(shouting)

Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

would you like to participate in some fun contests? would you like to create some fun contests? well ^_^
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Le Neveu de Rameau
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Le Neveu de Rameau »

I swear I forget about these every time, despite telling myself to make a mental note, and in the rare cases where I remember, they get rescheduled, whereupon I forget the rescheduled version. But I guess when you're on a streak, it's important not to ruin it.
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by raekuul »

I am pleasantly surprised.

Here's my bot's code, for the interested.

Code: Select all

name dumbot
author Pokota
iff code dumb

main:
move forward
if value #cur_fuel < 1 then self destruct
generate random
goto #random

1:
turn left
goto look

2:
turn right
goto look

3:
move backward
goto look

4:
move forward
goto look

look:
scan forward
if scan found enemy then gosub murder
if scan found flag then gosub charge
scan perimeter
if scan found enemy then gosub sparx
if scan found flag then gosub circle
goto main

circle:
move forward
turn right
move forward
turn right
move forward
move forward
move forward
turn right
move forward
move forward
move forward
turn right
move forward
move forward
goto look

sparx:
discharge energy
move backward
goto look

charge:
move forward
move forward
move forward
move forward
move forward
scan forward
if scan found enemy then gosub murder
goto look

murder:
fire weapon
fire weapon
fire weapon
fire weapon
fire weapon
goto charge

Games Beaten In 2020, 2021, 2022, 2023, 2024
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Willhart
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Willhart »

I'll post my code once the bot gets beaten. Looking forward to getting to commentate. Will see if I can get to the next one.
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Willhart »

When do you think will be the next stream?
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by neuronic »

Willhart wrote:I sent my big to the thing to see the world and sail the internet. Also next one of these was mentioned to be on Tuesday again.
He did well in the December 2016 round! He made it to the second round battles!
http://tacticalneuronics.com/content/Results_201612.asp
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Mikkofier »

How about a status update?
Many people need desperately to receive this message: I feel and think much as you do, care about many of the things you care about, although most people do not care about them. You are not alone.
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Willhart
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Willhart »

Mikkofier wrote:How about a status update?
Would like one too.
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Willhart »

Awesome.
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Willhart »

Horikawa Otane wrote:Moving today to two weeks from now. And that will be the FINALE.
Can I please co-commentate on the last one? I've wanted to participate on one of these from the beginning, but usually something has come up. I'd really like to be part of at least one. Also hyped to see who can get to top 10.
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Willhart »

Horikawa Otane wrote:
Willhart wrote:
Horikawa Otane wrote:Moving today to two weeks from now. And that will be the FINALE.
Can I please co-commentate on the last one? I've wanted to participate on one of these from the beginning, but usually something has come up. I'd really like to be part of at least one. Also hyped to see who can get to top 10.
Probably not. Co-commentating with participants was planned, but due to a number of things, it's been cancelled. Bad apples can spoil it for everyone. The mods know what led up to this and I'd prefer not to go into it publicly except with very specific people.

Currently, the way I'm handling the final stream is by inviting people who I know would be good or fun for co-commentating. I'll probably try to bring in raocow or Pyro or Hoeloe or something, depending on availability. The idea being to look for someone who I know I already have a good live commentary dynamic with and would make for a fun stream for everyone.
Ah I understand. Was planning on practicing with some of Maiku's streams and others, but I don't really have much experience with live commentary yet. The timing can be tricky too, due to often being very early in the morning. I might ask on some other stream later then, and I hope the event turns out well.
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Willhart »

Horikawa Otane wrote:The FINALE will be TOMORROW at 5pm EST.
Should be very soon then, so hype!
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Bellmoore
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Re: Make a Rad Bug - CONTEST CLOSED. List of Participants Posted (make sure you're on it!)

Post by Bellmoore »

That was an awesome contest! And not just because I won :)

Here's my bug:

name BombardierBugMk.II
author Bellmoore
;First time bug maker

raise shield
lay mines on

Main:
long range scan
gosub L_range #scan
scan forward
gosub F_range #scan
gosub Seeker
gosub Movement_routine
goto Main

L_range 2:
if grenade ready then
lower shield
launch grenade
cmath vb = ABS(ABS(#enemy_y - #y_pos) * (#cur_head =1)) + ABS(ABS(#enemy_y - #y_pos) * (#cur_head =3)) + ABS(ABS(#enemy_x - #x_pos) * (#cur_head =2)) + ABS(ABS(#enemy_x - #x_pos) * (#cur_head =4))
set grenade fuse ~vb
raise shield
end if
turn right
gosub Move_forwards
turn left
return

L_range 5:
gosub Movement_routine
return

F_range 2:
if ammo is > 0 then
lower shield
fire weapon
raise shield
end if
turn right
move forward
turn left
return

F_range 5:
gosub Movement_routine
return

Seeker:
cmath v6 =(#cur_head mod 2)*(#x_pos-#strat_x)*(#cur_head-2)+((#cur_head+1) mod 2)*(#y_pos-#strat_y)*(#cur_head-3)
if value ~v6 < 0 then assign vt turn left
if value ~v6 > 0 then assign vt turn right
~vt
return

Movement_routine:
gosub Move_forwards
lay mines off
gosub Move_forwards
if ammo is > 11 then lay mines on
return

Move_forwards:
gosub Zzap
gosub Heat_management
gosub Location_check
scan relative 1
goto Near #scan
move forward
if bump barrier then gosub Bump
gosub Zzap
return

Zzap:
cmath v1 = ((#x_pos - #enemy_x)*(#x_pos - #enemy_x))+((#y_pos - #enemy_y)*(#y_pos - #enemy_y))
if value ~v1 < 3 then discharge energy
return

Bump:
gosub Random_turn
gosub Movement_routine
return

Heat_management:
if value #heatlevel > 22 then lower shield
if value #heatlevel < 20 then if value #shield = 0 then raise shield
return

Near 3:
assign v3 0
loop:
gosub Random_turn
gosub Heat_management
scan relative 1
if scan found mine then
math v3 = ~v3 + 1
if value ~v3 = 3 then
discharge energy
end if
goto loop
end if
if scan found barrier then
math v3 = ~v3 + 1
if value ~v3 = 3 then
goto Turtle
end if
goto loop
end if
move forward
goto Main

Near 5:
if damage is = 0 then discharge energy
if damage is > 0 then move forward
goto Main

Location_check:
if value #x_pos = #strat_x then if value #y_pos = #strat_y then goto Turtle
return

Random_turn:
generate random
if random is 1 then turn right
if random is 2 then turn left
if random is 3 then turn right
if random is 4 then turn left
return

Turtle:
lay mines off
raise shield
Paranoid:
gosub Heat_management
gosub Zzap
long range scan
if scan found enemy then gosub Keepoff
turn left
if damage is > 1 then gosub Maintenance
if damage is > 95 then
cmath v2 = ((#x_pos - #enemy_x)*(#x_pos - #enemy_x))+((#y_pos - #enemy_y)*(#y_pos - #enemy_y))
if value ~v2 < 3 then self destruct
end if
goto Paranoid

Keepoff:
lower shield
if missile ready then launch missile
raise shield
return

Maintenance:
lower shield
attempt repairs
attempt repairs
raise shield
return
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Veruchai
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Re: Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

Post by Veruchai »

Congratulations to the winner! And everyone who made a cool bug!

