 1 18 Announce-Construct& jump nop nop nop
BuildStage3?: 0 1 3 1 6
Announce-Construct:
Leaf 10 + write ; Leaf WorkerBee? type-population 0 = 1 rot ifev WorkerBee? 10 + write ; WorkerBee? Pollen 10 + write ; Pollen Petal 10 + write ; Petal if 18 read 1 + 18 write 0 17 write else 17 read 1 + 17 write then return
Am-I-Hurt:
max-armor armor > if armor OldArmor? < if CellAngle? 1 1 send 5 CellAngle? pi + reorient polar-to-rect 99 vread v+ 99 vwrite Set-Home^ Set-Defensive-Perimeter^ armor OldArmor?! then 0 constructor-rate! max-repair-rate repair-rate! else constructor-max-rate constructor-rate! 0 repair-rate! then return
Produce:
energy 10 > constructor-max-rate 0 ifev constructor-rate! constructor-remaining ifr Leaf build!
Produce-check:
build 10 + read 0 > if build constructor-type! constructor-max-rate constructor-rate! build 10 + read 1 - build 10 + write return then build Pollen = if Determine-Construction^ return then ;No build instructions, announce next phase. build Petal = if Pollen build! then build WorkerBee? = if Petal build! then build Leaf = if WorkerBee? build! then Produce-check& jump ;build order = Leaf, WorkerBee?, Petal, Pollen return
Ring-Math:
50 read a! 50 a + read b! b Padding > if 50 read 1 + 50 write a 1 + a! C2R? 50 a + write return then 50 read b! ;Rings 1 a! do a b < while 50 a + vread Padding + < if 50 a + read C2R? + 50 a + write return then a 1 + a! loop 50 a + read C2R? + 50 a + write return
Formate:
Petal read LastPopulation? = nif ;Change formation is a Petal is built sync sync sync Petal read LastPopulation?! 0 Ring! 0 RingEnd?! do RingEnd? RingStart?! Ring 1 + Ring! 50 Ring + read R2C? * round RingEnd? + RingEnd?! TypeID? RingStart? > TypeID? RingEnd? <= and until-loop then 2pi RingEnd? RingStart? - / reorient SpacingAngle?! TypeID? RingStart? 1 + - SpacingAngle? * reorient CellAngle?! 50 Ring + read CellAngle? polar-to-rect 99 vread v+ vdest! vdest seek-location position MemOffset? vwrite ; Announce actual location return
Set-Defensive-Perimeter:
99 vread y! x! pi 6 * 4 / 7 write world-size 2 vs/ 99 vread v- angle pi 5 * 8 / - 6 write return
Set-Home:
99 vread DistBottom?! DistLeft?! world-size 99 vread v- DistTop?! DistRight?! DistRight? DistLeft? < if DistTop? DistBottom? < if DistRight? DistTop? < if world-width 10 - 98 read - 99 write else world-height 10 - 98 read - 100 write then else DistRight? DistBottom? < if world-width 10 - 98 read - 99 write else 0 6 write 10 98 read + 100 write then then else DistTop? DistBottom? < if DistLeft? DistTop? < if 10 98 read + 99 write else world-height 10 - 98 read - 100 write then else DistLeft? DistBottom? < if 10 98 read + 99 write else 10 98 read + 100 write then then then ;This codes stays 10 + the inner circle radius from wall return
;<----------------------------POLLEN---------------------------->
; Keep your distance. ; Message Channel 1 - Danger angle
; Changed from a mini-bomb to a defensive picket ; Forms a ring outside the main colony. ; Grenades are for defense outside the colony. ; Flag - Indicates when hungry ; 3 Tiered defense: ; Border - Standard Defensive Posture ; Resort - Move inward when damaged to allow room for others and get out of line of fire ; Retreat - Go within colony border to repair and ask for energy ; If shots are detected, it will weave in the direction of the circle and radially to make it a harder target. ; If damaged, it lets other Pollens know where it got hurt at. Pollens will then gravitate in that direction ; bringing the firepower where it is needed. Pollen will slowly gravitate to assigned spots if no one is being hurt.
; TODO: ; Make firing more intelligent ; Intelligent Missle defense ; Work with value of gravitation based on number of pollens
- hardware
processor 15 solar-cells .15 robot-sensor 10 1 shot-sensor 5 energy 100 30 engine .03 armor 150 repair-rate .25 grenades 22.5 10 15
- code
- vector vDest
- vector vFoeLoc
- vector vFoeVel
- vector vFoeFuture
- const DefendingColony? 1
- const DefendingBorder? 2
- const Retreating 3
- const Hunting 4
- const Resorting 5
- const Avoiding 6
- var Stage 0
- var MyAngle?
- var AngleTweak?
- var AngleStep? .1
- var WeaveAngle?
- var WeaveRadius? 2
- var RadiusTweak? 0
- var PercentLocation?
- var OldPop? 0
- var LastArmor?
- var LastRequest?
- start init
init:
parent-id nif 1 Pollen write then 0 robot-sensor-sees-friends! 1 robot-sensor-sees-enemies! Pollen read 1 + dup Pollen write TypeID?! ;Count which Pollen I am max-armor LastArmor?! pi 9 / WeaveAngle?! Location^
Defend-Border:
15 periodic-robot-sensor if robot-found Fire& ifc then 20 periodic-shot-sensor if shot-found if WeaveRadius? RadiusTweak? + RadiusTweak?! WeaveRadius? negate WeaveRadius?! WeaveAngle? AngleTweak? + AngleTweak?! WeaveAngle? negate WeaveAngle?! then then Location^ Stage Retreating = if energy 30 < and-if time LastRequest? 20 + > if position 2 2 send time LastRequest?! then else energy 5 < if -9.5 RadiusTweak?! Retreating Stage! Defend-Border& jump then then vDest seek-location Armor-Management^ Check-Comms^ AngleTweak? dup signum .03 * - AngleTweak?! max-energy .6 * energy > flag! Defend-Border& jump
Avoid:
5 periodic-robot-sensor if robot-found nifr then robot-distance 3 >= ifr 2 robot-direction pi + reorient polar-to-rect position v+ vdest! vdest seek-location Fire^ Avoid& jump
Check-Comms:
do 1 messages while 1 receive drop 2pi + AngleTweak? MyAngle? + 2pi + - 0 < if AngleTweak? AngleStep? - AngleTweak?! else AngleTweak? AngleStep? + AngleTweak?! then loop return
Armor-Management:
Repair^ armor LastArmor? < if MyAngle? 1 1 send armor LastArmor?! armor max-armor .3 * < if Stage Retreating <> if Retreating Stage! -9.5 RadiusTweak?! return then return then armor max-armor .6 * < if Stage Resorting <> if Resorting Stage! -5 RadiusTweak?! return then return then armor max-armor .8 * < if Stage DefendingBorder? <> if 0 RadiusTweak?! DefendingBorder? Stage! return then return then return then armor LastArmor? > if armor LastArmor?! then armor max-armor = if Stage DefendingBorder? <> if 0 RadiusTweak?! DefendingBorder? Stage! then then return
Repair:
energy 5 > if armor max-armor < if max-repair-rate repair-rate! then else 0 repair-rate! then armor max-armor = if 0 repair-rate! then return;
Fire:
- var distance
; do
robot-position vFoeLoc! robot-velocity vFoeVel! robot-reloading robot-bomb or if robot-position 20 read 1 + dup 20 write 3 3 send then Stage Avoiding <> if robot-distance 3 <= and-if Stage Avoiding Stage! Avoid^ Stage! then grenades-cooldown nif vFoeVel vFoeLoc position dist grenades-speed / vs* vFoeLoc v+ vFoeFuture! 99 vread vFoeFuture dist 51 read 3 + >= if vFoeFuture position grenades-radius .75 * in-range not and-if vFoeLoc vFoeVel lead-grenade return then then
; next-robot ; while-loop
return
Close-Combat:
vFoeLoc vFoeVel seek-moving-location 10 periodic-robot-sensor if robot-found nifr Fire^ then 51 read 5 + position 99 vread dist < ifr Close-Combat& jump
Location:
Pollen type-population dup OldPop? <> if OldPop?! TypeID? OldPop? mod OldPop? / PercentLocation?! else drop then Pollen type-population 1 = if .5 PercentLocation?! then 7 read PercentLocation? * 6 read + MyAngle?! RadiusTweak? Border + 51 read + MyAngle? AngleTweak? + polar-to-rect 99 vread v+ vDest! return
;<----------------------------WORKER BEE---------------------------->
; Industrious member, tries to feed everyone else. Cooperates a lot with others
; This type is a necessity. Without the Bee, growth in the begining is slow, the defenders get hungry, ; other eaters invade the colony, and other bad mojo. Petals cannot perform to capacity without the Worker Bee
;Behaviours: ; Gathers food, when full, searches for anyone with a flag to give food to. ; Avoids fighting over food in a simple manner. If there is a WorkerBee? closer to the food than I am, go elsewhere. ; If shot at, dodges perpendicular to the shot to minimize hits. ; Runs away from cells that are cooling down or are bombs. ; Uses flag to ask for food if low. Doesn't act the best when empty.
;[2-17-05] Concept Change: Bees do not try to daisy-chain resources to Bud ;[4-09-06] The Bee would retreat home when hurt to repair in safety. Mostly this brought aggresive fighters to my ; Flower, which ends up killing me. Now repairs in place.
;TODO ; When being fired on, Should decided whether to retreat to colony. Run into an empty area, or find a non-aggresive ; cell of a different side to run towards, hopefully loosing its pursuer ; Don't Fire food sensor while eating ; Accept Multiple Food sensor resuls and give preference to closer ones.
- hardware
engine .15 processor 20 solar-cells .04 energy 400 20 robot-sensor 10 6 syphon 5 8 food-sensor 12 shot-sensor 6 armor 80 eater 3 radio read repair-rate .25
- code
- var GoAngle? 0
- vector vDest 0 0
- var Action 0
- var PrevAct?
- const ActNone? 0
- const ActGiveEnergy? 1
- const ActFindFriend? 2
- const ActRunAway? 3
- const ActRepair? 4
- var EnemyNear? 0
- vector SyphonTarget? 0 0
- var range 0
- var r
- var i
- start init
init:
1 robot-sensor-sees-friends! 0 robot-sensor-sees-enemies! WorkerBee? read 1 + dup WorkerBee? write TypeID?! ;Count which WorkerBee? I am pi 5 * 6 / TypeID? * 2pi mod GoAngle?! ; Angle to search for food 30 GoAngle? polar-to-rect 99 vread v+ vDest! ; distance to search
;<(MAIN)> Main:
;Check-Comms^ Resource-Management^ Run-From-Danger^ Am-I-Hurt^ Navigate^ Main& jump
;<(END MAIN)>
Am-I-Hurt:
max-armor armor > if max-energy .3 * energy > EnemyNear? not and max-energy .3 * energy < or and-if 0 syphon-rate! max-repair-rate repair-rate! EnemyNear? Action ActRepair? ifev Action! max-energy .25 * energy > flag! else 0 repair-rate! 0 flag! ActRepair? Action = if ActNone? Action! then then return
Navigate:
energy 1 < if 0 engine-power! sync sync sync sync ActNone? Action! return then Action not .1 9 ifev range! Action ActRepair? = if 8 range! then Action ActRunAway? = if .5 range! then vdest In-World^ nif world-width 10 / dup world-width swap - random-int world-height 10 / dup world-height swap - random-int vdest! GoAngle? pi 2 / + GoAngle?! then vdest position range in-range nif vdest seek-location else position seek-location then return
Locate-Candidate:
0 robot-sensor-sees-enemies! 1 robot-sensor-sees-friends! 99 vread 2dup seek-location vDest! fire-robot-sensor sync robot-found nifr do robot-flag LC-Success& ifg next-robot while-loop return
LC-Success:
0 engine-power! position vdest! robot-position SyphonTarget?! ActGiveEnergy? Action! return
Give-Energy: ; Action ActRunAway? = Action ActRepair? or ifr
SyphonTarget? position v- rect-to-polar syphon-direction! syphon-distance! syphon-max-rate negate syphon-rate! sync syphoned negate syphon-max-rate < if ActFindFriend? Action! then energy 40 <= if 0 syphon-rate! ActNone? Action! then return
Find-Food:
Action ActRunAway? = Action ActRepair? = or ifr max-energy .9 * energy < if ActFindFriend? Action! return then food-sensor-firing-cost robot-sensor-firing-cost + 2 * energy > ifr 0 robot-sensor-sees-enemies! 1 robot-sensor-sees-friends! fire-food-sensor fire-robot-sensor sync food-found nif Set-Search-Dest^ return then robot-found nif food-position vdest! return then food-position position dist range! do robot-type WorkerBee? = FF-Next-Result& nifg robot-position food-position dist range < if Set-Search-Dest^ return then
FF-Next-Result:
next-robot while-loop food-position vdest! return
Resource-Management:
energy 10 < flag! Action ActRepair? = ifr Action ActRunAway? = ifr Action ActFindFriend? = Locate-Candidate& ifc Action ActGiveEnergy? = Give-Energy& ifc Action ActNone? = Find-Food& ifc return
Run-From-Danger:
energy 10 < ifr time shot-sensor-time 3 + <= ifr 1 robot-sensor-sees-enemies! 0 robot-sensor-sees-friends! fire-robot-sensor fire-shot-sensor sync shot-found 0 = if robot-found 0 = if 0 EnemyNear?! Action ActRunAway? = PrevAct? Action ifev Action! return then then ActRunAway? Action = nif Action PrevAct?! then shot-found if shot-type 2 shot-type 4 = or <= and-if 1 EnemyNear?! 3 shot-position position v- angle pi + 2pi mod polar-to-rect position v+ vdest! ActRunAway? Action! return then robot-found if do robot-reloading robot-bomb or if 1 EnemyNear?! robot-position 20 read 1 + dup 20 write 3 3 send 3 robot-position position v- angle pi 5 * 4 / + 2pi mod polar-to-rect position v+ vdest! ActRunAway? Action! return then next-robot while-loop then PrevAct? Action! return
Set-Search-Dest:
5 GoAngle? polar-to-rect position v+ vdest!
return
;<----------------------------LEAF---------------------------->
;Likes basking in the sun ;Type is simple so far
; Forms a ring of six Leaves to every Petal using simple Mod math, and a Type-Count (Something I use for all my Types) ; Checks a time indicator in shared memory to be sure the Petal it is suppose to feed is still alive. ; Changes TypeID?, and therefore petal to feed if it dies.
