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237 bytes added ,  28 December 2020
→‎Sequence: correcting cycle timing info
(→‎Sequence: Swapped the gifs for ants and centipedes as they were backwards)
(→‎Sequence: correcting cycle timing info)
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== Sequence ==
== Sequence ==
Each behavior lasts for 32 attempted moves. A cycle can be shortened if the rover gets stuck or runs into a [[Acting_wall|wall]], and can be lengthened by delaying voluntary movement, such as [[sliding tile|sliding]], being [[trap]]ped, or being on a [[clone machine]], in which cases it will not update for the duration it cannot voluntarily move. However, each [[tick]] a rover attempts to move but cannot counts as 2 attempted moves instead of 1. For example, if a rover is surrounded by walls, each non-[[teeth]] cycle lasts 0.8 [[in-game second|seconds]] rather than 32 ticks = 1.6 seconds. The teeth cycles would last twice as long because rovers obey [[odd and even step]] while in a teeth cycle.
Each behavior lasts for 32 attempted moves. A cycle can be shortened if the rover gets stuck or runs into a [[Acting_wall|wall]], and can be lengthened by delaying voluntary movement, such as [[sliding tile|sliding]], being [[trap]]ped, or being on a [[clone machine]], in which cases it will not update for the duration it cannot voluntarily move. Note that, even though a rover in a [[teeth]] phase will never actually attempt to move during a teeth's [[Odd and even step|non-moving ticks]], it can still "attempt moves" on those ticks, in the sense that its 32-move counter will advance whenever it's in a state where it could make a voluntary move (e.g. if it's fully on a floor tile) if it were in a different phase. As a consequence, a rover with [[speed boots]] travelling on [[floor]] with no obstructions will leave its teeth phases roughly 5 times faster (5 attempted moves every 0.4 seconds - 1 on even+0 and 1 on each odd tick).


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