I thought maybe we should spoiler tag the placements for now still?
So people who missed it live can watch the youtube video at some point.
Last matches were super exciting and close!!

Either way, great finale.
Thanks for make.
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Re: Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

Post by Willhart »

That was quite a journey. Thanks again for hosting this.
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Re: Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

Post by Lockirby2 »

Woah, I came in third? I wasn't following the streams (I wanted to wait for the YouTube version so that I can watch at my leisure), so that's somewhat out of the left field.

If anybody wants to see my bug, I'll post it in spoiler tags (although the full bug collection is posted anyways...). Also, a confession I have to make: The "moveForwardMaxFive" function actually moves forwards a maximum of three spaces. It was the last tweak I made before submitting (after experimenting with that value, I found 3 gave much better results), and I was worried I'd mess up renaming the function somewhere and break something (the refactoring tools leave something to be desired. :P ). I feel almost dirty about that. :lol:

Code: Select all

;main:
	name Lockirby2
	debug on
;raise shield
	assign v5 0
;goto makeDecision

;v0 = estimate of strategy node distance
;v1 = estimate of enemy distance
;v2 = param for aimForTarget; x coordinate
;v3 = param for aimForTarget; y coordinate
;v4 = param for aimForTarget; boolean: 1 if I'm aiming for an enemy, 0 if I'm aiming for the strategy node
;v5 = boolean: 1 if currently going around an object, otherwise 0
;v6 = boolean: 1 if going horizontally around an object, 0 if going vertically around an object
;v7 = iterator (for loops)
;v8 = paramater for moveForwardMaxFive; boolean: 1 if moving horizontally, 0 otherwise
;v9 = row/column we are aiming to be in after moving around the object

;====== LOGIC ======

makeDecision:
	cmath v0 = Abs(#strat_x - #x_pos) + Abs(#strat_y - #y_pos)
	cmath v1 = Abs(#enemy_x - #x_pos) + Abs(#enemy_y - #y_pos)
	if value ~v0 = 0 then goto defendNode
	if ammo is = 0 then goto strategyYo
	if value ~v0 <= ~v1 then goto strategyYo
	if value ~v5 = 1 then gosub resetGoingAroundObject
;goto attackEnemy
	
attackEnemy:
	math v2 = #enemy_x + 3
	assign v3 #enemy_y
	assign v4 1
goto aimForTarget

strategyYo:
	assign v2 #strat_x
	assign v3 #strat_y
	assign v4 0
;goto aimForTarget

aimForTarget:
	if value ~v5 = 1 then goto goAroundObject
	assign v5 1
;v5 will be unset later if the robot moves in some direction
	if value #x_pos < ~v2 then if value #y_pos < ~v3 then goto moveSouthWest
	if value #x_pos < ~v2 then goto moveNorthEast
	if value #y_pos < ~v3 then goto moveSouthWest
;goto moveNorthWest
	
moveNorthWest:
	gosub turnWest
	assign v8 1
	gosub moveDirection
goto makeDecision
moveSouthEast:
	gosub turnEast
	assign v8 1
	gosub moveDirection
goto makeDecision
moveSouthWest:
	gosub turnSouth
	assign v8 0
	gosub moveDirection
goto makeDecision
moveNorthEast:
	gosub turnNorth
	assign v8 0
	gosub moveDirection
goto makeDecision

goAroundObject:
	if value ~v9 = -1 then gosub setGoingAroundObject
	assign v7 3
forLoopTwo:
	
		scan relative 3
		if scan found nothing then turn right
		if scan found flag then turn right
makeSurePathClear:
			scan relative 1
			if scan found nothing then goto pathClear
			if scan found flag then goto pathClear
			turn left
		goto makeSurePathClear
		
pathClear:
			move forward
			if value #x_pos = ~v9 then if value ~v6 = 0 then gosub resetGoingAroundObject
			if value #x_pos = ~v9 then if value ~v6 = 0 then goto makeDecision
			if value #y_pos = ~v9 then if value ~v6 = 1 then gosub resetGoingAroundObject
			if value #y_pos = ~v9 then if value ~v6 = 1 then goto makeDecision
		
	if ~v7 > 0 then goto forLoopTwo
	gosub spinCheck
goto makeDecision

defendNode:
;lower shield
;raise shield
	attempt repairs
	scan perimeter
	if scan found enemy then gosub dischargeThrice
	long range scan
	if scan found enemy then gosub launchMissile
	turn right
	long range scan
	if scan found enemy then gosub launchMissile
	turn right
	long range scan
	if scan found enemy then gosub launchMissile
	turn right
	long range scan
	if scan found enemy then gosub launchMissile
	turn right
goto defendNode
	
	
;====== SUBROUTINES ======

spinCheck:
;lower shield
;raise shield
	scan perimeter
	if scan found enemy then gosub dischargeAndEvade
	long range scan
	if scan found enemy then gosub launchMissileAndEvade
	turn right
	long range scan
	if scan found enemy then gosub launchMissileAndEvade
	turn right
	long range scan
	if scan found enemy then gosub launchMissileAndEvade
	turn right
	long range scan
	if scan found enemy then gosub launchMissileAndEvade
	turn right
return
	
dischargeAndEvade:
	gosub dischargeThrice
	turn right
	move forward
	move forward
	turn left
	gosub resetGoingAroundObject
return
	
launchMissileAndEvade:
	gosub launchMissile
	turn right
	move forward
	move forward
	turn left
	gosub resetGoingAroundObject
return