; Looks for food requests from Pollens, to help them repair faster when Retreating.
- hardware
engine .05 processor 20 radio read solar-cells .4 syphon .55 2 armor 10 energy 100 0
- code
- var SpacingAngle? 0
- var SpacingDist? 1.9
- var FeedPollen? 0
- vector vPollen
- var PetalToFeed?
- var Point
- vector Home 0 0
- start init
init:
Leaf read 1 + dup Leaf write TypeID?! ;Count which Leaf I am do TypeID? 6 / floor 2 * 201 + PetalToFeed?! sync TypeID? 6 / floor 1 + Petal read > while-loop TypeID? 1 - 6 mod Point! 2pi 6 / Point * SpacingAngle?! syphon-max-rate negate syphon-rate!
;<(MAIN)> Main:
Formate^
Check-Comm^
Aim-Syphon^
time PetalToFeed? 400 + read 40 + > init& ifg
Main& jump
;<(END MAIN)>
Check-Comm:
do
2 messages
while
2 receive drop 2dup vPollen!
position 2.4 in-range if
time 20 + FeedPollen?!
return
then
loop
return
Aim-Syphon:
time FeedPollen? < if vPollen position v- rect-to-polar syphon-direction! syphon-distance! else PetalToFeed? vread position v- rect-to-polar syphon-direction! syphon-distance! then return
Formate:
SpacingDist? SpacingAngle? polar-to-rect PetalToFeed? vread v+ Home! Home seek-location return
- end
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Flower is my first very involved side. Its gone through a lot of changes, and is where I learned a lot about grobots. Its not very competitive, but it has the distinct of being of the first (and so far only) side to use sub-formations. I think there are a lot of good ideas to plumb here.
(:source lang=grobocode:)
#side Flower
#author Tyson Hoffman < Tilendor@tiltech.net >
#color E01D97
#date Begun on 2/15/06
;<-------------------------------- Concept -------------------------------->
;Experimental side using colonies, solar collectors, gatherers, and defensive fighters.
;A Big focus of this side is side is its colony. It forms rings, which grow from the center
;this means the outside can be damaged, but still have a viable center. Doing the math, and then coding it for this
;was challenging.
;Side note, which sides aren't experimental?
;Major observation - Big cells are not worth it. Don't use them. They are silly
;TODO
; Problem made apparent by Statistics window: Overflow energy generally ranges from 1 to 4 percent, its a shame to waste.
; Solutions: Have Worker Bees distribute when necessary. Or as inspired by Warren, give solar cells a small constructor
; to utilize extra power.
;<-------------------------------- Changes -------------------------------->
;[02-20-06] Removed Mine-layer type
;[03-02-06] Attempted to make Buds Formate as well. Changed Pollen patrol patterns.
;[03-06-06] Began Big Refactoring, in order to take out Bud.
;[04-08-06] Bud is gone, changing mini-missiles to fighters
;[04-16-06] Removed Blaster from Pollen
;<-------------------------------- Reference -------------------------------->
;Shared Memory
; 1 - # of Petals produced
; 2 - # of Pollens produced
; 3 - # of Worker-Bees produced
; 4 - # of Leaves produced
; 6 - Start angle for protective perimeter
; 7 - angle span
; 11 - # of Petals to build
; 12 - # of Pollens to build
; 13 - # of Worker-Bees to build
; 14 - # of Leaves to build
; 17 - Current Build Phase
; 18 - Current Building Stage
; 20 - Message Count for Channel 3
; 21 - Processed messages on Channel 3
; 50 - # of Rings
; 51+ - Radius for each ring.
; 98 - Width of Petal Formation
; 99,100 - Flower home
; 201+ - Actual x,y pairs for successive Petals
; 601+ - Timestamps for cell life.
;Message Channels:
; 1 - Danger Angle, used to shift Pollens to where enemies are
; 2 - Food Requests from injured Pollens.
; 3 - Robot Warnings - Bogies to try to avoid
#seed 1 2 3 4 4 4 4
;<----------------------------COMMON---------------------------->
#code
#const Petal 1
#const Pollen 2
#const WorkerBee 3
#const Leaf 4
#var TypeID
#const Border 10
#var x
#var y
In-World:
y! x!
x 1 < if 0 return then
x world-width 1 - > if 0 return then
y 1 < if 0 return then
y world-width 1 - > if 0 return then
1 return
;<----------------------------PETAL---------------------------->
#type Petal
#color FFFF00
; The Petal is Small, but pretty to look at. It likes circles. Its really productive
; Has slight solar-cells to allow operation without any energy sources.
; Behaviors:
; Circles - Each new petal starts at the very center of the formation. As new petals are built, they push older
; Petals outwards
; Communication - Broadcasts its X,Y position as well as each frame of execution, used to determine if it was killed.
; Hurt - If hurt, the Petal moves the formation away from where it got hurt.
; This sometimes leads to a tennis ball effect: bouncing between two enemies
; Building - Cooperatively decides what to build, according to my master plans!!!!
; Flag - Indicates if hungry. Almost always is.
; Hugs Wall - Always moves to the closest wall, then makes room as formation grows
; Listens to Enemy Locations - Channel 3 tells where fighters are, scoots formation the other way.
;TODO:
; Give Robot and or Shot Sensors.
#hardware
processor 30
engine .05
constructor 3.2
energy 700 5
armor 100
solar-cells .02
repair-rate .2
#code
#var build 0
#var CellAngle 0
#var SpacingAngle 0
#var SpacingDist 3
#var Range 0
#var a
#var b
#vector temp 0 0
#var DistTop
#var DistBottom
#var DistLeft
#var DistRight
#var MemOffset
#var LastPopulation 0
#vector vdest
#var Padding 6
#var Ring
#var RingStart
#var RingEnd
#var C2R ;# of cells to radius conversion
#var R2C ;Radius to # of cells conversion
#var OldArmor
#start init
init:
Petal read 1 + dup Petal write TypeID! ;Count which Petal I am
TypeID 2 * 199 + MemOffset!
parent-id nif
1 18 write
0 98 write
position 99 vwrite
1 50 write
then
Padding 2pi / dup C2R! reciprocal R2C!
Set-Home^
Ring-Math^
time MemOffset 400 + write
Set-Defensive-Perimeter^
51 read 98 write
armor OldArmor!
;<([--MAIN--])>
Main:
time MemOffset 400 + write
max-energy .8 * energy > flag!
Formate^
Produce^
Am-I-Hurt^
sync
Check-Comms^
Main& jump
;<([--END MAIN--])>
Check-Comms:
3 messages nifr
3 messages 20 vread - - 3 skip-messages
do
3 messages
while
3 receive drop 21 write 2dup ;Increments message count and duplicates bogies' location
99 vread 51 read 15 + in-range 2 .5 ifev ;Distance to move based on closeness to colony X,Y,Range
rrot 99 vread v- angle pi + reorient polar-to-rect 99 vread v+ 99 vwrite ;Moves colony away from dangerous cell
Set-Home^
Set-Defensive-Perimeter^
loop
return
Determine-Construction:
18 read 1 = if
BuildStage1& 17 read 10 * + jump
else 18 read 2 = if
BuildStage2& 17 read 10 * + jump
celse 18 read 3 = if
BuildStage3& jump
celse
then
BuildStage1: ;
; 3 4 2 1 Build Order
; Pe Po W L Types
;First column indicates if final phase
0 1 1 0 3 Announce-Construct& jump nop nop nop
0 0 1 0 2 Announce-Construct& jump nop nop nop
0 0 0 1 2 Announce-Construct& jump nop nop nop
0 1 1 0 4 Announce-Construct& jump nop nop nop
0 0 5 0 4 Announce-Construct& jump nop nop nop
0 1 1 2 2 Announce-Construct& jump nop nop nop
1 2 4 1 6 Announce-Construct& jump nop nop nop
BuildStage2:
0 3 10 2 12 Announce-Construct& jump nop nop nop
1 2 10 1 18 Announce-Construct& jump nop nop nop
BuildStage3:
0 1 3 1 6
Announce-Construct:
Leaf 10 + write ; Leaf
WorkerBee type-population 0 = 1 rot ifev WorkerBee 10 + write ; WorkerBee
Pollen 10 + write ; Pollen
Petal 10 + write ; Petal
if
18 read 1 + 18 write
0 17 write
else
17 read 1 + 17 write
then
return
Am-I-Hurt:
max-armor armor > if
armor OldArmor < if
CellAngle 1 1 send
5 CellAngle pi + reorient polar-to-rect 99 vread v+ 99 vwrite
Set-Home^
Set-Defensive-Perimeter^
armor OldArmor!
then
0 constructor-rate!
max-repair-rate repair-rate!
else
constructor-max-rate constructor-rate!
0 repair-rate!
then
return
Produce:
energy 10 > constructor-max-rate 0 ifev constructor-rate!
constructor-remaining ifr
Leaf build!
Produce-check:
build 10 + read 0 > if
build constructor-type!
constructor-max-rate constructor-rate!
build 10 + read 1 - build 10 + write
return
then
build Pollen = if Determine-Construction^ return then ;No build instructions, announce next phase.
build Petal = if Pollen build! then
build WorkerBee = if Petal build! then
build Leaf = if WorkerBee build! then
Produce-check& jump
;build order = Leaf, WorkerBee, Petal, Pollen
return
Ring-Math:
50 read a!
50 a + read b!
b Padding > if
50 read 1 + 50 write
a 1 + a!
C2R 50 a + write
return
then
50 read b! ;Rings
1 a!
do
a b <
while
50 a + vread Padding + < if
50 a + read C2R + 50 a + write
return
then
a 1 + a!
loop
50 a + read C2R + 50 a + write
return
Formate:
Petal read LastPopulation = nif ;Change formation is a Petal is built
sync sync sync
Petal read LastPopulation!
0 Ring!
0 RingEnd!
do
RingEnd RingStart!
Ring 1 + Ring!
50 Ring + read R2C * round RingEnd + RingEnd!
TypeID RingStart > TypeID RingEnd <= and
until-loop
then
2pi RingEnd RingStart - / reorient SpacingAngle!
TypeID RingStart 1 + - SpacingAngle * reorient CellAngle!
50 Ring + read CellAngle polar-to-rect 99 vread v+ vdest!
vdest seek-location
position MemOffset vwrite ; Announce actual location
return
Set-Defensive-Perimeter:
99 vread y! x!
pi 6 * 4 / 7 write
world-size 2 vs/ 99 vread v- angle pi 5 * 8 / - 6 write
return
Set-Home:
99 vread DistBottom! DistLeft!
world-size 99 vread v- DistTop! DistRight!
DistRight DistLeft < if
DistTop DistBottom < if
DistRight DistTop < if
world-width 10 - 98 read - 99 write
else
world-height 10 - 98 read - 100 write
then
else
DistRight DistBottom < if
world-width 10 - 98 read - 99 write
else
0 6 write
10 98 read + 100 write
then
then
else
DistTop DistBottom < if
DistLeft DistTop < if
10 98 read + 99 write
else
world-height 10 - 98 read - 100 write
then
else
DistLeft DistBottom < if
10 98 read + 99 write
else
10 98 read + 100 write
then
then
then
;This codes stays 10 + the inner circle radius from wall
return
;<----------------------------POLLEN---------------------------->
#type Pollen
#color FF0000
#decoration FFFF00 triangle
; Keep your distance.
; Message Channel 1 - Danger angle
; Changed from a mini-bomb to a defensive picket
; Forms a ring outside the main colony.
; Grenades are for defense outside the colony.
; Flag - Indicates when hungry
; 3 Tiered defense:
; Border - Standard Defensive Posture
; Resort - Move inward when damaged to allow room for others and get out of line of fire
; Retreat - Go within colony border to repair and ask for energy
; If shots are detected, it will weave in the direction of the circle and radially to make it a harder target.
