#side Eventually... 14 #author Devon Original September 20 2002 #color ef0 Autotroph; once it's built enough economy it starts cranking out missiles. Hundreds of them. (20020922) Added Sentinel for defense. (20021111) Don't seed any sentinels - they're not enough to defend successfully, and they provoke enemies. (20021114) Now using random-bool. (20031220) Now seeds Sentinels again. (20040104) Seed more Sentinels. Feel free to steal/modify parts of this side. #seed 1 1 3 1 3 #type Economy #color 0b0 (20020923) Build more Sentinels early. (20021003) Don't inadvertently abort when seeded. (20021025) Price reduction and nifc. (20021026) A little more armor and less economy. (20021030) Less armor (and processor, slightly) and more economy. Bugfix: cell with initial fetus now gestates. (20021111) Now uses population instead of a timer to switch modes. Build more sentinels to compensate for none being seeded. (20021113) Now build economy, then sentinels, then mixture. (20031220) Keep some energy around for Sentinels to take. Slightly smaller. (20031221) Redid type selection. Now builds Sentinels early. (20040104) Moved some armor from Sentinel. Reduced solar cells and constructor. #hardware solar-cells .39 constructor .4 processor 3 energy 50 0 armor 100 #code new-baby: population 25 > if .8 random-bool and-if 2 ;lots of missiles else 3 type-population 1 type-population 4 / < .5 .1 ifev random-bool 3 1 ifev ;1/5 sentinels then constructor-type! return #start do constructor-type new-baby& nifc energy 46 < if constructor-remaining energy > and-if 0 constructor-rate! else constructor-max-rate constructor-rate! then forever #type Safety Missile #author Devon #color 666 "Safety" because it won't detonate close to home. (20020922) All destinations now at edges. Should no longer need recharging. (20020923) More armor and engine. (20021002) Ignore small cells, to resist B&F's decoys. Now goes off on contact instead of at short range. (20021025) Bigger engine, only used when charging. (20021025-6) Movement and detonation changes. (20021031) Also detonate at short range. (20021106-13) Now communicate target locations. (20021115) Only cancel shared target if it's near us. Give up on cancelled targets. #hardware engine .1 ;c 100 m 2 bomb 1000 ;c 150 m 4.5 ;could be bigger armor 120 ;c 120 m 3.6 processor 10 energy 20 5 solar-cells .07 ;c 126 m 5.04 :-( robot-sensor 10 ;c 26 radio read write #code #vector dest #var shared #vector home #const home-dist 15 #const edge-space 6 ;close enough to see corners #var right #var top new-dest: ; -- ;try shared dest .3 random-bool if 1 read 2 read dest! 1 shared! dest or ifr then random-dest: 0 1 random-int if 0 1 random-int edge-space right ifev edge-space top random dest! else edge-space right random 0 1 random-int edge-space top ifev dest! then dest home home-dist in-range random-dest& ifg 0 shared! return steer: dest position v- unitize 4 vs/ engine-velocity! position dest 1.5 in-range if 1 read 2 read position 5 in-range if 0 1 write 0 2 write ;erase since nobody's here then new-dest& jump then shared if 1 read 2 read and new-dest& nifc position dest 20 in-range and-if engine-max-power engine-power! then return #start world-width edge-space - right! world-height edge-space - top! position home! new-dest do position home home-dist in-range no-target& ifg enemy-collision if die sync then fire-robot-sensor sync robot-found if robot-mass 9 > and-if robot-distance robot-radius - 2 < if die sync then robot-position dest! energy robot-sensor-firing-cost > engine-max-power .03 ifev engine-power! robot-position 2 write 1 write else no-target: .05 engine-power! steer sync sync sync sync sync sync sync sync sync sync steer sync sync sync sync sync sync sync sync sync sync then steer sync sync sync sync sync sync sync sync sync sync steer sync sync sync sync sync sync sync sync sync sync forever #type Sentinel #color 909 Can shoot even radially moving targets. Doesn't kill incoming missiles fast enough, though. (20020923) Slight range increase. (20021002) More weapon, to kill incoming missiles. And a little less growth and armor, to save cost. Shorter sleep time. (20021003) Reduced useless max energy. (20021025-6) Reduced cost (armor, economy, reload time). (20021030) Reduced armor and unnecessary constructor. (The sensors take a lot of energy.) (20021112) Slightly randomized sleep time. (20031220) Now suck off Economy (using code from Feudal 3) instead of using own solar cells. Ignore shielded targets. (20040104) Smaller syphon. Moved some armor to Economy. Willingness to shoot shielded targets now depends on range. #hardware processor 15 armor 200 grenades 39 17 25 robot-sensor 17 5 energy 100 0 solar-cells .02 syphon .6 7 #code #var next-scan #start time 20 + next-scan! do time next-scan >= if energy grenades-firing-cost robot-sensor-firing-cost + > and-if fire-robot-sensor sync robot-found if next-target: robot-shield-fraction 1 robot-distance grenades-range / 0.5 * - > if robot-velocity 2dup robot-distance grenades-speed / vs* robot-position v+ position dist grenades-speed / vs* robot-position v+ position v- rect-to-polar fire-grenade time grenades-reload-time + next-scan! else next-robot next-target& ifg time 30 + next-scan! then else time 30 40 random-int + next-scan! then then energy max-energy 10 - < if syphoned nif suck^ then else 0 syphon-rate! then forever #var best-energy #vector target suck: 0 robot-sensor-sees-enemies! 1 robot-sensor-sees-friends! fire-robot-sensor sync ;get results 1 robot-sensor-sees-enemies! 0 robot-sensor-sees-friends! robot-found nifr 0 best-energy! do robot-type 1 = if robot-distance syphon-range <= and-if robot-energy best-energy > and-if robot-position target! robot-energy best-energy! then next-robot while-loop best-energy nifr really-suck: target position v- rect-to-polar syphon-direction! syphon-distance! syphon-max-rate syphon-rate! return #end