dischargeThrice:
	discharge energy
	discharge energy
	discharge energy
return
	
launchMissile:
;lower shield
	launch missile
;raise shield
return
	
turnNorth:
	if facing east then turn left
	if facing north then return
	turn right
	if facing north then return
	turn right
return
turnEast:
	if facing south then turn left
	if facing east then return
	turn right
	if facing east then return
	turn right
return
turnSouth:
	if facing west then turn left
	if facing south then return
	turn right
	if facing south then return
	turn right
return
turnWest:
	if facing north then turn left
	if facing west then return
	turn right
	if facing west then return
	turn right
return

moveDirection:
	gosub moveForwardMaxFive
	gosub spinCheck
	turn right
	cmath v8 = Abs(~v8 - 1)
;v8 = !v8
	gosub moveForwardMaxFive
	gosub spinCheck
return

moveForwardMaxFive:
	raise shield
	scan relative 1
	if scan found barrier then return
	if scan found mine then return
	if value ~v8 = 1 then cmath v7 = Abs(~v2 - #x_pos)
	if value ~v8 = 0 then cmath v7 = Abs(~v3 - #y_pos)
	if value ~v7 = 0 then return
	if value ~v7 > 3 then assign v7 3
	assign v5 0
	lower shield
forLoopOne:
		scan relative 1
		if scan found nothing then move forward
		if scan found flag then move forward
		math v7 = ~v7 - 1
	if value ~v7 > 0 then goto forLoopOne
return

setGoingAroundObject:
	if value #x_pos = ~v2 then goto verticalDestination
;goto horizontalDestination
	
;horizontalDestination
	if value #x_pos < ~v2 then gosub turnNorth
	if value #x_pos > ~v2 then gosub turnSouth
	assign v6 1
	assign v9 #y_pos
return
	
verticalDestination:
	if value #y_pos < ~v3 then gosub turnEast
	if value #y_pos > ~v3 then gosub turnWest
	assign v6 0
	assign v9 #x_pos
return

resetGoingAroundObject:
	assign v5 0
	assign v6 -1
	assign v9 -1
return
[/spoiler]
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raekuul
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Re: Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

Post by raekuul »

Cactus versus Cardboard is amusing, if in a "whyyyy" sort of way.

E: Also, I updated dumbot to be a lessdumbot (code at bottom), and threw it against the top four winners. Behold the mess.

Code: Select all

Mutiple Battle Total:
____________________________________________________________________________________________________________________
1st  place   Cybug: #10 rHunter      Total score:  13117         Team: 17702
2nd  place   Cybug: #06 veruchAI     Total score:  11000         Team: 16895
3rd  place   Cybug: #08  Lockirby2   Total score:  6302          Team: 6302
4th  place   Cybug: #05 veruchAI     Total score:  5895          Team: 16895
5th  place   Cybug: #09 rHunter      Total score:  4585          Team: 17702
6th  place   Cybug: #07  Lockirby2   Total score:  3542          Team: 3542
7th  place   Cybug: #03 Bombardier   Total score:  1978          Team: 1978
8th  place   Cybug: #04 Bombardier   Total score:  1411          Team: 1411
9th  place   Cybug: #02 lessDumbot   Total score:  568           Team: 796
10th place   Cybug: #01 lessDumbot   Total score:  228           Team: 796
____________________________________________________________________________________________________________________


Battle number: 1

Battle Results:
____________________________________________________________________________________________________________________
1st Place      #10 rSNode    Damage: 16  Fuel: 100     Score:  3963     Team: 7157     Red                            
2nd Place      #09 rSNode    Damage: 13  Fuel: 1       Score:  3194     Team: 7157     Red                            
3rd Place      #07  Lockirby Damage: 7   Fuel: 1285    Score:  1693     Team: 1693     Author Unknown                 
4th Place      #06 veruchAI  Damage: 15  Fuel: 0       Score:  1186     Team: 1649     stolenfromIsamoor              
5th Place      #04 Bombardie Damage: 10  Fuel: 0       Score:  1079     Team: 1079     Bellmoore                      
6th Place      #05 veruchAI  Damage: 14  Fuel: 0       Score:  463      Team: 1649     stolenfromIsamoor              
7th Place      #03 Bombardie Damage: 10  Fuel: 0       Score:  390      Team: 390      Bellmoore                      
8th Place      #01 lessDumbo Damage: 10  Fuel: 0       Score:  276      Team: 253      Pokota                         
9th Place      #08  Lockirby Damage: 14  Fuel: 0       Score: -14       Team: -14      Author Unknown                 
10th Place     #02 lessDumbo Damage: 12  Fuel: 0       Score: -23       Team: 253      Pokota                         

