How do you make a clone go to another clone?
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EvolutionCoder92
Posted on July 27, 2025 • Advanced
🧬 Clone Communication in Evolution Simulator
Hey everyone! I’m working on this evolution simulator project where creatures need to find and eat food. Both creatures and food are clones, and I’m having trouble making them interact properly.
Here’s what I need to achieve:
- Creatures detect when they’re hungry
- They search for the nearest food clone
- Move towards and “eat” the food
- Handle multiple creatures competing for food
I’ve been stuck on this for days! Any help with clone-to-clone communication would be amazing! 🙏
AdvancedSimulator
Replied 15 minutes later • ⭐ Best Answer
Great project idea @EvolutionCoder92! Clone-to-clone interaction is definitely tricky but totally doable. Here’s a comprehensive solution for your evolution simulator:
🎯 System Architecture
The key is using shared lists to track all clone positions and implementing a distance-based search algorithm:
📊 Step 1: Position Tracking System
First, create shared lists to track all clone positions. This is the foundation of clone communication:
when flag clicked delete all of [Food X Positions v] delete all of [Food Y Positions v] delete all of [Food IDs v] set [Next Food ID v] to [1]
🍎 Step 2: Food Clone Behavior
Each food clone reports its position continuously:
when I start as a clone set [My Food ID v] to (Next Food ID) change [Next Food ID v] by [1] add (My Food ID) to [Food IDs v] add (x position) to [Food X Positions v] add (y position) to [Food Y Positions v] forever replace item (My Food ID) of [Food X Positions v] with (x position) replace item (My Food ID) of [Food Y Positions v] with (y position) end
🦎 Step 3: Creature AI System
Here’s the main creature behavior with hunger-driven food seeking:
when I start as a clone set [Hunger v] to [0] set [Energy v] to [100] forever change [Hunger v] by [1] change [Energy v] by [-0.5] if <(Hunger) > [50]> then // Search for nearest food set [Closest Food ID v] to [0] set [Smallest Distance v] to [1000] set [Search Index v] to [1] repeat (length of [Food IDs v]) set [Current Distance v] to ([sqrt v] of (((item (Search Index) of [Food X Positions v]) - (x position)) * ((item (Search Index) of [Food X Positions v]) - (x position))) + (((item (Search Index) of [Food Y Positions v]) - (y position)) * ((item (Search Index) of [Food Y Positions v]) - (y position)))) if <(Current Distance) < (Smallest Distance)> then set [Smallest Distance v] to (Current Distance) set [Closest Food ID v] to (item (Search Index) of [Food IDs v]) end change [Search Index v] by [1] end // Move towards food if found if <(Smallest Distance) < [100]> then set [Target Index v] to [1] repeat (length of [Food IDs v]) if <(item (Target Index) of [Food IDs v]) = (Closest Food ID)> then glide [0.5] secs to x: (item (Target Index) of [Food X Positions v]) y: (item (Target Index) of [Food Y Positions v]) stop [this script v] end change [Target Index v] by [1] end else // Wander randomly if no food nearby glide [1] secs to x: (pick random [-200] to [200]) y: (pick random [-150] to [150]) end else // Random movement when not hungry glide [2] secs to x: (pick random [-200] to [200]) y: (pick random [-150] to [150]) end end
🍽️ Step 4: Food Consumption System
Handle eating and food removal:
// Add this to creature clone script when I start as a clone forever if <touching [Food v]?> then set [Eaten Food ID v] to [0] // Find which food was touched set [Check Index v] to [1] repeat (length of [Food IDs v]) if <(distance to x: (item (Check Index) of [Food X Positions v]) y: (item (Check Index) of [Food Y Positions v])) < [20]> then set [Eaten Food ID v] to (item (Check Index) of [Food IDs v]) // Remove from lists delete (Check Index) of [Food IDs v] delete (Check Index) of [Food X Positions v] delete (Check Index) of [Food Y Positions v] // Broadcast to delete the food clone broadcast (join [delete food ] (Eaten Food ID)) // Reduce hunger change [Hunger v] by [-30] change [Energy v] by [20] play sound [eat v] stop [this script v] end change [Check Index v] by [1] end end end // Add this to food clone script when I receive (join [delete food ] (My Food ID)) delete this clone
⚡ Step 5: Performance Optimization
For better performance with many clones:
// Limit search frequency when I start as a clone forever // Only search every 30 frames (0.5 seconds) if <((timer) mod [0.5]) < [0.1]> then // Run food search logic here end // Quick movement updates every frame if <(Hunger) > [50]> then point towards x: (Target X) y: (Target Y) move [2] steps end end
This system creates realistic creature behavior where they actively hunt for food when hungry and wander when satisfied. The shared lists allow all clones to “see” each other’s positions! 🎮
EvolutionCoder92
Replied 45 minutes later
@AdvancedSimulator This is absolutely incredible! 🤩 The shared list approach is genius - I never thought of using lists for clone communication!
I implemented your solution and it works perfectly. My creatures are now hunting food like real animals. One question though - how can I make them avoid each other to prevent clustering?
AdvancedSimulator
Replied 20 minutes later
@EvolutionCoder92 Great question! For creature avoidance, add this to your creature AI:
// Add creature position tracking when I start as a clone set [My Creature ID v] to (Next Creature ID) change [Next Creature ID v] by [1] add (My Creature ID) to [Creature IDs v] add (x position) to [Creature X Positions v] add (y position) to [Creature Y Positions v] // Avoidance behavior define avoid other creatures set [Avoidance X v] to [0] set [Avoidance Y v] to [0] set [Nearby Count v] to [0] set [Check Index v] to [1] repeat (length of [Creature IDs v]) if <not <(item (Check Index) of [Creature IDs v]) = (My Creature ID)>> then set [Distance v] to ([sqrt v] of (((item (Check Index) of [Creature X Positions v]) - (x position)) * ((item (Check Index) of [Creature X Positions v]) - (x position))) + (((item (Check Index) of [Creature Y Positions v]) - (y position)) * ((item (Check Index) of [Creature Y Positions v]) - (y position)))) if <(Distance) < [50]> then change [Nearby Count v] by [1] change [Avoidance X v] by (0 - ((item (Check Index) of [Creature X Positions v]) - (x position))) change [Avoidance Y v] by (0 - ((item (Check Index) of [Creature Y Positions v]) - (y position))) end end change [Check Index v] by [1] end if <(Nearby Count) > [0]> then change x by ((Avoidance X) / [10]) change y by ((Avoidance Y) / [10]) end
This creates natural flocking behavior while maintaining the food-seeking AI! 🐟
Vibelf_Community
Pinned Message • Moderator
🧬 Advanced Simulation Techniques
Excellent discussion on clone interactions! For those wanting to create even more sophisticated simulations, consider implementing:
- 🧠 Neural network-based creature AI
- 🧬 Genetic algorithms for evolution
- 🌍 Environmental factors and seasons
- 🦎 Predator-prey relationships
- 📊 Population dynamics tracking
📚 Related Advanced Topics
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