#side Baronator #author Hector #color 5A2 #comment Baronator is a pretty simple side. The Defaults (which are basically ripped from the tutorial) protect themselves from more advanced sides with Missiles (which I designed from scratch). The main focus here are the Missiles. If allowed to get a decent head start, enough of them will rack up to discourage attack. The imprinting protocols could be fine- tuned, if necessary, to further customize the choices the Missiles can make regarding target selection. Works well against newbie sides and colonies. Sorry if it's not modular enough. (I'm new at this!) :P -Hector, 3/18/2012 #type Default ;Summary: Wanders around eating and spawning self or missiles if low, used for missile host as well #hardware engine .05 constructor 1 eater 2 solar-cells .1 armor 200 repair-rate .1 processor 10 energy 100 15 grenades 30 15 34 ;Only defense besides missiles robot-sensor 15 food-sensor 8 #code #vector dest new-dest: 0 world-width random 0 world-height random dest! return #start new-dest do 1 type-population 3 >= if .7 2 balance-type ;Keeps proportion at roughly 1:2 most of the time else 1 constructor-type! then autoconstruct armor max-armor < if max-repair-rate repair-rate! else 0 repair-rate! then grenades-reload-time periodic-robot-sensor if robot-found if robot-position robot-velocity lead-grenade then then 44 periodic-food-sensor drop food-found if food-position seek-location else dest seek-location position dest 3 in-range new-dest& ifc then forever #type Missile ;NEEDS OPTIMIZATION (code and hardware!): Sticks to an imprinted friendly host and locks on enemies #comment Stats (UPDATE OFTEN): Effective range: ~15 units Mass: 12.32 units Cost: 669.1 #decoration 050 dot #hardware engine .15 syphon 2 5 armor 100 ;Takes a few hits processor 35 ;Imprinting and recognization protocols take a lot of steps bomb 500 ;cost 125 energy 50 30 ;cost 35 robot-sensor 20 10 ;cost 130: Multiple results needed for imprinting to work, long range useful #code #var target ;Used to keep track of imprinted host or enemy #vector dest new-dest: 0 world-width random 0 world-height random dest! return #start 1 robot-sensor-sees-friends! 1 robot-sensor-sees-enemies! new-dest do 10 periodic-robot-sensor if robot-found if do robot-side side = not robot-mass 22 > and if ;Home in on the enemy forever if it is big enough 0 syphon-rate! robot-id target! ;Imprints enemy do enemy-collision energy 1 <= or if die then 10 periodic-robot-sensor if robot-found if do robot-side side = not robot-id target = and if robot-position robot-velocity seek-moving-location then next-robot while-loop then then forever else 0 target = robot-type type = not and if ;Imprints friendly host robot-id target! then robot-id target = if robot-position 2 - robot-velocity seek-moving-location ;Stay 2 units below the target robot-distance syphon-range <= energy 40 <= and if robot-direction syphon-direction! robot-distance syphon-distance! syphon-max-rate syphon-rate! else 0 syphon-rate! then then then next-robot while-loop else 0 target! 0 syphon-rate! then then forever #end