Battle play by play:
____________________________________________________________________________________________________________________
Click:  5      #08  Lockirby2 is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  9      #08  Lockirby2 is scorched by #06 veruchAI's grenade fragments doing 5 damage!
Click:  9      #08  Lockirby2 is killed! ...Memorial flag planted!
Click:  10     #02 lessDumbot is humbled by #09 rHunter's grenade direct hit doing 7 damage!
Click:  10     #05 veruchAI is humbled by #10 rHunter's grenade direct hit doing 7 damage!
Click:  11     #10 rHunter is crushed by #05 veruchAI's misile direct hit doing 9 damage!
Click:  12     #05 veruchAI is humbled by #10 rHunter's grenade direct hit doing 7 damage!
Click:  13     #05 veruchAI is killed! ...Memorial flag planted!
Click:  14     #02 lessDumbot is scorched by #09 rSNode's grenade fragments doing 5 damage!
Click:  15     #02 lessDumbot is killed! ...Memorial flag planted!
Click:  23     #04 Bombardier protected by shield is pounded by #09 rSNode's grenade fragments doing 2 damage!
Click:  27     #10 rSNode moves into the strategy node! 
Click:  37     #04 Bombardier is humbled by #09 rHunter's grenade direct hit doing 7 damage!
Click:  39     #09 rHunter is humbled by #04 Bombardier's grenade direct hit doing 7 damage!
Click:  39     #01 lessDumbot is scorched by #06 veruchAI's grenade fragments doing 5 damage!
Click:  44     #04 Bombardier discharged energy doing  1 point of damage to itself!
Click:  44     #04 Bombardier zaps #09 rHunter with energy discharge inflicting  2 points of damage!
Click:  45     #04 Bombardier is killed! ...Memorial flag planted!
Click:  47     #09 rSNode takes flag and resets damage to 0!
Click:  55     #01 lessDumbot takes flag and resets damage to 0!
Click:  80     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  80     #06 veruchAI zaps #01 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  81     #01 lessDumbot discharged energy doing  1 point of damage to itself!
Click:  81     #01 lessDumbot zaps #06 veruchAI with energy discharge inflicting  2 points of damage!
Click:  81     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  81     #06 veruchAI zaps #01 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  87     #01 lessDumbot hits #06 veruchAI at a range of 1 space for  5 points of damage!
Click:  87     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  87     #06 veruchAI zaps #01 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  88     #01 lessDumbot hits #06 veruchAI at a range of 1 space for  5 points of damage!
Click:  88     #06 veruchAI is killed! ...Memorial flag planted!
Click:  92     #01 lessDumbot takes flag and resets damage to 0!
Click:  95     #01 lessDumbot lands on a mine taking 5 damage!
Click:  100    #01 lessDumbot lands on a mine taking 5 damage!
Click:  101    #01 lessDumbot is killed! ...Memorial flag planted!
Click:  105    #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  105    #03 Bombardier zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  105    #07  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  105    #07  Lockirby2 zaps #03 Bombardier with energy discharge inflicting  2 points of damage!
Click:  106    #07  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  106    #07  Lockirby2 zaps #03 Bombardier with energy discharge inflicting  2 points of damage!
Click:  107    #07  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  107    #07  Lockirby2 zaps #03 Bombardier with energy discharge inflicting  2 points of damage!
Click:  108    #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  108    #03 Bombardier zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  114    #10 rSNode is pummled by #07  Lockirby2's misile fragments doing 7 damage!
Click:  114    #09 rSNode is crushed by #07  Lockirby2's misile direct hit doing 9 damage!
Click:  114    #10 rSNode is killed! ...Memorial flag planted!
Click:  115    #09 rSNode takes flag and resets damage to 0!
Click:  115    #09 rSNode moves into the strategy node! 
Click:  149    #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  149    #03 Bombardier zaps #09 rHunter with energy discharge inflicting  2 points of damage!
Click:  153    #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  153    #03 Bombardier zaps #09 rHunter with energy discharge inflicting  2 points of damage!
Click:  154    #03 Bombardier is killed! ...Memorial flag planted!
Click:  160    #09 rSNode moves into the strategy node! 
Click:  224    #09 rSNode is crushed by #07  Lockirby2's misile direct hit doing 9 damage!
Click:  224    #09 rSNode is killed! ...Memorial flag planted!


____________________________________________________________________________________________________________________
End of Battle sequence
____________________________________________________________________________________________________________________


Battle number: 2

Battle Results:
____________________________________________________________________________________________________________________
1st Place      #06 veruchAI  Damage: 0   Fuel: 1165    Score:  2949     Team: 4126     stolenfromIsamoor              
2nd Place      #10 rHunter   Damage: 14  Fuel: 0       Score:  1985     Team: 3166     Red                            
3rd Place      #03 Bombardie Damage: 16  Fuel: 48      Score:  1232     Team: 1232     Bellmoore                      
4th Place      #09 rHunter   Damage: 18  Fuel: 0       Score:  1181     Team: 3166     Red                            
5th Place      #05 veruchAI  Damage: 12  Fuel: 0       Score:  1177     Team: 4126     stolenfromIsamoor              
6th Place      #08  Lockirby Damage: 14  Fuel: 0       Score:  463      Team: 463      Author Unknown                 
7th Place      #02 lessDumbo Damage: 10  Fuel: 0       Score:  187      Team: 173      Pokota                         
8th Place      #01 lessDumbo Damage: 14  Fuel: 0       Score: -14       Team: 173      Pokota                         
8th Place      #07  Lockirby Damage: 14  Fuel: 0       Score: -14       Team: -14      Author Unknown                 
9th Place      #04 Bombardie Damage: 15  Fuel: 0       Score: -27       Team: -27      Bellmoore                      

Battle play by play:
____________________________________________________________________________________________________________________
Click:  4      #01 lessDumbot is crushed by #05 veruchAI's misile direct hit doing 9 damage!
Click:  9      #01 lessDumbot is scorched by #05 veruchAI's grenade fragments doing 5 damage!
Click:  10     #01 lessDumbot is killed! ...Memorial flag planted!
Click:  11     #07  Lockirby2 is scorched by #06 veruchAI's grenade fragments doing 5 damage!
Click:  12     #08  Lockirby2 is humbled by #10 rHunter's grenade direct hit doing 7 damage!
Click:  13     #10 rHunter is crushed by #08  Lockirby2's misile direct hit doing 9 damage!
Click:  14     #08  Lockirby2 is humbled by #10 rHunter's grenade direct hit doing 7 damage!
Click:  15     #09 rHunter is crushed by #05 veruchAI's misile direct hit doing 9 damage!
Click:  15     #08  Lockirby2 is killed! ...Memorial flag planted!
Click:  15     #05 veruchAI is humbled by #09 rHunter's grenade direct hit doing 7 damage!
Click:  17     #05 veruchAI is scorched by #09 rHunter's grenade fragments doing 5 damage!
Click:  18     #05 veruchAI is killed! ...Memorial flag planted!
Click:  18     #07  Lockirby2 foolishly fires misile with shields up doing 9 damage to itself!
Click:  19     #07  Lockirby2 is killed! ...Memorial flag planted!
Click:  27     #10 rHunter lands on a mine taking 5 damage!
Click:  28     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  28     #10 rHunter is killed! ...Memorial flag planted!
Click:  32     #06 veruchAI takes flag and resets damage to 0!
Click:  36     #03 Bombardier protected by shield is pounded by #06 veruchAI's grenade fragments doing 2 damage!
Click:  40     #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  40     #03 Bombardier zaps #02 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  42     #02 lessDumbot discharged energy doing  1 point of damage to itself!
Click:  42     #02 lessDumbot zaps #03 Bombardier with energy discharge inflicting  2 points of damage!
Click:  43     #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  43     #03 Bombardier zaps #02 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  45     #02 lessDumbot discharged energy doing  1 point of damage to itself!
Click:  45     #02 lessDumbot zaps #03 Bombardier with energy discharge inflicting  2 points of damage!
Click:  45     #03 Bombardier moves into the strategy node! 
Click:  46     #09 rHunter is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  46     #09 rHunter is killed! ...Memorial flag planted!
Click:  54     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  58     #06 veruchAI takes flag and resets damage to 0!
Click:  60     #03 Bombardier completes repairs lowering damage to 7
Click:  84     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  84     #06 veruchAI zaps #02 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  85     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  85     #06 veruchAI zaps #02 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  86     #02 lessDumbot is killed! ...Memorial flag planted!
Click:  90     #06 veruchAI takes flag and resets damage to 0!
Click:  95     #03 Bombardier is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  96     #03 Bombardier is killed! ...Memorial flag planted!
Click:  107    #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  109    #06 veruchAI takes flag and resets damage to 0!
Click:  109    #06 veruchAI moves into the strategy node! 
Click:  114    #04 Bombardier protected by shield is pounded by #06 veruchAI's grenade fragments doing 2 damage!
Click:  128    #04 Bombardier is humbled by #06 veruchAI's grenade direct hit doing 7 damage!
Click:  148    #04 Bombardier protected by shield is shaken by #06 veruchAI's misile direct hit doing 6 damage!
Click:  149    #04 Bombardier is killed! ...Memorial flag planted!