; If damaged, it lets other Pollens know where it got hurt at. Pollens will then gravitate in that direction
; bringing the firepower where it is needed. Pollen will slowly gravitate to assigned spots if no one is being hurt.
; TODO:
; Make firing more intelligent
; Intelligent Missle defense
; Work with value of gravitation based on number of pollens
#hardware
processor 15
solar-cells .15
robot-sensor 10 1
shot-sensor 5
energy 100 30
engine .03
armor 150
repair-rate .25
grenades 22.5 10 15
#code
#vector vDest
#vector vFoeLoc
#vector vFoeVel
#vector vFoeFuture
#const DefendingColony 1
#const DefendingBorder 2
#const Retreating 3
#const Hunting 4
#const Resorting 5
#const Avoiding 6
#var Stage 0
#var MyAngle
#var AngleTweak
#var AngleStep .1
#var WeaveAngle
#var WeaveRadius 2
#var RadiusTweak 0
#var PercentLocation
#var OldPop 0
#var LastArmor
#var LastRequest
#start init
init:
parent-id nif
1 Pollen write
then
0 robot-sensor-sees-friends!
1 robot-sensor-sees-enemies!
Pollen read 1 + dup Pollen write TypeID! ;Count which Pollen I am
max-armor LastArmor!
pi 9 / WeaveAngle!
Location^
Defend-Border:
15 periodic-robot-sensor if
robot-found Fire& ifc
then
20 periodic-shot-sensor if
shot-found if
WeaveRadius RadiusTweak + RadiusTweak!
WeaveRadius negate WeaveRadius!
WeaveAngle AngleTweak + AngleTweak!
WeaveAngle negate WeaveAngle!
then
then
Location^
Stage Retreating = if energy 30 < and-if
time LastRequest 20 + > if
position 2 2 send
time LastRequest!
then
else
energy 5 < if
-9.5 RadiusTweak!
Retreating Stage!
Defend-Border& jump
then
then
vDest seek-location
Armor-Management^
Check-Comms^
AngleTweak dup signum .03 * - AngleTweak!
max-energy .6 * energy > flag!
Defend-Border& jump
Avoid:
5 periodic-robot-sensor if
robot-found nifr
then
robot-distance 3 >= ifr
2 robot-direction pi + reorient polar-to-rect position v+ vdest!
vdest seek-location
Fire^
Avoid& jump
Check-Comms:
do
1 messages
while
1 receive drop 2pi + AngleTweak MyAngle + 2pi + - 0 < if
AngleTweak AngleStep - AngleTweak!
else
AngleTweak AngleStep + AngleTweak!
then
loop
return
Armor-Management:
Repair^
armor LastArmor < if
MyAngle 1 1 send
armor LastArmor!
armor max-armor .3 * < if
Stage Retreating <> if
Retreating Stage!
-9.5 RadiusTweak!
return
then
return
then
armor max-armor .6 * < if
Stage Resorting <> if
Resorting Stage!
-5 RadiusTweak!
return
then
return
then
armor max-armor .8 * < if
Stage DefendingBorder <> if
0 RadiusTweak!
DefendingBorder Stage!
return
then
return
then
return
then
armor LastArmor > if
armor LastArmor!
then
armor max-armor = if
Stage DefendingBorder <> if
0 RadiusTweak!
DefendingBorder Stage!
then
then
return
Repair:
energy 5 > if
armor max-armor < if
max-repair-rate repair-rate!
then
else
0 repair-rate!
then
armor max-armor = if
0 repair-rate!
then
return;
Fire:
#var distance
; do
robot-position vFoeLoc!
robot-velocity vFoeVel!
robot-reloading robot-bomb or if
robot-position 20 read 1 + dup 20 write 3 3 send
then
Stage Avoiding <> if robot-distance 3 <= and-if
Stage Avoiding Stage! Avoid^ Stage!
then
grenades-cooldown nif
vFoeVel vFoeLoc position dist grenades-speed / vs* vFoeLoc v+ vFoeFuture!
99 vread vFoeFuture dist 51 read 3 + >= if vFoeFuture position grenades-radius .75 * in-range not and-if
vFoeLoc vFoeVel lead-grenade
return
then
then
; next-robot
; while-loop
return
Close-Combat:
vFoeLoc vFoeVel seek-moving-location
10 periodic-robot-sensor if
robot-found nifr
Fire^
then
51 read 5 + position 99 vread dist < ifr
Close-Combat& jump
Location:
Pollen type-population dup OldPop <> if
OldPop!
TypeID OldPop mod OldPop / PercentLocation!
else
drop
then
Pollen type-population 1 = if
.5 PercentLocation!
then
7 read PercentLocation * 6 read + MyAngle!
RadiusTweak Border + 51 read + MyAngle AngleTweak + polar-to-rect 99 vread v+ vDest!
return
;<----------------------------WORKER BEE---------------------------->
#type WorkerBee
#color 00FF00
#decoration 00FF00 x
; Industrious member, tries to feed everyone else. Cooperates a lot with others
; This type is a necessity. Without the Bee, growth in the begining is slow, the defenders get hungry,
; other eaters invade the colony, and other bad mojo. Petals cannot perform to capacity without the Worker Bee
;Behaviours:
; Gathers food, when full, searches for anyone with a flag to give food to.
; Avoids fighting over food in a simple manner. If there is a WorkerBee closer to the food than I am, go elsewhere.
; If shot at, dodges perpendicular to the shot to minimize hits.
; Runs away from cells that are cooling down or are bombs.
; Uses flag to ask for food if low. Doesn't act the best when empty.
;[2-17-05] Concept Change: Bees do not try to daisy-chain resources to Bud
;[4-09-06] The Bee would retreat home when hurt to repair in safety. Mostly this brought aggresive fighters to my
; Flower, which ends up killing me. Now repairs in place.
;TODO
; When being fired on, Should decided whether to retreat to colony. Run into an empty area, or find a non-aggresive
; cell of a different side to run towards, hopefully loosing its pursuer
; Don't Fire food sensor while eating
; Accept Multiple Food sensor resuls and give preference to closer ones.
#hardware
engine .15
processor 20
solar-cells .04
energy 400 20
robot-sensor 10 6
syphon 5 8
food-sensor 12
shot-sensor 6
armor 80
eater 3
radio read
repair-rate .25
#code
#var GoAngle 0
#vector vDest 0 0
#var Action 0
#var PrevAct
#const ActNone 0
#const ActGiveEnergy 1
#const ActFindFriend 2
#const ActRunAway 3
#const ActRepair 4
#var EnemyNear 0
#vector SyphonTarget 0 0
#var range 0
#var r
#var i
#start init
init:
1 robot-sensor-sees-friends!
0 robot-sensor-sees-enemies!
WorkerBee read 1 + dup WorkerBee write TypeID! ;Count which WorkerBee I am
pi 5 * 6 / TypeID * 2pi mod GoAngle! ; Angle to search for food
30 GoAngle polar-to-rect 99 vread v+ vDest! ; distance to search
;<([--MAIN--])>
Main:
;Check-Comms^
Resource-Management^
Run-From-Danger^
Am-I-Hurt^
Navigate^
Main& jump
;<([--END MAIN--])>
Am-I-Hurt:
max-armor armor > if
max-energy .3 * energy > EnemyNear not and
max-energy .3 * energy <
or and-if
0 syphon-rate!
max-repair-rate repair-rate!
EnemyNear Action ActRepair ifev Action!
max-energy .25 * energy > flag!
else
0 repair-rate!
0 flag!
ActRepair Action = if ActNone Action! then
then
return
Navigate:
energy 1 < if 0 engine-power! sync sync sync sync ActNone Action! return then
Action not .1 9 ifev range!
Action ActRepair = if 8 range! then
Action ActRunAway = if .5 range! then
vdest In-World^ nif
world-width 10 / dup world-width swap - random-int
world-height 10 / dup world-height swap - random-int
vdest!
GoAngle pi 2 / + GoAngle!
then
vdest position range in-range nif
vdest seek-location
else
position seek-location
then
return
Locate-Candidate:
0 robot-sensor-sees-enemies!
1 robot-sensor-sees-friends!
99 vread 2dup seek-location vDest!
fire-robot-sensor sync
robot-found nifr
do
robot-flag LC-Success& ifg
next-robot
while-loop
return
LC-Success:
0 engine-power!
position vdest!
robot-position SyphonTarget!
ActGiveEnergy Action!
return
Give-Energy:
; Action ActRunAway = Action ActRepair or ifr
SyphonTarget position v- rect-to-polar syphon-direction! syphon-distance!
syphon-max-rate negate syphon-rate!
sync
syphoned negate syphon-max-rate < if ActFindFriend Action! then
energy 40 <= if 0 syphon-rate! ActNone Action! then
return
Find-Food:
Action ActRunAway = Action ActRepair = or ifr
max-energy .9 * energy < if ActFindFriend Action! return then
food-sensor-firing-cost robot-sensor-firing-cost + 2 * energy > ifr
0 robot-sensor-sees-enemies!
1 robot-sensor-sees-friends!
fire-food-sensor
fire-robot-sensor sync
food-found nif Set-Search-Dest^ return then
robot-found nif food-position vdest! return then
food-position position dist range!
do
robot-type WorkerBee = FF-Next-Result& nifg
robot-position food-position dist range < if
Set-Search-Dest^ return
then
FF-Next-Result:
next-robot
while-loop
food-position vdest!
return
Resource-Management:
energy 10 < flag!
Action ActRepair = ifr
Action ActRunAway = ifr
Action ActFindFriend = Locate-Candidate& ifc
Action ActGiveEnergy = Give-Energy& ifc
Action ActNone = Find-Food& ifc
return
Run-From-Danger:
energy 10 < ifr
time shot-sensor-time 3 + <= ifr
1 robot-sensor-sees-enemies!
0 robot-sensor-sees-friends!
fire-robot-sensor fire-shot-sensor sync
shot-found 0 = if
robot-found 0 = if
0 EnemyNear!
Action ActRunAway = PrevAct Action ifev Action!
return
then
then
ActRunAway Action = nif Action PrevAct! then
shot-found if shot-type 2 shot-type 4 = or <= and-if
1 EnemyNear!
3 shot-position position v- angle pi + 2pi mod polar-to-rect position v+ vdest!
ActRunAway Action!
return
then
robot-found if
do
robot-reloading robot-bomb or if
1 EnemyNear!
robot-position 20 read 1 + dup 20 write 3 3 send
3 robot-position position v- angle pi 5 * 4 / + 2pi mod polar-to-rect position v+ vdest!
ActRunAway Action!
return
then
next-robot
while-loop
then
PrevAct Action!
return
Set-Search-Dest:
5 GoAngle polar-to-rect position v+ vdest!
return
;<----------------------------LEAF---------------------------->
#type Leaf
#color F2B1FC
#decoration F2B1FC dot
;Likes basking in the sun
;Type is simple so far
; Forms a ring of six Leaves to every Petal using simple Mod math, and a Type-Count (Something I use for all my Types)
; Checks a time indicator in shared memory to be sure the Petal it is suppose to feed is still alive.
; Changes TypeID, and therefore petal to feed if it dies.
; Looks for food requests from Pollens, to help them repair faster when Retreating.
#hardware
engine .05
processor 20
radio read
solar-cells .4
syphon .55 2
armor 10
energy 100 0
#code
#var SpacingAngle 0
#var SpacingDist 1.9
#var FeedPollen 0
#vector vPollen
#var PetalToFeed
#var Point
#vector Home 0 0
#start init
init:
Leaf read 1 + dup Leaf write TypeID! ;Count which Leaf I am
do
TypeID 6 / floor 2 * 201 + PetalToFeed! sync
TypeID 6 / floor 1 + Petal read >
while-loop
TypeID 1 - 6 mod Point!
2pi 6 / Point * SpacingAngle!
syphon-max-rate negate syphon-rate!
;<([--MAIN--])>
Main:
Formate^
Check-Comm^
Aim-Syphon^
time PetalToFeed 400 + read 40 + > init& ifg
Main& jump
;<([--END MAIN--])>
Check-Comm:
do
2 messages
while
2 receive drop 2dup vPollen!
position 2.4 in-range if
time 20 + FeedPollen!
return
then
loop
return
Aim-Syphon:
time FeedPollen < if
vPollen position v- rect-to-polar syphon-direction! syphon-distance!
else
PetalToFeed vread position v- rect-to-polar syphon-direction! syphon-distance!
then
return
Formate:
SpacingDist SpacingAngle polar-to-rect PetalToFeed vread v+ Home!
Home seek-location
return
#end
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Flower is my first very involved side. Its gone through a lot of changes, and is where I learned a lot about grobots. Its not very competitive, but it has the distinct of being of the first (and so far only) side to use sub-formations. I think there are a lot of good ideas to plumb here.
(:source lang=grobocode:)
#side Flower
#author Tyson Hoffman < Tilendor@tiltech.net >
#color E01D97
#date Begun on 2/15/06
;<-------------------------------- Concept -------------------------------->
;Experimental side using colonies, solar collectors, gatherers, and defensive fighters.
;A Big focus of this side is side is its colony. It forms rings, which grow from the center
;this means the outside can be damaged, but still have a viable center. Doing the math, and then coding it for this
;was challenging.
