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-
- This is just a simple idea...and only really meant for a laugh...hope
- you have fun with it though....
-
- Simply write your bot in a statement using the normal blitz commands, and
- the following blitzbotz commands:
-
- BOT_FIRE{} - Attempts to fire your bot's gun...returns true or false
-
- BOT_FORWARD{} - Attempts to move your bot foward in the playing area,
- returns true or false
-
- BOT_TURNCW{} - Turns your bot clockwise and returns the value of the grid
- square now in front of you
-
- BOT_TURNAC{} - Turns your bot anti clockwise, and returns the value of the
- grid square now if front of you
-
- BOT_LOOK{ahead} - Returns the value of the grid 'ahead' sqaures in front
- of you
-
- These are all functions.
-
- You can't have any SHARED variables in your BlitzBotz statement, you can
- make yourself some memory (see the Gophor bot) by making some dc statements
- just before the end statement and skipping them. This allows you to have
- areas of memory that are permanent. Your allowed to use any of the constants
- (#) that the blitzbotz program uses (ie, so you know how big the grid is).
-
- The idea of the game is to hit the other bots the most times. You will have
- to set the number of bots you wish to run in the tournament (#BOT_MAX) and
- then find the select/case statements to put your bot in (ie, a case with
- your bot_types number to call your bot's code). Then just compile the
- source and you should see your bot running round the grid. I would advise
- that you keep runtime errors on, as there is currently no way of breaking
- out of the cycles loop!
-
-
- Have fun,
-
- Dave
-
- P.s. You'll find that usually Gopher wins out of my three bots, but the
- score output doesn't take in to account it's only hitting one bot. This
- means that other ones may hit all the robots a few times, and have less
- hits, but that doesn't mean this bot is better....is just narrower, as
- it only concentrates on one bot when it finds one!
-