____________________________________________________________________________________________________________________
End of Battle sequence
____________________________________________________________________________________________________________________


Battle number: 3

Battle Results:
____________________________________________________________________________________________________________________
1st Place      #06 veruchAI  Damage: 10  Fuel: 0       Score:  4789     Team: 5572     stolenfromIsamoor              
2nd Place      #05 veruchAI  Damage: 10  Fuel: 0       Score:  783      Team: 5572     stolenfromIsamoor              
3rd Place      #04 Bombardie Damage: 12  Fuel: 0       Score:  187      Team: 187      Bellmoore                      
4th Place      #10 rHunter   Damage: 14  Fuel: 0       Score:  77       Team: 51       Red                            
5th Place      #02 lessDumbo Damage: 0   Fuel: 2442    Score: -1        Team: -15      Pokota                         
6th Place      #07  Lockirby Damage: 11  Fuel: 0       Score: -12       Team: -12      Author Unknown                 
7th Place      #01 lessDumbo Damage: 14  Fuel: 0       Score: -14       Team: -15      Pokota                         
7th Place      #08  Lockirby Damage: 14  Fuel: 0       Score: -14       Team: -14      Author Unknown                 
8th Place      #03 Bombardie Damage: 15  Fuel: 0       Score: -16       Team: -16      Bellmoore                      
9th Place      #09 rHunter   Damage: 14  Fuel: 0       Score: -26       Team: 51       Red                            

Battle play by play:
____________________________________________________________________________________________________________________
Click:  4      #07  Lockirby2 protected by shield is pounded by #06 veruchAI's grenade fragments doing 2 damage!
Click:  5      #04 Bombardier protected by shield is pounded by #05 veruchAI's grenade fragments doing 2 damage!
Click:  15     #04 Bombardier protected by shield is pounded by #05 veruchAI's grenade fragments doing 2 damage!
Click:  16     #07  Lockirby2 protected by shield is damaged by #06 veruchAI's misile fragments doing 4 damage!
Click:  16     #10 rHunter is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  17     #10 rHunter hits #07  Lockirby2 at a range of 1 space for  5 points of damage!
Click:  18     #07  Lockirby2 is killed! ...Memorial flag planted!
Click:  19     #04 Bombardier protected by shield is pounded by #05 veruchAI's grenade fragments doing 2 damage!
Click:  19     #10 rHunter takes flag and resets damage to 0!
Click:  20     #09 rHunter is pummled by #06 veruchAI's misile fragments doing 7 damage!
Click:  20     #10 rHunter is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  24     #10 rHunter is scorched by #06 veruchAI's grenade fragments doing 5 damage!
Click:  24     #09 rHunter is humbled by #06 veruchAI's grenade direct hit doing 7 damage!
Click:  24     #09 rHunter is killed! ...Memorial flag planted!
Click:  24     #10 rHunter is killed! ...Memorial flag planted!
Click:  29     #04 Bombardier discharged energy doing  1 point of damage to itself!
Click:  29     #04 Bombardier zaps #05 veruchAI with energy discharge inflicting  2 points of damage!
Click:  29     #05 veruchAI discharged energy doing  1 point of damage to itself!
Click:  29     #05 veruchAI zaps #04 Bombardier with energy discharge inflicting  2 points of damage!
Click:  29     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  30     #04 Bombardier discharged energy doing  1 point of damage to itself!
Click:  30     #04 Bombardier zaps #05 veruchAI with energy discharge inflicting  2 points of damage!
Click:  30     #05 veruchAI discharged energy doing  1 point of damage to itself!
Click:  30     #05 veruchAI zaps #04 Bombardier with energy discharge inflicting  2 points of damage!
Click:  31     #04 Bombardier is killed! ...Memorial flag planted!
Click:  33     #06 veruchAI takes flag and resets damage to 0!
Click:  35     #05 veruchAI takes flag and resets damage to 0!
Click:  38     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  42     #06 veruchAI takes flag and resets damage to 0!
Click:  47     #08  Lockirby2 is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  49     #05 veruchAI lands on a mine taking 5 damage!
Click:  53     #08  Lockirby2 is scorched by #06 veruchAI's grenade fragments doing 5 damage!
Click:  53     #08  Lockirby2 is killed! ...Memorial flag planted!
Click:  54     #03 Bombardier protected by shield is shaken by #05 veruchAI's misile direct hit doing 6 damage!
Click:  59     #05 veruchAI lands on a mine taking 5 damage!
Click:  60     #05 veruchAI is killed! ...Memorial flag planted!
Click:  65     #01 lessDumbot is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  74     #01 lessDumbot is scorched by #06 veruchAI's grenade fragments doing 5 damage!
Click:  75     #01 lessDumbot is killed! ...Memorial flag planted!
Click:  91     #06 veruchAI lands on a mine taking 5 damage!
Click:  94     #03 Bombardier is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  95     #03 Bombardier is killed! ...Memorial flag planted!
Click:  110    #06 veruchAI lands on a mine taking 5 damage!
Click:  111    #06 veruchAI is killed! ...Memorial flag planted!