;Side note, which sides aren't experimental?
;Major observation - Big cells are not worth it. Don't use them. They are silly
;TODO
; Problem made apparent by Statistics window: Overflow energy generally ranges from 1 to 4 percent, its a shame to waste.
; Solutions: Have Worker Bees distribute when necessary. Or as inspired by Warren, give solar cells a small constructor
; to utilize extra power.
;<-------------------------------- Changes -------------------------------->
;[02-20-06] Removed Mine-layer type
;[03-02-06] Attempted to make Buds Formate as well. Changed Pollen patrol patterns.
;[03-06-06] Began Big Refactoring, in order to take out Bud.
;[04-08-06] Bud is gone, changing mini-missiles to fighters
;[04-16-06] Removed Blaster from Pollen
;<-------------------------------- Reference -------------------------------->
;Shared Memory
; 1 - # of Petals produced
; 2 - # of Pollens produced
; 3 - # of Worker-Bees produced
; 4 - # of Leaves produced
; 6 - Start angle for protective perimeter
; 7 - angle span
; 11 - # of Petals to build
; 12 - # of Pollens to build
; 13 - # of Worker-Bees to build
; 14 - # of Leaves to build
; 17 - Current Build Phase
; 18 - Current Building Stage
; 20 - Message Count for Channel 3
; 21 - Processed messages on Channel 3
; 50 - # of Rings
; 51+ - Radius for each ring.
; 98 - Width of Petal Formation
; 99,100 - Flower home
; 201+ - Actual x,y pairs for successive Petals
; 601+ - Timestamps for cell life.
;Message Channels:
; 1 - Danger Angle, used to shift Pollens to where enemies are
; 2 - Food Requests from injured Pollens.
; 3 - Robot Warnings - Bogies to try to avoid
#seed 1 2 3 4 4 4 4
;<----------------------------COMMON---------------------------->
#code
#const Petal 1
#const Pollen 2
#const WorkerBee 3
#const Leaf 4
#var TypeID
#const Border 10
#var x
#var y
In-World:
y! x!
x 1 < if 0 return then
x world-width 1 - > if 0 return then
y 1 < if 0 return then
y world-width 1 - > if 0 return then
1 return
;<----------------------------PETAL---------------------------->
#type Petal
#color FFFF00
; The Petal is Small, but pretty to look at. It likes circles. Its really productive
; Has slight solar-cells to allow operation without any energy sources.
; Behaviors:
; Circles - Each new petal starts at the very center of the formation. As new petals are built, they push older
; Petals outwards
; Communication - Broadcasts its X,Y position as well as each frame of execution, used to determine if it was killed.
; Hurt - If hurt, the Petal moves the formation away from where it got hurt.
; This sometimes leads to a tennis ball effect: bouncing between two enemies
; Building - Cooperatively decides what to build, according to my master plans!!!!
; Flag - Indicates if hungry. Almost always is.
; Hugs Wall - Always moves to the closest wall, then makes room as formation grows
; Listens to Enemy Locations - Channel 3 tells where fighters are, scoots formation the other way.
;TODO:
; Give Robot and or Shot Sensors.
#hardware
processor 30
engine .05
constructor 3.2
energy 700 5
armor 100
solar-cells .02
repair-rate .2
#code
#var build 0
#var CellAngle 0
#var SpacingAngle 0
#var SpacingDist 3
#var Range 0
#var a
#var b
#vector temp 0 0
#var DistTop
#var DistBottom
#var DistLeft
#var DistRight
#var MemOffset
#var LastPopulation 0
#vector vdest
#var Padding 6
#var Ring
#var RingStart
#var RingEnd
#var C2R ;# of cells to radius conversion
#var R2C ;Radius to # of cells conversion
#var OldArmor
#start init
init:
Petal read 1 + dup Petal write TypeID! ;Count which Petal I am
TypeID 2 * 199 + MemOffset!
parent-id nif
1 18 write
0 98 write
position 99 vwrite
1 50 write
then
Padding 2pi / dup C2R! reciprocal R2C!
Set-Home^
Ring-Math^
time MemOffset 400 + write
Set-Defensive-Perimeter^
51 read 98 write
armor OldArmor!
;<([--MAIN--])>
Main:
time MemOffset 400 + write
max-energy .8 * energy > flag!
Formate^
Produce^
Am-I-Hurt^
sync
Check-Comms^
Main& jump
;<([--END MAIN--])>
Check-Comms:
3 messages nifr
3 messages 20 vread - - 3 skip-messages
do
3 messages
while
3 receive drop 21 write 2dup ;Increments message count and duplicates bogies' location
99 vread 51 read 15 + in-range 2 .5 ifev ;Distance to move based on closeness to colony X,Y,Range
rrot 99 vread v- angle pi + reorient polar-to-rect 99 vread v+ 99 vwrite ;Moves colony away from dangerous cell
Set-Home^
Set-Defensive-Perimeter^
loop
return
Determine-Construction:
18 read 1 = if
BuildStage1& 17 read 10 * + jump
else 18 read 2 = if
BuildStage2& 17 read 10 * + jump
celse 18 read 3 = if
BuildStage3& jump
celse
then
BuildStage1: ;
; 3 4 2 1 Build Order
; Pe Po W L Types
;First column indicates if final phase
0 1 1 0 3 Announce-Construct& jump nop nop nop
0 0 1 0 2 Announce-Construct& jump nop nop nop
0 0 0 1 2 Announce-Construct& jump nop nop nop
0 1 1 0 4 Announce-Construct& jump nop nop nop
0 0 5 0 4 Announce-Construct& jump nop nop nop
0 1 1 2 2 Announce-Construct& jump nop nop nop
1 2 4 1 6 Announce-Construct& jump nop nop nop
BuildStage2:
0 3 10 2 12 Announce-Construct& jump nop nop nop
1 2 10 1 18 Announce-Construct& jump nop nop nop
BuildStage3:
0 1 3 1 6
Announce-Construct:
Leaf 10 + write ; Leaf
WorkerBee type-population 0 = 1 rot ifev WorkerBee 10 + write ; WorkerBee
Pollen 10 + write ; Pollen
Petal 10 + write ; Petal
if
18 read 1 + 18 write
0 17 write
else
17 read 1 + 17 write
then
return
Am-I-Hurt:
max-armor armor > if
armor OldArmor < if
CellAngle 1 1 send
5 CellAngle pi + reorient polar-to-rect 99 vread v+ 99 vwrite
Set-Home^
Set-Defensive-Perimeter^
armor OldArmor!
then
0 constructor-rate!
max-repair-rate repair-rate!
else
constructor-max-rate constructor-rate!
0 repair-rate!
then
return
Produce:
energy 10 > constructor-max-rate 0 ifev constructor-rate!
constructor-remaining ifr
Leaf build!
Produce-check:
build 10 + read 0 > if
build constructor-type!
constructor-max-rate constructor-rate!
build 10 + read 1 - build 10 + write
return
then
build Pollen = if Determine-Construction^ return then ;No build instructions, announce next phase.
build Petal = if Pollen build! then
build WorkerBee = if Petal build! then
build Leaf = if WorkerBee build! then
Produce-check& jump
;build order = Leaf, WorkerBee, Petal, Pollen
return
Ring-Math:
50 read a!
50 a + read b!
b Padding > if
50 read 1 + 50 write
a 1 + a!
C2R 50 a + write
return
then
50 read b! ;Rings
1 a!
do
a b <
while
50 a + vread Padding + < if
50 a + read C2R + 50 a + write
return
then
a 1 + a!
loop
50 a + read C2R + 50 a + write
return
Formate:
Petal read LastPopulation = nif ;Change formation is a Petal is built
sync sync sync
Petal read LastPopulation!
0 Ring!
0 RingEnd!
do
RingEnd RingStart!
Ring 1 + Ring!
50 Ring + read R2C * round RingEnd + RingEnd!
TypeID RingStart > TypeID RingEnd <= and
until-loop
then
2pi RingEnd RingStart - / reorient SpacingAngle!
TypeID RingStart 1 + - SpacingAngle * reorient CellAngle!
50 Ring + read CellAngle polar-to-rect 99 vread v+ vdest!
vdest seek-location
position MemOffset vwrite ; Announce actual location
return
Set-Defensive-Perimeter:
99 vread y! x!
pi 6 * 4 / 7 write
world-size 2 vs/ 99 vread v- angle pi 5 * 8 / - 6 write
return
Set-Home:
99 vread DistBottom! DistLeft!
world-size 99 vread v- DistTop! DistRight!
DistRight DistLeft < if
DistTop DistBottom < if
DistRight DistTop < if
world-width 10 - 98 read - 99 write
else
world-height 10 - 98 read - 100 write
then
else
DistRight DistBottom < if
world-width 10 - 98 read - 99 write
else
0 6 write
10 98 read + 100 write
then
then
else
DistTop DistBottom < if
DistLeft DistTop < if
10 98 read + 99 write
else
world-height 10 - 98 read - 100 write
then
else
DistLeft DistBottom < if
10 98 read + 99 write
else
10 98 read + 100 write
then
then
then
;This codes stays 10 + the inner circle radius from wall
return
;<----------------------------POLLEN---------------------------->
#type Pollen
#color FF0000
#decoration FFFF00 triangle
; Keep your distance.
; Message Channel 1 - Danger angle
; Changed from a mini-bomb to a defensive picket
; Forms a ring outside the main colony.
; Grenades are for defense outside the colony.
; Flag - Indicates when hungry
; 3 Tiered defense:
; Border - Standard Defensive Posture
; Resort - Move inward when damaged to allow room for others and get out of line of fire
; Retreat - Go within colony border to repair and ask for energy
; If shots are detected, it will weave in the direction of the circle and radially to make it a harder target.
; If damaged, it lets other Pollens know where it got hurt at. Pollens will then gravitate in that direction
; bringing the firepower where it is needed. Pollen will slowly gravitate to assigned spots if no one is being hurt.
; TODO:
; Make firing more intelligent
; Intelligent Missle defense
; Work with value of gravitation based on number of pollens
#hardware
processor 15
solar-cells .15
robot-sensor 10 1
shot-sensor 5
energy 100 30
engine .03
armor 150
repair-rate .25
grenades 22.5 10 15
#code
#vector vDest
#vector vFoeLoc
#vector vFoeVel
#vector vFoeFuture
#const DefendingColony 1
#const DefendingBorder 2
#const Retreating 3
#const Hunting 4
#const Resorting 5
#const Avoiding 6
#var Stage 0
#var MyAngle
#var AngleTweak
#var AngleStep .1
#var WeaveAngle
#var WeaveRadius 2
#var RadiusTweak 0
#var PercentLocation
#var OldPop 0
#var LastArmor
#var LastRequest
#start init
init:
parent-id nif
1 Pollen write
then
0 robot-sensor-sees-friends!
1 robot-sensor-sees-enemies!
Pollen read 1 + dup Pollen write TypeID! ;Count which Pollen I am
max-armor LastArmor!
pi 9 / WeaveAngle!
Location^
Defend-Border:
15 periodic-robot-sensor if
robot-found Fire& ifc
then
20 periodic-shot-sensor if
shot-found if
WeaveRadius RadiusTweak + RadiusTweak!
WeaveRadius negate WeaveRadius!
WeaveAngle AngleTweak + AngleTweak!
WeaveAngle negate WeaveAngle!
then
then
Location^
Stage Retreating = if energy 30 < and-if
time LastRequest 20 + > if
position 2 2 send
time LastRequest!
then
else
energy 5 < if
-9.5 RadiusTweak!
Retreating Stage!
Defend-Border& jump
then
then
vDest seek-location
Armor-Management^
Check-Comms^
AngleTweak dup signum .03 * - AngleTweak!
max-energy .6 * energy > flag!
Defend-Border& jump
Avoid:
5 periodic-robot-sensor if
robot-found nifr
then
robot-distance 3 >= ifr
2 robot-direction pi + reorient polar-to-rect position v+ vdest!
vdest seek-location
Fire^
Avoid& jump
Check-Comms:
do
1 messages
while
1 receive drop 2pi + AngleTweak MyAngle + 2pi + - 0 < if
AngleTweak AngleStep - AngleTweak!
else
AngleTweak AngleStep + AngleTweak!
then
loop
return
Armor-Management:
Repair^
armor LastArmor < if
MyAngle 1 1 send
armor LastArmor!
armor max-armor .3 * < if
Stage Retreating <> if
Retreating Stage!
-9.5 RadiusTweak!
return
then
return
then
armor max-armor .6 * < if
Stage Resorting <> if
Resorting Stage!
-5 RadiusTweak!
return
then
return
then
armor max-armor .8 * < if
Stage DefendingBorder <> if
0 RadiusTweak!
DefendingBorder Stage!
return
then
return
then
return
then
armor LastArmor > if
armor LastArmor!
then
armor max-armor = if
Stage DefendingBorder <> if
0 RadiusTweak!
DefendingBorder Stage!
then
then
return
Repair:
energy 5 > if
armor max-armor < if
max-repair-rate repair-rate!
then
else
0 repair-rate!
then
armor max-armor = if
0 repair-rate!
then
return;
Fire:
#var distance
; do
robot-position vFoeLoc!
robot-velocity vFoeVel!
robot-reloading robot-bomb or if
robot-position 20 read 1 + dup 20 write 3 3 send
then
Stage Avoiding <> if robot-distance 3 <= and-if
Stage Avoiding Stage! Avoid^ Stage!
then
grenades-cooldown nif
vFoeVel vFoeLoc position dist grenades-speed / vs* vFoeLoc v+ vFoeFuture!
