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- If total self hp < #1.1 and nearest upgrader distance > #20 then moveto nearest upgrader
- if nearest enemy distance < #92 and nearest enemy facingdeg < #10 then fire
- if total enemy count > #0 and nearest enemy distance < #17 and nearest enemy facingdeg < #15 and total self hp > #0.25 then attack
- if nearest wall distance < #32 and nearest enemy distance > #52 then avoid nearest wall
- if nearest forest distance < #36 and nearest enemy distance > #52 then avoid nearest forest
- If nearest enemy distance < #46 and nearest enemy facingdeg > #10 and nearest enemy hp > #1.2 then avoid nearest enemy
- if total enemy count > #0 and nearest enemy facingdeg < #10 then fire
- if total self hp > #2.5 and nearest enemy hp < #2.5 and nearest enemy distance < #20 and nearest enemy facingdeg < #15 and nearest enemy attack < #2.5 and total self attack > #2.5 then attack
- if nearest wall distance < #32 and avg robot hp < #1.1 then avoid nearest wall
- if nearest upgrader distance < #20 and total self hp < #5 then upgradex hpx
- if nearest upgrader distance < #20 and nearest enemy distance > nearest upgrader distance and total self turnrate < #4 then upgradex turnratex
- if nearest upgrader distance < #24 and nearest enemy distance > #32 and total self attack < #5 then upgradex attackx
- if weakest enemy distance < #20 and weakest enemy facingdeg > #15 then turnto weakest enemy
- if total self hp < #1 and nearest enemy distance < #25 then avoid nearest enemy
- if total enemy count > #0 and nearest enemy distance > #100 and nearest upgrader distance < #25 and total self turnrate > #1 and total self speed < #2.5 then upgradex speedx
- if nearest upgrader distance < #25 and total self speed < #3 and nearest enemy distance > #40 then upgradex speedx
- if nearest enemy distance < #184 then drop
- if total missile count > #0 and nearest missile distance < #16 then avoid nearest missile
- if total missile count > #0 and nearest missile distance < #16 then avoid nearest missile
- if total self hp < #2 and nearest upgrader distance < #20 then upgradex hpx
- if total self hp < #2 and nearest upgrader distance < #20 then upgradex hpx
- if total missile count > #0 and nearest missile distance < #92 and nearest enemy distance > #32 and nearest upgrader distance > #32 then avoid nearest missile
- if nearest pit distance < #36 then avoid nearest pit
- if nearest pit distance < #36 then avoid nearest pit
- if total enemy count > #0 and nearest enemy distance < #64 and total self HP < #1 and nearest enemy hp > #0.25 Then Drop
- if total enemy count > #0 and nearest enemy distance < #64 and total self HP < #1 and nearest enemy hp > #0.25 Then Drop
- if total enemy count > #0 and nearest enemy distance < #20 and total self hp > #0.9 then attack
- if total enemy count > #0 and nearest enemy distance > #32 and total self HP < #2 and nearest upgrader distance > #20 then moveto nearest upgrader
- if total enemy count > #0 and nearest enemy distance < #32 and total self HP < #1 and nearest enemy hp > #0.25 and nearest enemy facingdeg > #5 then avoid nearest enemy
- if total enemy count > #0 and nearest enemy distance > #50 and nearest upgrader distance < #25 and total self hp < #5 then upgradex hpx
- if total enemy count > #0 and nearest enemy distance < #17 and nearest enemy facingdeg > #5 then moveto nearest enemy
- if nearest enemy distance > #32 and total self hp < #2 and nearest upgrader distance > #24 and nearest forest distance < #36 then avoid nearest forest
- if total enemy count > #0 and nearest enemy distance > #32 and total self HP < #2 and nearest upgrader distance > #24 then moveto nearest upgrader
- if total enemy count > #0 and nearest enemy distance > #32 and nearest upgrader distance < #25 and total self attack > #2 and total self hp < #5 then upgradex hpx
- if total enemy count > #0 and nearest enemy distance > #32 and nearest upgrader distance < #25 and total self attack > #2 and total self hp < #5 then upgradex hpx
- if total enemy count > #0 and nearest enemy distance > #8 and nearest upgrader distance < #25 and total self speed > #2 and total self turnrate < #5 then upgradex turnratex
- if total enemy count > #0 and nearest enemy distance > #8 and nearest upgrader distance < #25 and total self speed > #2 and total self turnrate < #5 then upgradex turnratex
- if total enemy count > #0 and nearest enemy distance > #32 and nearest upgrader distance < #25 and total self attack < #5 then upgradex attackx
- if nearest wall distance < #32 and total robot count < #16 and nearest enemy distance > #138 then avoid nearest wall
- if nearest enemy facingdeg < #5 then fire
- if total enemy count > #0 and nearest enemy distance > #32 and nearest upgrader distance < #25 and total self turnrate < #5 then upgradex turnratex
- if nearest enemy facingdeg < #5 and nearest wall distance > #32 then fire
- if nearest enemy facingdeg < #5 and nearest wall distance > #32 then fire
- if total self hp < #5 and nearest enemy distance > #200 and nearest upgrader distance > #24 then moveto nearest upgrader
- if total self hp < #5 and nearest enemy distance > #200 and nearest upgrader distance > #24 then moveto nearest upgrader
- If Total Enemy Count > #0 And weakest Enemy Distance > #20 and weakest enemy attack < #2.5 and weakest enemy distance < strongest enemy distance Then MoveTo Weakest Enemy
- If Total Enemy Count > #0 And Nearest Enemy Distance > #20 Then MoveTo Nearest Enemy
- if total enemy count > #0 then drop
- if total ally count > #0 and nearest ally distance < #50 then avoid nearest ally
- if total self hp < #5 and nearest enemy distance > #200 and nearest upgrader distance > #24 then moveto nearest upgrader
- if avg ally hp < #2 then moveto nearest upgrader
- If Total Enemy Count > #0 And weakest Enemy Distance > #20 and weakest enemy attack < #2.5 and weakest enemy distance < strongest enemy distance Then MoveTo Weakest Enemy
- If Total Enemy Count > #0 And Nearest Enemy Distance > #20 Then MoveTo Nearest Enemy
- if total ally count > #0 and nearest ally distance < #50 then avoid nearest ally
- Chats
- KillStr
- Die!
- Take that!
- Gotcha!
- DeathStr
- No!
- That hurt.
- Ouch.
- End
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