____________________________________________________________________________________________________________________
End of Battle sequence
____________________________________________________________________________________________________________________


Battle number: 4

Battle Results:
____________________________________________________________________________________________________________________
1st Place      #05 veruchAI  Damage: 11  Fuel: 0       Score:  1791     Team: 2882     stolenfromIsamoor              
2nd Place      #10 rHunter   Damage: 10  Fuel: 0       Score:  1391     Team: 1577     Red                            
3rd Place      #06 veruchAI  Damage: 10  Fuel: 0       Score:  1091     Team: 2882     stolenfromIsamoor              
4th Place      #07  Lockirby Damage: 10  Fuel: 0       Score:  588      Team: 588      Author Unknown                 
5th Place      #02 lessDumbo Damage: 2   Fuel: 2543    Score:  424      Team: 423      Pokota                         
6th Place      #03 Bombardie Damage: 10  Fuel: 0       Score:  385      Team: 385      Bellmoore                      
7th Place      #09 rHunter   Damage: 14  Fuel: 0       Score:  186      Team: 1577     Red                            
8th Place      #01 lessDumbo Damage: 0   Fuel: 2442    Score: -1        Team: 423      Pokota                         
9th Place      #04 Bombardie Damage: 10  Fuel: 0       Score: -19       Team: -19      Bellmoore                      
9th Place      #08  Lockirby Damage: 18  Fuel: 0       Score: -19       Team: -19      Author Unknown                 

Battle play by play:
____________________________________________________________________________________________________________________
Click:  6      #09 rHunter is crushed by #05 veruchAI's misile direct hit doing 9 damage!
Click:  7      #05 veruchAI is scorched by #09 rHunter's grenade fragments doing 5 damage!
Click:  8      #08  Lockirby2 is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  11     #09 rHunter is scorched by #05 veruchAI's grenade fragments doing 5 damage!
Click:  11     #09 rHunter is killed! ...Memorial flag planted!
Click:  12     #08  Lockirby2 is crushed by #07  Lockirby2's misile direct hit doing 9 damage!
Click:  12     #08  Lockirby2 is killed! ...Memorial flag planted!
Click:  14     #03 Bombardier protected by shield is rattled by #10 rHunter's grenade direct hit doing 4 damage!
Click:  16     #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  16     #03 Bombardier zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  16     #04 Bombardier protected by shield is shaken by #05 veruchAI's misile direct hit doing 6 damage!
Click:  17     #03 Bombardier protected by shield is pounded by #10 rHunter's grenade fragments doing 2 damage!
Click:  19     #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  19     #03 Bombardier zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  21     #04 Bombardier protected by shield is rattled by #05 veruchAI's grenade direct hit doing 4 damage!
Click:  22     #04 Bombardier is killed! ...Memorial flag planted!
Click:  23     #10 rHunter hits #07  Lockirby2 at a range of 1 space for  5 points of damage!
Click:  24     #07  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  24     #07  Lockirby2 zaps #10 rHunter with energy discharge inflicting  2 points of damage!
Click:  25     #07  Lockirby2 is killed! ...Memorial flag planted!
Click:  27     #02 lessDumbot is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  27     #10 rHunter takes flag and resets damage to 0!
Click:  31     #10 rHunter moves into the strategy node! 
Click:  33     #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  33     #03 Bombardier zaps #10 rHunter with energy discharge inflicting  2 points of damage!
Click:  36     #03 Bombardier discharged energy doing  1 point of damage to itself!
Click:  36     #03 Bombardier zaps #10 rHunter with energy discharge inflicting  2 points of damage!
Click:  37     #03 Bombardier is killed! ...Memorial flag planted!
Click:  40     #02 lessDumbot takes flag and resets damage to 0!
Click:  40     #10 rSNode moves into the strategy node! 
Click:  48     #05 veruchAI discharged energy doing  1 point of damage to itself!
Click:  48     #05 veruchAI zaps #02 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  49     #05 veruchAI discharged energy doing  1 point of damage to itself!
Click:  49     #05 veruchAI zaps #02 lessDumbot with energy discharge inflicting  2 points of damage!
Click:  78     #02 lessDumbot hits #05 veruchAI at a range of 2 spaces for  4 points of damage!
Click:  78     #05 veruchAI is killed! ...Memorial flag planted!
Click:  82     #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  84     #02 lessDumbot takes flag and resets damage to 0!
Click:  100    #02 lessDumbot hits #06 veruchAI at a range of 2 spaces for  4 points of damage!
Click:  101    #02 lessDumbot hits #06 veruchAI at a range of 2 spaces for  4 points of damage!
Click:  104    #06 veruchAI discharged energy doing  1 point of damage to itself!
Click:  104    #06 veruchAI zaps #10 rHunter with energy discharge inflicting  2 points of damage!
Click:  105    #06 veruchAI is killed! ...Memorial flag planted!
Click:  116    #02 lessDumbot discharged energy doing  1 point of damage to itself!
Click:  116    #02 lessDumbot zaps #10 rHunter with energy discharge inflicting  2 points of damage!
Click:  119    #02 lessDumbot discharged energy doing  1 point of damage to itself!
Click:  119    #02 lessDumbot zaps #10 rHunter with energy discharge inflicting  2 points of damage!
Click:  119    #10 rHunter is killed! ...Memorial flag planted!


____________________________________________________________________________________________________________________
End of Battle sequence
____________________________________________________________________________________________________________________


Battle number: 5

Battle Results:
____________________________________________________________________________________________________________________
1st Place      #08  Lockirby Damage: 10  Fuel: 1       Score:  5886     Team: 5886     Author Unknown                 
2nd Place      #10 rHunter   Damage: 18  Fuel: 352     Score:  5701     Team: 5751     Red                            
3rd Place      #05 veruchAI  Damage: 10  Fuel: 0       Score:  1681     Team: 2666     stolenfromIsamoor              
4th Place      #07  Lockirby Damage: 11  Fuel: 0       Score:  1287     Team: 1287     Author Unknown                 
5th Place      #06 veruchAI  Damage: 14  Fuel: 0       Score:  985      Team: 2666     stolenfromIsamoor              
6th Place      #04 Bombardie Damage: 10  Fuel: 0       Score:  191      Team: 191      Bellmoore                      
7th Place      #09 rHunter   Damage: 18  Fuel: 0       Score:  50       Team: 5751     Red                            
8th Place      #03 Bombardie Damage: 12  Fuel: 0       Score: -13       Team: -13      Bellmoore                      
9th Place      #01 lessDumbo Damage: 18  Fuel: 0       Score: -19       Team: -38      Pokota                         
9th Place      #02 lessDumbo Damage: 18  Fuel: 0       Score: -19       Team: -38      Pokota                         