99 vread vFoeFuture dist 51 read 3 + >= if vFoeFuture position grenades-radius .75 * in-range not and-if
vFoeLoc vFoeVel lead-grenade
return
then
then
; next-robot
; while-loop
return
Close-Combat:
vFoeLoc vFoeVel seek-moving-location
10 periodic-robot-sensor if
robot-found nifr
Fire^
then
51 read 5 + position 99 vread dist < ifr
Close-Combat& jump
Location:
Pollen type-population dup OldPop <> if
OldPop!
TypeID OldPop mod OldPop / PercentLocation!
else
drop
then
Pollen type-population 1 = if
.5 PercentLocation!
then
7 read PercentLocation * 6 read + MyAngle!
RadiusTweak Border + 51 read + MyAngle AngleTweak + polar-to-rect 99 vread v+ vDest!
return
;<----------------------------WORKER BEE---------------------------->
#type WorkerBee
#color 00FF00
#decoration 00FF00 x
; Industrious member, tries to feed everyone else. Cooperates a lot with others
; This type is a necessity. Without the Bee, growth in the begining is slow, the defenders get hungry,
; other eaters invade the colony, and other bad mojo. Petals cannot perform to capacity without the Worker Bee
;Behaviours:
; Gathers food, when full, searches for anyone with a flag to give food to.
; Avoids fighting over food in a simple manner. If there is a WorkerBee closer to the food than I am, go elsewhere.
; If shot at, dodges perpendicular to the shot to minimize hits.
; Runs away from cells that are cooling down or are bombs.
; Uses flag to ask for food if low. Doesn't act the best when empty.
;[2-17-05] Concept Change: Bees do not try to daisy-chain resources to Bud
;[4-09-06] The Bee would retreat home when hurt to repair in safety. Mostly this brought aggresive fighters to my
; Flower, which ends up killing me. Now repairs in place.
;TODO
; When being fired on, Should decided whether to retreat to colony. Run into an empty area, or find a non-aggresive
; cell of a different side to run towards, hopefully loosing its pursuer
; Don't Fire food sensor while eating
; Accept Multiple Food sensor resuls and give preference to closer ones.
#hardware
engine .15
processor 20
solar-cells .04
energy 400 20
robot-sensor 10 6
syphon 5 8
food-sensor 12
shot-sensor 6
armor 80
eater 3
radio read
repair-rate .25
#code
#var GoAngle 0
#vector vDest 0 0
#var Action 0
#var PrevAct
#const ActNone 0
#const ActGiveEnergy 1
#const ActFindFriend 2
#const ActRunAway 3
#const ActRepair 4
#var EnemyNear 0
#vector SyphonTarget 0 0
#var range 0
#var r
#var i
#start init
init:
1 robot-sensor-sees-friends!
0 robot-sensor-sees-enemies!
WorkerBee read 1 + dup WorkerBee write TypeID! ;Count which WorkerBee I am
pi 5 * 6 / TypeID * 2pi mod GoAngle! ; Angle to search for food
30 GoAngle polar-to-rect 99 vread v+ vDest! ; distance to search
;<([--MAIN--])>
Main:
;Check-Comms^
Resource-Management^
Run-From-Danger^
Am-I-Hurt^
Navigate^
Main& jump
;<([--END MAIN--])>
Am-I-Hurt:
max-armor armor > if
max-energy .3 * energy > EnemyNear not and
max-energy .3 * energy <
or and-if
0 syphon-rate!
max-repair-rate repair-rate!
EnemyNear Action ActRepair ifev Action!
max-energy .25 * energy > flag!
else
0 repair-rate!
0 flag!
ActRepair Action = if ActNone Action! then
then
return
Navigate:
energy 1 < if 0 engine-power! sync sync sync sync ActNone Action! return then
Action not .1 9 ifev range!
Action ActRepair = if 8 range! then
Action ActRunAway = if .5 range! then
vdest In-World^ nif
world-width 10 / dup world-width swap - random-int
world-height 10 / dup world-height swap - random-int
vdest!
GoAngle pi 2 / + GoAngle!
then
vdest position range in-range nif
vdest seek-location
else
position seek-location
then
return
Locate-Candidate:
0 robot-sensor-sees-enemies!
1 robot-sensor-sees-friends!
99 vread 2dup seek-location vDest!
fire-robot-sensor sync
robot-found nifr
do
robot-flag LC-Success& ifg
next-robot
while-loop
return
LC-Success:
0 engine-power!
position vdest!
robot-position SyphonTarget!
ActGiveEnergy Action!
return
Give-Energy:
; Action ActRunAway = Action ActRepair or ifr
SyphonTarget position v- rect-to-polar syphon-direction! syphon-distance!
syphon-max-rate negate syphon-rate!
sync
syphoned negate syphon-max-rate < if ActFindFriend Action! then
energy 40 <= if 0 syphon-rate! ActNone Action! then
return
Find-Food:
Action ActRunAway = Action ActRepair = or ifr
max-energy .9 * energy < if ActFindFriend Action! return then
food-sensor-firing-cost robot-sensor-firing-cost + 2 * energy > ifr
0 robot-sensor-sees-enemies!
1 robot-sensor-sees-friends!
fire-food-sensor
fire-robot-sensor sync
food-found nif Set-Search-Dest^ return then
robot-found nif food-position vdest! return then
food-position position dist range!
do
robot-type WorkerBee = FF-Next-Result& nifg
robot-position food-position dist range < if
Set-Search-Dest^ return
then
FF-Next-Result:
next-robot
while-loop
food-position vdest!
return
Resource-Management:
energy 10 < flag!
Action ActRepair = ifr
Action ActRunAway = ifr
Action ActFindFriend = Locate-Candidate& ifc
Action ActGiveEnergy = Give-Energy& ifc
Action ActNone = Find-Food& ifc
return
Run-From-Danger:
energy 10 < ifr
time shot-sensor-time 3 + <= ifr
1 robot-sensor-sees-enemies!
0 robot-sensor-sees-friends!
fire-robot-sensor fire-shot-sensor sync
shot-found 0 = if
robot-found 0 = if
0 EnemyNear!
Action ActRunAway = PrevAct Action ifev Action!
return
then
then
ActRunAway Action = nif Action PrevAct! then
shot-found if shot-type 2 shot-type 4 = or <= and-if
1 EnemyNear!
3 shot-position position v- angle pi + 2pi mod polar-to-rect position v+ vdest!
ActRunAway Action!
return
then
robot-found if
do
robot-reloading robot-bomb or if
1 EnemyNear!
robot-position 20 read 1 + dup 20 write 3 3 send
3 robot-position position v- angle pi 5 * 4 / + 2pi mod polar-to-rect position v+ vdest!
ActRunAway Action!
return
then
next-robot
while-loop
then
PrevAct Action!
return
Set-Search-Dest:
5 GoAngle polar-to-rect position v+ vdest!
return
;<----------------------------LEAF---------------------------->
#type Leaf
#color F2B1FC
#decoration F2B1FC dot
;Likes basking in the sun
;Type is simple so far
; Forms a ring of six Leaves to every Petal using simple Mod math, and a Type-Count (Something I use for all my Types)
; Checks a time indicator in shared memory to be sure the Petal it is suppose to feed is still alive.
; Changes TypeID, and therefore petal to feed if it dies.
; Looks for food requests from Pollens, to help them repair faster when Retreating.
#hardware
engine .05
processor 20
radio read
solar-cells .4
syphon .55 2
armor 10
energy 100 0
#code
#var SpacingAngle 0
#var SpacingDist 1.9
#var FeedPollen 0
#vector vPollen
#var PetalToFeed
#var Point
#vector Home 0 0
#start init
init:
Leaf read 1 + dup Leaf write TypeID! ;Count which Leaf I am
do
TypeID 6 / floor 2 * 201 + PetalToFeed! sync
TypeID 6 / floor 1 + Petal read >
while-loop
TypeID 1 - 6 mod Point!
2pi 6 / Point * SpacingAngle!
syphon-max-rate negate syphon-rate!
;<([--MAIN--])>
Main:
Formate^
Check-Comm^
Aim-Syphon^
time PetalToFeed 400 + read 40 + > init& ifg
Main& jump
;<([--END MAIN--])>
Check-Comm:
do
2 messages
while
2 receive drop 2dup vPollen!
position 2.4 in-range if
time 20 + FeedPollen!
return
then
loop
return
Aim-Syphon:
time FeedPollen < if
vPollen position v- rect-to-polar syphon-direction! syphon-distance!
else
PetalToFeed vread position v- rect-to-polar syphon-direction! syphon-distance!
then
return
Formate:
SpacingDist SpacingAngle polar-to-rect PetalToFeed vread v+ Home!
Home seek-location
return
#end
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Flower is my first very involved side. Its gone through a lot of changes, and is where I learned a lot about grobots. Its not very competitive, but it has the distinct of being of the first (and so far only) side to use sub-formations. I think there are a lot of good ideas to plumb here.
(:source lang=grobocode:)#side Flower #author Tyson Hoffman < Tilendor@tiltech.net > #color E01D97 #date Begun on 2/15/06 ;<-------------------------------- Concept --------------------------------> ;Experimental side using colonies, solar collectors, gatherers, and defensive fighters. ;A Big focus of this side is side is its colony. It forms rings, which grow from the center ;this means the outside can be damaged, but still have a viable center. Doing the math, and then coding it for this ;was challenging. ;Side note, which sides aren't experimental? ;Major observation - Big cells are not worth it. Don't use them. They are silly ;TODO ; Problem made apparent by Statistics window: Overflow energy generally ranges from 1 to 4 percent, its a shame to waste. ; Solutions: Have Worker Bees distribute when necessary. Or as inspired by Warren, give solar cells a small constructor ; to utilize extra power. ;<-------------------------------- Changes --------------------------------> ;[02-20-06] Removed Mine-layer type ;[03-02-06] Attempted to make Buds Formate as well. Changed Pollen patrol patterns. ;[03-06-06] Began Big Refactoring, in order to take out Bud. ;[04-08-06] Bud is gone, changing mini-missiles to fighters ;[04-16-06] Removed Blaster from Pollen ;<-------------------------------- Reference --------------------------------> ;Shared Memory ; 1 - # of Petals produced ; 2 - # of Pollens produced ; 3 - # of Worker-Bees produced ; 4 - # of Leaves produced ; 6 - Start angle for protective perimeter ; 7 - angle span ; 11 - # of Petals to build ; 12 - # of Pollens to build ; 13 - # of Worker-Bees to build ; 14 - # of Leaves to build ; 17 - Current Build Phase ; 18 - Current Building Stage ; 20 - Message Count for Channel 3 ; 21 - Processed messages on Channel 3 ; 50 - # of Rings ; 51+ - Radius for each ring. ; 98 - Width of Petal Formation ; 99,100 - Flower home ; 201+ - Actual x,y pairs for successive Petals ; 601+ - Timestamps for cell life. ;Message Channels: ; 1 - Danger Angle, used to shift Pollens to where enemies are ; 2 - Food Requests from injured Pollens. ; 3 - Robot Warnings - Bogies to try to avoid #seed 1 2 3 4 4 4 4 ;<----------------------------COMMON----------------------------> #code #const Petal 1 #const Pollen 2 #const WorkerBee 3 #const Leaf 4 #var TypeID #const Border 10 #var x #var y In-World: y! x! x 1 < if 0 return then x world-width 1 - > if 0 return then y 1 < if 0 return then y world-width 1 - > if 0 return then 1 return ;<----------------------------PETAL----------------------------> #type Petal #color FFFF00 ; The Petal is Small, but pretty to look at. It likes circles. Its really productive ; Has slight solar-cells to allow operation without any energy sources. ; Behaviors: ; Circles - Each new petal starts at the very center of the formation. As new petals are built, they push older ; Petals outwards ; Communication - Broadcasts its X,Y position as well as each frame of execution, used to determine if it was killed. ; Hurt - If hurt, the Petal moves the formation away from where it got hurt. ; This sometimes leads to a tennis ball effect: bouncing between two enemies ; Building - Cooperatively decides what to build, according to my master plans!!!! ; Flag - Indicates if hungry. Almost always is. ; Hugs Wall - Always moves to the closest wall, then makes room as formation grows ; Listens to Enemy Locations - Channel 3 tells where fighters are, scoots formation the other way. ;TODO: ; Give Robot and or Shot Sensors. #hardware processor 30 engine .05 constructor 3.2 energy 700 5 armor 100 solar-cells .02 repair-rate .2 #code #var build 0 #var CellAngle 0 #var SpacingAngle 0 #var SpacingDist 3 #var Range 0 #var a #var b #vector temp 0 0 #var DistTop #var DistBottom #var DistLeft #var DistRight #var MemOffset #var LastPopulation 0 #vector vdest #var Padding 6 #var Ring #var RingStart #var RingEnd #var C2R ;# of cells to radius conversion #var R2C ;Radius to # of cells conversion #var OldArmor #start init init: Petal read 1 + dup Petal write TypeID! ;Count which Petal I am TypeID 2 * 199 + MemOffset! parent-id nif 1 18 write 0 98 write position 99 vwrite 1 50 write then Padding 2pi / dup C2R! reciprocal R2C! Set-Home^ Ring-Math^ time MemOffset 400 + write Set-Defensive-Perimeter^ 51 read 98 write armor OldArmor! ;<([--MAIN--])> Main: time MemOffset 400 + write max-energy .8 * energy > flag! Formate^ Produce^ Am-I-Hurt^ sync Check-Comms^ Main& jump ;<([--END MAIN--])> Check-Comms: 3 messages nifr 3 messages 20 vread - - 3 skip-messages do 3 messages while 3 receive drop 21 write 2dup ;Increments message count and duplicates bogies' location 99 vread 51 read 15 + in-range 2 .5 ifev ;Distance to move based on closeness to colony X,Y,Range rrot 99 vread v- angle pi + reorient polar-to-rect 99 vread v+ 99 vwrite ;Moves colony away from dangerous cell Set-Home^ Set-Defensive-Perimeter^ loop return Determine-Construction: 18 read 1 = if BuildStage1& 17 read 10 * + jump else 18 read 2 = if BuildStage2& 17 read 10 * + jump celse 18 read 3 = if BuildStage3& jump celse then BuildStage1: ; ; 3 4 2 1 Build Order ; Pe Po W L Types ;First column indicates if final phase 0 1 1 0 3 Announce-Construct& jump nop nop nop 0 0 1 0 2 Announce-Construct& jump nop nop nop 0 0 0 1 2 Announce-Construct& jump nop nop nop 0 1 1 0 4 Announce-Construct& jump nop nop nop 0 0 5 0 4 Announce-Construct& jump nop nop nop 0 1 1 2 2 Announce-Construct& jump nop nop nop 1 2 4 1 6 Announce-Construct& jump nop nop nop BuildStage2: 0 3 10 2 12 Announce-Construct& jump nop nop nop 1 2 10 1 18 Announce-Construct& jump nop nop nop BuildStage3: 0 1 3 1 6 Announce-Construct: Leaf 10 + write ; Leaf WorkerBee type-population 0 = 1 rot ifev WorkerBee 10 + write ; WorkerBee Pollen 10 + write ; Pollen Petal 10 + write ; Petal if 18 read 1 + 18 write 0 17 write else 17 read 1 + 17 write then return Am-I-Hurt: max-armor armor > if armor OldArmor < if CellAngle 1 1 send 5 CellAngle pi + reorient polar-to-rect 99 vread v+ 99 vwrite Set-Home^ Set-Defensive-Perimeter^ armor OldArmor! then 0 constructor-rate! max-repair-rate repair-rate! else constructor-max-rate constructor-rate! 0 repair-rate! then return Produce: energy 10 > constructor-max-rate 0 ifev constructor-rate! constructor-remaining ifr Leaf build! Produce-check: build 10 + read 0 > if build constructor-type! constructor-max-rate constructor-rate! build 10 + read 1 - build 10 + write return then build Pollen = if Determine-Construction^ return then ;No build instructions, announce next phase. build Petal = if Pollen build! then build WorkerBee = if Petal build! then build Leaf = if WorkerBee build! then Produce-check& jump ;build order = Leaf, WorkerBee, Petal, Pollen return Ring-Math: 50 read a! 50 a + read b! b Padding > if 50 read 1 + 50 write a 1 + a! C2R 50 a + write return then 50 read b! ;Rings 1 a! do a b < while 50 a + vread Padding + < if 50 a + read C2R + 50 a + write return then a 1 + a! loop 50 a + read C2R + 50 a + write return Formate: Petal read LastPopulation = nif ;Change formation is a Petal is built sync sync sync Petal read LastPopulation! 0 Ring! 0 RingEnd! do RingEnd RingStart! Ring 1 + Ring! 50 Ring + read R2C * round RingEnd + RingEnd! TypeID RingStart > TypeID RingEnd <= and until-loop then 2pi RingEnd RingStart - / reorient SpacingAngle! TypeID RingStart 1 + - SpacingAngle * reorient CellAngle! 50 Ring + read CellAngle polar-to-rect 99 vread v+ vdest! vdest seek-location position MemOffset vwrite ; Announce actual location return Set-Defensive-Perimeter: 99 vread y! x! pi 6 * 4 / 7 write world-size 2 vs/ 99 vread v- angle pi 5 * 8 / - 6 write return Set-Home: 99 vread DistBottom! DistLeft! world-size 99 vread v- DistTop! DistRight! DistRight DistLeft < if DistTop DistBottom < if DistRight DistTop < if world-width 10 - 98 read - 99 write else world-height 10 - 98 read - 100 write then else DistRight DistBottom < if world-width 10 - 98 read - 99 write else 0 6 write 10 98 read + 100 write then then else DistTop DistBottom < if DistLeft DistTop < if 10 98 read + 99 write else world-height 10 - 98 read - 100 write then else DistLeft DistBottom < if 10 98 read + 99 write else 10 98 read + 100 write then then then ;This codes stays 10 + the inner circle radius from wall return ;<----------------------------POLLEN----------------------------> #type Pollen #color FF0000 #decoration FFFF00 triangle ; Keep your distance. ; Message Channel 1 - Danger angle ; Changed from a mini-bomb to a defensive picket ; Forms a ring outside the main colony. ; Grenades are for defense outside the colony. ; Flag - Indicates when hungry ; 3 Tiered defense: ; Border - Standard Defensive Posture ; Resort - Move inward when damaged to allow room for others and get out of line of fire ; Retreat - Go within colony border to repair and ask for energy ; If shots are detected, it will weave in the direction of the circle and radially to make it a harder target. ; If damaged, it lets other Pollens know where it got hurt at. Pollens will then gravitate in that direction ; bringing the firepower where it is needed. Pollen will slowly gravitate to assigned spots if no one is being hurt. ; TODO: ; Make firing more intelligent ; Intelligent Missle defense ; Work with value of gravitation based on number of pollens #hardware processor 15 solar-cells .15 robot-sensor 10 1 shot-sensor 5 energy 100 30 engine .03 armor 150 repair-rate .25 grenades 22.5 10 15 #code #vector vDest #vector vFoeLoc #vector vFoeVel #vector vFoeFuture #const DefendingColony 1 #const DefendingBorder 2 #const Retreating 3 #const Hunting 4 #const Resorting 5 #const Avoiding 6 #var Stage 0 #var MyAngle #var AngleTweak #var AngleStep .1 #var WeaveAngle #var WeaveRadius 2 #var RadiusTweak 0 #var PercentLocation #var OldPop 0 #var LastArmor #var LastRequest #start init init: parent-id nif 1 Pollen write then 0 robot-sensor-sees-friends! 1 robot-sensor-sees-enemies! Pollen read 1 + dup Pollen write TypeID! ;Count which Pollen I am max-armor LastArmor! pi 9 / WeaveAngle! Location^ Defend-Border: 15 periodic-robot-sensor if robot-found Fire& ifc then 20 periodic-shot-sensor if shot-found if WeaveRadius RadiusTweak + RadiusTweak! WeaveRadius negate WeaveRadius! WeaveAngle AngleTweak + AngleTweak! WeaveAngle negate WeaveAngle! then then Location^ Stage Retreating = if energy 30 < and-if time LastRequest 20 + > if position 2 2 send time LastRequest! then else energy 5 < if -9.5 RadiusTweak! Retreating Stage! Defend-Border& jump then then vDest seek-location Armor-Management^ Check-Comms^ AngleTweak dup signum .03 * - AngleTweak! max-energy .6 * energy > flag! Defend-Border& jump Avoid: 5 periodic-robot-sensor if robot-found nifr then robot-distance 3 >= ifr 2 robot-direction pi + reorient polar-to-rect position v+ vdest! vdest seek-location Fire^ Avoid& jump Check-Comms: do 1 messages while 1 receive drop 2pi + AngleTweak MyAngle + 2pi + - 0 < if AngleTweak AngleStep - AngleTweak! else AngleTweak AngleStep + AngleTweak! then loop return Armor-Management: Repair^ armor LastArmor < if MyAngle 1 1 send armor LastArmor! armor max-armor .3 * < if Stage Retreating <> if Retreating Stage! -9.5 RadiusTweak! return then return then armor max-armor .6 * < if Stage Resorting <> if Resorting Stage! -5 RadiusTweak! return then return then armor max-armor .8 * < if Stage DefendingBorder <> if 0 RadiusTweak! DefendingBorder Stage! return then return then return then armor LastArmor > if armor LastArmor! then armor max-armor = if Stage DefendingBorder <> if 0 RadiusTweak! DefendingBorder Stage! then then return Repair: energy 5 > if armor max-armor < if max-repair-rate repair-rate! then else 0 repair-rate! then armor max-armor = if 0 repair-rate! then return; Fire: #var distance ; do robot-position vFoeLoc! robot-velocity vFoeVel! robot-reloading robot-bomb or if robot-position 20 read 1 + dup 20 write 3 3 send then Stage Avoiding <> if robot-distance 3 <= and-if Stage Avoiding Stage! Avoid^ Stage! then grenades-cooldown nif vFoeVel vFoeLoc position dist grenades-speed / vs* vFoeLoc v+ vFoeFuture! 