Battle play by play:
____________________________________________________________________________________________________________________
Click:  9      #03 Bombardier protected by shield is shaken by #06 veruchAI's misile direct hit doing 6 damage!
Click:  12     #03 Bombardier protected by shield is shaken by #05 veruchAI's misile direct hit doing 6 damage!
Click:  13     #03 Bombardier is killed! ...Memorial flag planted!
Click:  14     #02 lessDumbot is crushed by #08  Lockirby2's misile direct hit doing 9 damage!
Click:  16     #04 Bombardier discharged energy doing  1 point of damage to itself!
Click:  16     #04 Bombardier zaps #09 rHunter with energy discharge inflicting  2 points of damage!
Click:  16     #04 Bombardier protected by shield is pounded by #06 veruchAI's grenade fragments doing 2 damage!
Click:  17     #09 rHunter hits #04 Bombardier with shields up at a range of 1 space for  2 points of damage!
Click:  19     #04 Bombardier discharged energy doing  1 point of damage to itself!
Click:  19     #04 Bombardier zaps #09 rHunter with energy discharge inflicting  2 points of damage!
Click:  19     #05 veruchAI is crushed by #07  Lockirby2's misile direct hit doing 9 damage!
Click:  19     #09 rHunter hits #04 Bombardier with shields up at a range of 1 space for  2 points of damage!
Click:  22     #04 Bombardier protected by shield is pounded by #06 veruchAI's grenade fragments doing 2 damage!
Click:  23     #04 Bombardier is killed! ...Memorial flag planted!
Click:  23     #05 veruchAI takes flag and resets damage to 0!
Click:  23     #09 rHunter lands on a mine taking 5 damage!
Click:  25     #05 veruchAI lands on a mine taking 5 damage!
Click:  25     #09 rHunter takes flag and resets damage to 0!
Click:  28     #06 veruchAI is pummled by #06 veruchAI's misile fragments doing 7 damage!
Click:  28     #09 rHunter is crushed by #06 veruchAI's misile direct hit doing 9 damage!
Click:  29     #06 veruchAI is pummled by #05 veruchAI's misile fragments doing 7 damage!
Click:  29     #09 rHunter is crushed by #05 veruchAI's misile direct hit doing 9 damage!
Click:  29     #06 veruchAI is killed! ...Memorial flag planted!
Click:  29     #09 rHunter is killed! ...Memorial flag planted!
Click:  34     #10 rHunter is crushed by #05 veruchAI's misile direct hit doing 9 damage!
Click:  37     #05 veruchAI is scorched by #10 rSNode's grenade fragments doing 5 damage!
Click:  38     #05 veruchAI is killed! ...Memorial flag planted!
Click:  46     #10 rSNode moves into the strategy node! 
Click:  73     #01 lessDumbot is crushed by #08  Lockirby2's misile direct hit doing 9 damage!
Click:  119    #02 lessDumbot is crushed by #07  Lockirby2's misile direct hit doing 9 damage!
Click:  120    #02 lessDumbot is killed! ...Memorial flag planted!
Click:  121    #01 lessDumbot is crushed by #08  Lockirby2's misile direct hit doing 9 damage!
Click:  122    #01 lessDumbot is killed! ...Memorial flag planted!
Click:  189    #08  Lockirby2 takes flag at full power overloading system doing 5 damage!
Click:  190    #08  Lockirby2 takes flag and resets damage to 0!
Click:  207    #10 rHunter is crushed by #08  Lockirby2's misile direct hit doing 9 damage!
Click:  207    #10 rHunter is killed! ...Memorial flag planted!
Click:  245    #08  Lockirby2 takes flag at full power overloading system doing 5 damage!
Click:  245    #08  Lockirby2 moves into the strategy node! 
Click:  261    #08  Lockirby2 damages fuel system during repair attempt, fuel burn rate increased!
Click:  291    #08  Lockirby2 completes repairs lowering damage to 4
Click:  356    #08  Lockirby2 runs out of fuel and sputters to a stop awaiting possible doom!
Click:  357    #08  Lockirby2 completes repairs lowering damage to 3
Click:  387    #08  Lockirby2 completes repairs lowering damage to 2
Click:  413    #08  Lockirby2 completes repairs lowering damage to 1
Click:  429    #08  Lockirby2 completes repairs lowering damage to 0
Click:  482    #08  Lockirby2 completes repairs lowering damage to -1
Click:  487    #08  Lockirby2 damages fuel system during repair attempt, fuel burn rate increased!
Click:  535    #08  Lockirby2 damages fuel system during repair attempt, fuel burn rate increased!
Click:  555    #08  Lockirby2 completes repairs lowering damage to -1
Click:  576    #08  Lockirby2 damages fuel system during repair attempt, fuel burn rate increased!
Click:  587    #08  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  587    #08  Lockirby2 zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  588    #07  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  588    #07  Lockirby2 zaps #08  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  588    #08  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  588    #08  Lockirby2 zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  589    #07  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  589    #07  Lockirby2 zaps #08  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  589    #08  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  589    #08  Lockirby2 zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  590    #07  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  590    #07  Lockirby2 zaps #08  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  596    #08  Lockirby2 discharged energy doing  1 point of damage to itself!
Click:  596    #08  Lockirby2 zaps #07  Lockirby2 with energy discharge inflicting  2 points of damage!
Click:  597    #07  Lockirby2 is killed! ...Memorial flag planted!
Click:  597    #08  Lockirby2 is killed! ...Memorial flag planted!


____________________________________________________________________________________________________________________
End of Battle sequence
____________________________________________________________________________________________________________________

Code: Select all

name lessDumbot
author Pokota
iff code lessdumb

main:
if value #cur_fuel < 20 then self destruct
if value #x_pos = #strat_x then 
	if value #y_pos = #strat_y then
		self destruct
	end if
end if
generate random
move forward
goto #random

1:
turn left
goto look

2:
turn right
goto look

3:
turn left
turn left
goto look

4:
goto look

look:
scan forward
if scan found enemy then gosub murder
if scan found flag then
	if damage is > 0 then
		gosub charge
	end if
end if
	
scan perimeter
if scan found enemy then gosub sparx
if scan found flag then	
	if damage is > 0 then 
		gosub circle
	end if
end if
goto main

circle:
move forward
turn right
move forward
turn right
move forward
move forward
move forward
turn right
move forward
move forward
move forward
turn right
move forward
move forward
goto look

sparx:
discharge energy
move backward
goto look

charge:
move forward
move forward
move forward
move forward
move forward
scan forward
if scan found enemy then gosub murder
goto look

murder:
fire weapon
fire weapon
fire weapon
fire weapon
fire weapon
goto charge

sd:
self destruct
Games Beaten In 2020, 2021, 2022, 2023, 2024
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User avatar
kitikami
Posts: 853
Joined: 10 years ago

Re: Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

Post by kitikami »

Congrats to Bellmoore and all the other winners, and especially to DumbBot for being the last survivor and finishing top three in the Superfinal.