99 vread vFoeFuture dist 51 read 3 + >= if vFoeFuture position grenades-radius .75 * in-range not and-if vFoeLoc vFoeVel lead-grenade return then then ; next-robot ; while-loop return Close-Combat: vFoeLoc vFoeVel seek-moving-location 10 periodic-robot-sensor if robot-found nifr Fire^ then 51 read 5 + position 99 vread dist < ifr Close-Combat& jump Location: Pollen type-population dup OldPop <> if OldPop! TypeID OldPop mod OldPop / PercentLocation! else drop then Pollen type-population 1 = if .5 PercentLocation! then 7 read PercentLocation * 6 read + MyAngle! RadiusTweak Border + 51 read + MyAngle AngleTweak + polar-to-rect 99 vread v+ vDest! return ;<----------------------------WORKER BEE----------------------------> #type WorkerBee #color 00FF00 #decoration 00FF00 x ; Industrious member, tries to feed everyone else. Cooperates a lot with others ; This type is a necessity. Without the Bee, growth in the begining is slow, the defenders get hungry, ; other eaters invade the colony, and other bad mojo. Petals cannot perform to capacity without the Worker Bee ;Behaviours: ; Gathers food, when full, searches for anyone with a flag to give food to. ; Avoids fighting over food in a simple manner. If there is a WorkerBee closer to the food than I am, go elsewhere. ; If shot at, dodges perpendicular to the shot to minimize hits. ; Runs away from cells that are cooling down or are bombs. ; Uses flag to ask for food if low. Doesn't act the best when empty. ;[2-17-05] Concept Change: Bees do not try to daisy-chain resources to Bud ;[4-09-06] The Bee would retreat home when hurt to repair in safety. Mostly this brought aggresive fighters to my ; Flower, which ends up killing me. Now repairs in place. ;TODO ; When being fired on, Should decided whether to retreat to colony. Run into an empty area, or find a non-aggresive ; cell of a different side to run towards, hopefully loosing its pursuer ; Don't Fire food sensor while eating ; Accept Multiple Food sensor resuls and give preference to closer ones. #hardware engine .15 processor 20 solar-cells .04 energy 400 20 robot-sensor 10 6 syphon 5 8 food-sensor 12 shot-sensor 6 armor 80 eater 3 radio read repair-rate .25 #code #var GoAngle 0 #vector vDest 0 0 #var Action 0 #var PrevAct #const ActNone 0 #const ActGiveEnergy 1 #const ActFindFriend 2 #const ActRunAway 3 #const ActRepair 4 #var EnemyNear 0 #vector SyphonTarget 0 0 #var range 0 #var r #var i #start init init: 1 robot-sensor-sees-friends! 0 robot-sensor-sees-enemies! WorkerBee read 1 + dup WorkerBee write TypeID! ;Count which WorkerBee I am pi 5 * 6 / TypeID * 2pi mod GoAngle! ; Angle to search for food 30 GoAngle polar-to-rect 99 vread v+ vDest! ; distance to search ;<([--MAIN--])> Main: ;Check-Comms^ Resource-Management^ Run-From-Danger^ Am-I-Hurt^ Navigate^ Main& jump ;<([--END MAIN--])> Am-I-Hurt: max-armor armor > if max-energy .3 * energy > EnemyNear not and max-energy .3 * energy < or and-if 0 syphon-rate! max-repair-rate repair-rate! EnemyNear Action ActRepair ifev Action! max-energy .25 * energy > flag! else 0 repair-rate! 0 flag! ActRepair Action = if ActNone Action! then then return Navigate: energy 1 < if 0 engine-power! sync sync sync sync ActNone Action! return then Action not .1 9 ifev range! Action ActRepair = if 8 range! then Action ActRunAway = if .5 range! then vdest In-World^ nif world-width 10 / dup world-width swap - random-int world-height 10 / dup world-height swap - random-int vdest! GoAngle pi 2 / + GoAngle! then vdest position range in-range nif vdest seek-location else position seek-location then return Locate-Candidate: 0 robot-sensor-sees-enemies! 1 robot-sensor-sees-friends! 99 vread 2dup seek-location vDest! fire-robot-sensor sync robot-found nifr do robot-flag LC-Success& ifg next-robot while-loop return LC-Success: 0 engine-power! position vdest! robot-position SyphonTarget! ActGiveEnergy Action! return Give-Energy: ; Action ActRunAway = Action ActRepair or ifr SyphonTarget position v- rect-to-polar syphon-direction! syphon-distance! syphon-max-rate negate syphon-rate! sync syphoned negate syphon-max-rate < if ActFindFriend Action! then energy 40 <= if 0 syphon-rate! ActNone Action! then return Find-Food: Action ActRunAway = Action ActRepair = or ifr max-energy .9 * energy < if ActFindFriend Action! return then food-sensor-firing-cost robot-sensor-firing-cost + 2 * energy > ifr 0 robot-sensor-sees-enemies! 1 robot-sensor-sees-friends! fire-food-sensor fire-robot-sensor sync food-found nif Set-Search-Dest^ return then robot-found nif food-position vdest! return then food-position position dist range! do robot-type WorkerBee = FF-Next-Result& nifg robot-position food-position dist range < if Set-Search-Dest^ return then FF-Next-Result: next-robot while-loop food-position vdest! return Resource-Management: energy 10 < flag! Action ActRepair = ifr Action ActRunAway = ifr Action ActFindFriend = Locate-Candidate& ifc Action ActGiveEnergy = Give-Energy& ifc Action ActNone = Find-Food& ifc return Run-From-Danger: energy 10 < ifr time shot-sensor-time 3 + <= ifr 1 robot-sensor-sees-enemies! 0 robot-sensor-sees-friends! fire-robot-sensor fire-shot-sensor sync shot-found 0 = if robot-found 0 = if 0 EnemyNear! Action ActRunAway = PrevAct Action ifev Action! return then then ActRunAway Action = nif Action PrevAct! then shot-found if shot-type 2 shot-type 4 = or <= and-if 1 EnemyNear! 3 shot-position position v- angle pi + 2pi mod polar-to-rect position v+ vdest! ActRunAway Action! return then robot-found if do robot-reloading robot-bomb or if 1 EnemyNear! robot-position 20 read 1 + dup 20 write 3 3 send 3 robot-position position v- angle pi 5 * 4 / + 2pi mod polar-to-rect position v+ vdest! ActRunAway Action! return then next-robot while-loop then PrevAct Action! return Set-Search-Dest: 5 GoAngle polar-to-rect position v+ vdest! return ;<----------------------------LEAF----------------------------> #type Leaf #color F2B1FC #decoration F2B1FC dot ;Likes basking in the sun ;Type is simple so far ; Forms a ring of six Leaves to every Petal using simple Mod math, and a Type-Count (Something I use for all my Types) ; Checks a time indicator in shared memory to be sure the Petal it is suppose to feed is still alive. ; Changes TypeID, and therefore petal to feed if it dies. ; Looks for food requests from Pollens, to help them repair faster when Retreating. #hardware engine .05 processor 20 radio read solar-cells .4 syphon .55 2 armor 10 energy 100 0 #code #var SpacingAngle 0 #var SpacingDist 1.9 #var FeedPollen 0 #vector vPollen #var PetalToFeed #var Point #vector Home 0 0 #start init init: Leaf read 1 + dup Leaf write TypeID! ;Count which Leaf I am do TypeID 6 / floor 2 * 201 + PetalToFeed! sync TypeID 6 / floor 1 + Petal read > while-loop TypeID 1 - 6 mod Point! 2pi 6 / Point * SpacingAngle! syphon-max-rate negate syphon-rate! ;<([--MAIN--])> Main: Formate^ Check-Comm^ Aim-Syphon^ time PetalToFeed 400 + read 40 + > init& ifg Main& jump ;<([--END MAIN--])> Check-Comm: do 2 messages while 2 receive drop 2dup vPollen! position 2.4 in-range if time 20 + FeedPollen! return then loop return Aim-Syphon: time FeedPollen < if vPollen position v- rect-to-polar syphon-direction! syphon-distance! else PetalToFeed vread position v- rect-to-polar syphon-direction! syphon-distance! then return Formate: SpacingDist SpacingAngle polar-to-rect PetalToFeed vread v+ Home! Home seek-location return #end
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Flower is my first very involved side. Its gone through a lot of changes, and is where I learned a lot about grobots. Its not very competitive, but it has the distinct of being of the first (and so far only) side to use sub-formations. I think there are a lot of good ideas to plumb here.
(:source lang=grobocode:)#side Flower #author Tyson Hoffman < Tilendor@tiltech.net > #color E01D97 #date Begun on 2/15/06 ;<-------------------------------- Concept --------------------------------> ;Experimental side using colonies, solar collectors, gatherers, and defensive fighters. ;A Big focus of this side is side is its colony. It forms rings, which grow from the center ;this means the outside can be damaged, but still have a viable center. Doing the math, and then coding it for this ;was challenging. ;Side note, which sides aren't experimental? ;Major observation - Big cells are not worth it. Don't use them. They are silly ;TODO ; Problem made apparent by Statistics window: Overflow energy generally ranges from 1 to 4 percent, its a shame to waste. ; Solutions: Have Worker Bees distribute when necessary. Or as inspired by Warren, give solar cells a small constructor ; to utilize extra power. ;<-------------------------------- Changes --------------------------------> ;[02-20-06] Removed Mine-layer type ;[03-02-06] Attempted to make Buds Formate as well. Changed Pollen patrol patterns. ;[03-06-06] Began Big Refactoring, in order to take out Bud. ;[04-08-06] Bud is gone, changing mini-missiles to fighters ;[04-16-06] Removed Blaster from Pollen ;<-------------------------------- Reference --------------------------------> ;Shared Memory ; 1 - # of Petals produced ; 2 - # of Pollens produced ; 3 - # of Worker-Bees produced ; 4 - # of Leaves produced ; 6 - Start angle for protective perimeter ; 7 - angle span ; 11 - # of Petals to build ; 12 - # of Pollens to build ; 13 - # of Worker-Bees to build ; 14 - # of Leaves to build ; 17 - Current Build Phase ; 18 - Current Building Stage ; 20 - Message Count for Channel 3 ; 21 - Processed messages on Channel 3 ; 50 - # of Rings ; 51+ - Radius for each ring. ; 98 - Width of Petal Formation ; 99,100 - Flower home ; 201+ - Actual x,y pairs for successive Petals ; 601+ - Timestamps for cell life. ;Message Channels: ; 1 - Danger Angle, used to shift Pollens to where enemies are ; 2 - Food Requests from injured Pollens. ; 3 - Robot Warnings - Bogies to try to avoid #seed 1 2 3 4 4 4 4 ;<----------------------------COMMON----------------------------> #code #const Petal 1 #const Pollen 2 #const WorkerBee 3 #const Leaf 4 #var TypeID #const Border 10 #var x #var y In-World: y! x! x 1 < if 0 return then x world-width 1 - > if 0 return then y 1 < if 0 return then y world-width 1 - > if 0 return then 1 return ;<----------------------------PETAL----------------------------> #type Petal #color FFFF00 ; The Petal is Small, but pretty to look at. It likes circles. Its really productive ; Has slight solar-cells to allow operation without any energy sources. ; Behaviors: ; Circles - Each new petal starts at the very center of the formation. As new petals are built, they push older ; Petals outwards ; Communication - Broadcasts its X,Y position as well as each frame of execution, used to determine if it was killed. ; Hurt - If hurt, the Petal moves the formation away from where it got hurt. ; This sometimes leads to a tennis ball effect: bouncing between two enemies ; Building - Cooperatively decides what to build, according to my master plans!!!! ; Flag - Indicates if hungry. Almost always is. ; Hugs Wall - Always moves to the closest wall, then makes room as formation grows ; Listens to Enemy Locations - Channel 3 tells where fighters are, scoots formation the other way. ;TODO: ; Give Robot and or Shot Sensors. #hardware processor 30 engine .05 constructor 3.2 energy 700 5 armor 100 solar-cells .02 repair-rate .2 #code #var build 0 #var CellAngle 0 #var SpacingAngle 0 #var SpacingDist 3 #var Range 0 #var a #var b #vector temp 0 0 #var DistTop #var DistBottom #var DistLeft #var DistRight #var MemOffset #var LastPopulation 0 #vector vdest #var Padding 6 #var Ring #var RingStart #var RingEnd #var C2R ;# of cells to radius conversion #var R2C ;Radius to # of cells conversion #var OldArmor #start init init: Petal read 1 + dup Petal write TypeID! ;Count which Petal I am TypeID 2 * 199 + MemOffset! parent-id nif 1 18 write 0 98 write position 99 vwrite 1 50 write then Padding 2pi / dup C2R! reciprocal R2C! Set-Home^ Ring-Math^ time MemOffset 400 + write Set-Defensive-Perimeter^ 51 read 98 write armor OldArmor! ;<([--MAIN--])> Main: time MemOffset 400 + write max-energy .8 * energy > flag! Formate^ Produce^ Am-I-Hurt^ sync Check-Comms^ Main& jump ;<([--END MAIN--])> Check-Comms: 3 messages nifr 3 messages 20 vread - - 3 skip-messages do 3 messages while 3 receive drop 21 write 2dup ;Increments message count and duplicates bogies' location 99 vread 51 read 15 + in-range 2 .5 ifev ;Distance to move based on closeness to colony X,Y,Range rrot 99 vread v- angle pi + reorient polar-to-rect 99 vread v+ 99 vwrite ;Moves colony away from dangerous cell Set-Home^ Set-Defensive-Perimeter^ loop return Determine-Construction: 18 read 1 = if BuildStage1& 17 read 10 * + jump else 18 read 2 = if BuildStage2& 17 read 10 * + jump celse 18 read 3 = if BuildStage3& jump celse then BuildStage1: ; ; 3 4 2 1 Build Order ; Pe Po W L Types ;First column indicates if final phase 0 1 1 0 3 Announce-Construct& jump nop nop nop 0 0 1 0 2 Announce-Construct& jump nop nop nop 0 0 0 1 2 Announce-Construct& jump nop nop nop 0 1 1 0 4 Announce-Construct& jump nop nop nop 0 0 5 0 4 Announce-Construct& jump nop nop nop 0 1 1 2 2 Announce-Construct& jump nop nop nop 1 2 4 1 6 Announce-Construct& jump nop nop nop BuildStage2: 0 3 10 2 12 Announce-Construct& jump nop nop nop 1 2 10 1 18 Announce-Construct& jump nop nop nop BuildStage3: 0 1 3 1 6 Announce-Construct: Leaf 10 + write ; Leaf WorkerBee type-population 0 = 1 rot ifev WorkerBee 10 + write ; WorkerBee Pollen 10 + write ; Pollen Petal 10 + write ; Petal if 18 read 1 + 18 write 0 17 write else 17 read 1 + 17 write then return Am-I-Hurt: max-armor armor > if armor OldArmor < if CellAngle 1 1 send 5 CellAngle pi + reorient polar-to-rect 99 vread v+ 99 vwrite Set-Home^ Set-Defensive-Perimeter^ armor OldArmor! then 0 constructor-rate! max-repair-rate repair-rate! else constructor-max-rate constructor-rate! 0 repair-rate! then return Produce: energy 10 > constructor-max-rate 0 ifev constructor-rate! constructor-remaining ifr Leaf build! Produce-check: build 10 + read 0 > if build constructor-type! constructor-max-rate constructor-rate! build 10 + read 1 - build 10 + write return then build Pollen = if Determine-Construction^ return then ;No build instructions, announce next phase. build Petal = if Pollen build! then build WorkerBee = if Petal build! then build Leaf = if WorkerBee build! then Produce-check& jump ;build order = Leaf, WorkerBee, Petal, Pollen return Ring-Math: 50 read a! 50 a + read b! b Padding > if 50 read 1 + 50 write a 1 + a! C2R 50 a + write return then 50 read b! ;Rings 1 a! do a b < while 50 a + vread Padding + < if 50 a + read C2R + 50 a + write return then a 1 + a! loop 50 a + read C2R + 50 a + write return Formate: Petal read LastPopulation = nif ;Change formation is a Petal is built sync sync sync Petal read LastPopulation! 0 Ring! 0 RingEnd! do RingEnd RingStart! Ring 1 + Ring! 50 Ring + read R2C * round RingEnd + RingEnd! TypeID RingStart > TypeID RingEnd <= and until-loop then 2pi RingEnd RingStart - / reorient SpacingAngle! TypeID RingStart 1 + - SpacingAngle * reorient CellAngle! 50 Ring + read CellAngle polar-to-rect 99 vread v+ vdest! vdest seek-location position MemOffset vwrite ; Announce actual location return Set-Defensive-Perimeter: 99 vread y! x! pi 6 * 4 / 7 write world-size 2 vs/ 99 vread v- angle pi 5 * 8 / - 6 write return Set-Home: 99 vread DistBottom! DistLeft! world-size 99 vread v- DistTop! DistRight! DistRight DistLeft < if DistTop DistBottom < if DistRight DistTop < if world-width 10 - 98 read - 99 write else world-height 10 - 98 read - 100 write then else DistRight DistBottom < if world-width 10 - 98 read - 99 write else 0 6 write 10 98 read + 100 write then then else DistTop DistBottom < if DistLeft DistTop < if 10 98 read + 99 write else world-height 10 - 98 read - 100 write then else DistLeft DistBottom < if 10 98 read + 99 write else 10 98 read + 100 write then then then ;This codes stays 10 + the inner circle radius from wall return ;<----------------------------POLLEN----------------------------> #type Pollen #color FF0000 #decoration FFFF00 triangle ; Keep your distance. ; Message Channel 1 - Danger angle ; Changed from a mini-bomb to a defensive picket ; Forms a ring outside the main colony. ; Grenades are for defense outside the colony. ; Flag - Indicates when hungry ; 3 Tiered defense: ; Border - Standard Defensive Posture ; Resort - Move inward when damaged to allow room for others and get out of line of fire ; Retreat - Go within colony border to repair and ask for energy ; If shots are detected, it will weave in the direction of the circle and radially to make it a harder target. ; If damaged, it lets other Pollens know where it got hurt at. Pollens will then gravitate in that direction ; bringing the firepower where it is needed. Pollen will slowly gravitate to assigned spots if no one is being hurt. ; TODO: ; Make firing more intelligent ; Intelligent Missle defense ; Work with value of gravitation based on number of pollens #hardware processor 15 solar-cells .15 robot-sensor 10 1 shot-sensor 5 energy 100 30 engine .03 armor 150 repair-rate .25 grenades 22.5 10 15 #code #vector vDest #vector vFoeLoc #vector vFoeVel #vector vFoeFuture #const DefendingColony 1 #const DefendingBorder 2 #const Retreating 3 #const Hunting 4 #const Resorting 5 #const Avoiding 6 #var Stage 0 #var MyAngle #var AngleTweak #var AngleStep .1 #var WeaveAngle #var WeaveRadius 2 #var RadiusTweak 0 #var PercentLocation #var OldPop 0 #var LastArmor #var LastRequest #start init init: parent-id nif 1 Pollen write then 0 robot-sensor-sees-friends! 1 robot-sensor-sees-enemies! Pollen read 1 + dup Pollen write TypeID! ;Count which Pollen I am max-armor LastArmor! pi 9 / WeaveAngle! Location^ Defend-Border: 15 periodic-robot-sensor if robot-found Fire& ifc then 20 periodic-shot-sensor if shot-found if WeaveRadius RadiusTweak + RadiusTweak! WeaveRadius negate WeaveRadius! WeaveAngle AngleTweak + AngleTweak! WeaveAngle negate WeaveAngle! then then Location^ Stage Retreating = if energy 30 < and-if time LastRequest 20 + > if position 2 2 send time LastRequest! then else energy 5 < if -9.5 RadiusTweak! Retreating Stage! Defend-Border& jump then then vDest seek-location Armor-Management^ Check-Comms^ AngleTweak dup signum .03 * - AngleTweak! max-energy .6 * energy > flag! Defend-Border& jump Avoid: 5 periodic-robot-sensor if robot-found nifr then robot-distance 3 >= ifr 2 robot-direction pi + reorient polar-to-rect position v+ vdest! vdest seek-location Fire^ Avoid& jump Check-Comms: do 1 messages while 1 receive drop 2pi + AngleTweak MyAngle + 2pi + - 0 < if AngleTweak AngleStep - AngleTweak! else AngleTweak AngleStep + AngleTweak! then loop return Armor-Management: Repair^ armor LastArmor < if MyAngle 1 1 send armor LastArmor! armor max-armor .3 * < if Stage Retreating <> if Retreating Stage! -9.5 RadiusTweak! return then return then armor max-armor .6 * < if Stage Resorting <> if Resorting Stage! -5 RadiusTweak! return then return then armor max-armor .8 * < if Stage DefendingBorder <> if 0 RadiusTweak! DefendingBorder Stage! return then return then return then armor LastArmor > if armor LastArmor! then armor max-armor = if Stage DefendingBorder <> if 0 RadiusTweak! DefendingBorder Stage! then then return Repair: energy 5 > if armor max-armor < if max-repair-rate repair-rate! then else 0 repair-rate! then armor max-armor = if 0 repair-rate! then return; Fire: #var distance ; do robot-position vFoeLoc! robot-velocity vFoeVel! robot-reloading robot-bomb or if robot-position 20 read 1 + dup 20 write 3 3 send then Stage Avoiding <> if robot-distance 3 <= and-if Stage Avoiding Stage! Avoid^ Stage! then grenades-cooldown nif vFoeVel vFoeLoc position dist grenades-speed / vs* vFoeLoc v+ vFoeFuture! 99 vread vFoeFuture dist 51 read 3 + >= if vFoeFuture position grenades-radius .75 * in-range not and-if vFoeLoc vFoeVel lead-grenade return then then ; next-robot ; while-loop return Close-Combat: vFoeLoc vFoeVel seek-moving-location 10 periodic-robot-sensor if robot-found nifr Fire^ then 51 read 5 + position 99 vread dist < ifr Close-Combat& jump Location: Pollen type-population dup OldPop <> if OldPop! TypeID OldPop mod OldPop / PercentLocation! else drop then Pollen type-population 1 = if .5 PercentLocation! then 7 read PercentLocation * 6 read + MyAngle! RadiusTweak Border + 51 read + MyAngle AngleTweak + polar-to-rect 99 vread v+ vDest! return ;<----------------------------WORKER BEE----------------------------> #type WorkerBee #color 00FF00 #decoration 00FF00 x ; Industrious member, tries to feed everyone else. Cooperates a lot with others ; This type is a necessity. Without the Bee, growth in the begining is slow, the defenders get hungry, ; other eaters invade the colony, and other bad mojo. Petals cannot perform to capacity without the Worker Bee ;Behaviours: ; Gathers food, when full, searches for anyone with a flag to give food to. ; Avoids fighting over food in a simple manner. If there is a WorkerBee closer to the food than I am, go elsewhere. ; If shot at, dodges perpendicular to the shot to minimize hits. ; Runs away from cells that are cooling down or are bombs. ; Uses flag to ask for food if low. Doesn't act the best when empty. ;[2-17-05] Concept Change: Bees do not try to daisy-chain resources to Bud ;[4-09-06] The Bee would retreat home when hurt to repair in safety. Mostly this brought aggresive fighters to my ; Flower, which ends up killing me. Now repairs in place. ;TODO ; When being fired on, Should decided whether to retreat to colony. Run into an empty area, or find a non-aggresive ; cell of a different side to run towards, hopefully loosing its pursuer ; Don't Fire food sensor while eating ; Accept Multiple Food sensor resuls and give preference to closer ones. #hardware engine .15 processor 20 solar-cells .04 energy 400 20 robot-sensor 10 6 syphon 5 8 food-sensor 12 shot-sensor 6 armor 80 eater 3 radio read repair-rate .25 #code #var GoAngle 0 #vector vDest 0 0 #var Action 0 #var PrevAct #const ActNone 0 #const ActGiveEnergy 1 #const ActFindFriend 2 #const ActRunAway 3 #const ActRepair 4 #var EnemyNear 0 #vector SyphonTarget 0 0 #var range 0 #var r #var i #start init init: 1 robot-sensor-sees-friends! 0 robot-sensor-sees-enemies! WorkerBee read 1 + dup WorkerBee write TypeID! ;Count which WorkerBee I am pi 5 * 6 / TypeID * 2pi mod GoAngle! ; Angle to search for food 30 GoAngle polar-to-rect 99 vread v+ vDest! ; distance to search ;<([--MAIN--])> Main: ;Check-Comms^ Resource-Management^ Run-From-Danger^ Am-I-Hurt^ Navigate^ Main& jump ;<([--END MAIN--])> Am-I-Hurt: max-armor armor > if max-energy .3 * energy > EnemyNear not and max-energy .3 * energy < or and-if 0 syphon-rate! max-repair-rate repair-rate! EnemyNear Action ActRepair ifev Action! max-energy .25 * energy > flag! else 0 repair-rate! 0 flag! ActRepair Action = if ActNone Action! then then return Navigate: energy 1 < if 0 engine-power! sync sync sync sync ActNone Action! return then Action not .1 9 ifev range! Action ActRepair = if 8 range! then Action ActRunAway = if .5 range! then vdest In-World^ nif world-width 10 / dup world-width swap - random-int world-height 10 / dup world-height swap - random-int vdest! GoAngle pi 2 / + GoAngle! then vdest position range in-range nif vdest seek-location else position seek-location then return Locate-Candidate: 0 robot-sensor-sees-enemies! 1 robot-sensor-sees-friends! 99 vread 2dup seek-location vDest! fire-robot-sensor sync robot-found nifr do robot-flag LC-Success& ifg next-robot while-loop return LC-Success: 0 engine-power! position vdest! robot-position SyphonTarget! ActGiveEnergy Action! return Give-Energy: ; Action ActRunAway = Action ActRepair or ifr SyphonTarget position v- rect-to-polar syphon-direction! syphon-distance! syphon-max-rate negate syphon-rate! sync syphoned negate syphon-max-rate < if ActFindFriend Action! then energy 40 <= if 0 syphon-rate! ActNone Action! then return Find-Food: Action ActRunAway = Action ActRepair = or ifr max-energy .9 * energy < if ActFindFriend Action! return then food-sensor-firing-cost robot-sensor-firing-cost + 2 * energy > ifr 0 robot-sensor-sees-enemies! 1 robot-sensor-sees-friends! fire-food-sensor fire-robot-sensor sync food-found nif Set-Search-Dest^ return then robot-found nif food-position vdest! return then food-position position dist range! do robot-type WorkerBee = FF-Next-Result& nifg robot-position food-position dist range < if Set-Search-Dest^ return then FF-Next-Result: next-robot while-loop food-position vdest! return Resource-Management: energy 10 < flag! Action ActRepair = ifr Action ActRunAway = ifr Action ActFindFriend = Locate-Candidate& ifc Action ActGiveEnergy = Give-Energy& ifc Action ActNone = Find-Food& ifc return Run-From-Danger: energy 10 < ifr time shot-sensor-time 3 + <= ifr 1 robot-sensor-sees-enemies! 0 robot-sensor-sees-friends! fire-robot-sensor fire-shot-sensor sync shot-found 0 = if robot-found 0 = if 0 EnemyNear! Action ActRunAway = PrevAct Action ifev Action! return then then ActRunAway Action = nif Action PrevAct! then shot-found if shot-type 2 shot-type 4 = or <= and-if 1 EnemyNear! 3 shot-position position v- angle pi + 2pi mod polar-to-rect position v+ vdest! ActRunAway Action! return then robot-found if do robot-reloading robot-bomb or if 1 EnemyNear! robot-position 20 read 1 + dup 20 write 3 3 send 3 robot-position position v- angle pi 5 * 4 / + 2pi mod polar-to-rect position v+ vdest! ActRunAway Action! return then next-robot while-loop then PrevAct Action! return Set-Search-Dest: 5 GoAngle polar-to-rect position v+ vdest! return ;<----------------------------LEAF----------------------------> #type Leaf #color F2B1FC #decoration F2B1FC dot ;Likes basking in the sun ;Type is simple so far ; Forms a ring of six Leaves to every Petal using simple Mod math, and a Type-Count (Something I use for all my Types) ; Checks a time indicator in shared memory to be sure the Petal it is suppose to feed is still alive. ; Changes TypeID, and therefore petal to feed if it dies. ; Looks for food requests from Pollens, to help them repair faster when Retreating. #hardware engine .05 processor 20 radio read solar-cells .4 syphon .55 2 armor 10 energy 100 0 #code #var SpacingAngle 0 #var SpacingDist 1.9 #var FeedPollen 0 #vector vPollen #var PetalToFeed #var Point #vector Home 0 0 #start init init: Leaf read 1 + dup Leaf write TypeID! ;Count which Leaf I am do TypeID 6 / floor 2 * 201 + PetalToFeed! sync TypeID 6 / floor 1 + Petal read > while-loop TypeID 1 - 6 mod Point! 2pi 6 / Point * SpacingAngle! syphon-max-rate negate syphon-rate! ;<([--MAIN--])> Main: Formate^ Check-Comm^ Aim-Syphon^ time PetalToFeed 400 + read 40 + > init& ifg Main& jump ;<([--END MAIN--])> Check-Comm: do 2 messages while 2 receive drop 2dup vPollen! position 2.4 in-range if time 20 + FeedPollen! return then loop return Aim-Syphon: time FeedPollen < if vPollen position v- rect-to-polar syphon-direction! syphon-distance! else PetalToFeed vread position v- rect-to-polar syphon-direction! syphon-distance! then return Formate: SpacingDist SpacingAngle polar-to-rect PetalToFeed vread v+ Home! Home seek-location return #end