I can't wait for the epic DumbBot vs DroneB3 "infinite loop" match to be immortalized on YouTube.
User avatar
Willhart
Stalker, Doxxer, and Sexual Harasser
Banned
Posts: 2434
Joined: 13 years ago
Location: Finland

Re: Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

Post by Willhart »

Horikawa Otane wrote:I will be aiming to get the contest in its entirety up on YouTube this weekend.
When can we expect the prizes?
User avatar
Rednaxela
Maker of Shenanigans
Posts: 897
Joined: 10 years ago
Pronouns: they/them
https://rednaxela.talkhaus.com

Re: Make a Rad Bug - CONTEST FINISHED. THANKS GUYS!

Post by Rednaxela »

Much congrats to Bellmoore!

In case anyone is curious, here's my messy nonsense code, with some freshly added comments.

Code: Select all

Name r1
Author Red
IFF Code r1

; Here's my random little bot. It priorities moving to strategy node unless
; there is someone else relatively nearby, in which case it'll attempt to
; attack them.
; There's no awareness of mines, walls, flags, or any scanning of any kind of
; all. It's solely reliant on the global variables for strategy node location
; and location of the nearest non-cloaked enemy bug. It's pretty dumb that way.


; Entry point of the code is here. We'll just drop right into "Strategy Node"
; mode right away as an initial state.

snodeMode:
; Entering "Strategy Node" mode, set name
Name rSNode
snodeLoop:

; The value 'v6' represents the direction we should to turn to face the
; strategy node. Having originally done this months ago I don't remember the
; full details anymore. There is some randomization as a tie-breaker.
; Should output -4 for left and +4 for right, or 0 for facing the right
; direction.
cmath v6 = (4*Sgn((((#cur_head mod 2)*(#strat_y-#y_pos)*(#cur_head-2)+((#cur_head+1) mod 2)*(#x_pos-#strat_x)*(#cur_head-3)) <= 0) And (2*Sgn((#cur_head mod 2)*(#x_pos-#strat_x)*(#cur_head-2)+((#cur_head+1) mod 2)*(#y_pos-#strat_y)*(#cur_head-3)) + Sgn(Rnd(1)*0.5))))
; Some logic to:
; A) Increment value by 1 if we're not yet on the strategy node
; B) If we're on the strategy node, force value to 0
cmath v6 = SGN(ABS(#x_pos-#strat_x)+ABS(#y_pos-#strat_y)) + SGN(ABS(#x_pos-#strat_x)+ABS(#y_pos-#strat_y))*~v6

; Calculate the manhattan-distance to the nearest enemy
cmath v7 = ABS(#x_pos-#enemy_x)+ABS(#y_pos-#enemy_y)

; If the nearest enemy is within a distance of 7, enter hunter mode
if value ~v7 < 7 then goto hunterMode

; Unless we need to move forward, or turn
if value ~v6 =  1  then move forward
if value ~v6 <= -2 then turn left
if value ~v6 >= 2  then turn right

; Back to top of strategy node mode loop
goto snodeLoop



hunterMode:
; Entering "Hunter" mode, set name
Name rHunter
hunterLoop:

; The value 'v6' represents the direction we should to turn to face to head
; toward the nearest enemy. Having originally done this months ago I don't
; remember the full details anymore. There is some randomization as a
; tie-breaker.
cmath v6 = (4*Sgn((((#cur_head mod 2)*(#enemy_y-#y_pos)*(#cur_head-2)+((#cur_head+1) mod 2)*(#x_pos-#enemy_x)*(#cur_head-3)) <= 0) And (2*Sgn((#cur_head mod 2)*(#x_pos-#enemy_x)*(#cur_head-2)+((#cur_head+1) mod 2)*(#y_pos-#enemy_y)*(#cur_head-3)) + Sgn(Rnd(1)*0.5))))

; The value 'v7' is the manhatten distance to the nearest enemy
cmath v7 = ABS(#x_pos-#enemy_x)+ABS(#y_pos-#enemy_y)

; The value 'v8' is a "should we attempt to be firing grenades" value. If it is
; anything except 0, we shouldn't. It consists of a series of tests, which all return 
; - The first test is "Sgn(ABS(#x_pos-#enemy_x)*ABS(#y_pos-#enemy_y))" which
;   returns non-zero if we're not aligned with the enemy on at least one axis.
; - The second test is "ABS(~v6)" which checks the 'v6' computation above,
;   returns non-zero if we still need to turn
; - The third test is "(1 And (~v7 <= 2))" which returns non-zero if we're
;   within 2 spaces of the enemy in which case we would rather not be using the
;   grenade. Note the "1 And (booleanexpression)" construction which is used
;   to convert a boolean to a numeric value.
; - The fourth test is "(1 And (#cur_ammo < 12))" which returns non-zero if
;   there is too little ammo.
; - The fifth test is "(1 And (#cur_fuel < 500))" which returns non-zero if
;   we have too little fuel.
; These conditions are summed together, and if any is non-zero, we don't fire.
cmath v8 = (Sgn(ABS(#x_pos-#enemy_x)*ABS(#y_pos-#enemy_y)) + ABS(~v6)) + (1 And (~v7 <= 2)) + (1 And (#cur_ammo < 12)) + (1 And (#cur_fuel < 500))

; If the nearest enemy is further than a distance of 7, return to "Strategy
; Node" mode
if value ~v7 >= 7 then goto snodeMode

; In the following code, assign the command we want to do next to the variable 'vt'.
; Checks that are further down are 'higher priority'

; By default, we'll be moving forward
assign vt move forward

; Unless we're right beside the enemy, in which case we want to do a close
; range attack
if value ~v7 <= 1 then assign vt fire weapon

; Unless we're ready to fire a grenade at the enemy
if value ~v8 = 0 then assign vt goto hunterGrenade

; Unless we want to turn left or right
if value ~v6 < 0 then assign vt turn left
if value ~v6 > 0 then assign vt turn right

; Run the command assigned to 'vt'
~vt

; Return to hunter mode loop
goto hunterLoop


; If we've entered here, fire a grenade, set with a fuse value that should make
; it trigger one space closer to us than the enemy is. This is intended to be a
; little more likely to hit than a missile if they've moved a little bit.
hunterGrenade:
cmath v7 = ~v7-1
set grenade fuse ~v7
launch grenade
; Return to hunter mode loop
goto hunterLoop

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