From first steps to maximum strategy

15 programs. 15 learning steps.

The order and active-command counts match the current in-app library. Three easy fighters teach the basics, ten competitive programs demonstrate distinct tactics, and two maximum strategies show large state machines.

15/15
currently validated
21–129
active commands
3
levels
01Basics02Conditions03Navigation04Core hunting
01Space SpiralSpatial zigzag attack · 21 active commands · MiddleweightEasy

Combines a direct signal-guided step with a lateral random branch and complete contact defense.

How the program works

  1. The newest tip aligns with the strongest signal and grows once in the preferred direction.
  2. Captures check enemies and neutral bridges locally; rotation plus random growth creates the second spatial arm.
  3. The body scan activates the threatened allied point on new contact and continues tracking a confirmed breach.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
growPreferredDirection()
captureEnemyCube()
captureNeutralCube()
rotateDirection(steps: 1)
growRandomly()
captureEnemyCube()
scanArea(radius: 1)
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
02Six-Eyed SentinelSix-axis close guard · 23 active commands · MiddleweightEasy

Checks all six direct axes, assimilates contact and then continues the advance.

How the program works

  1. After signal search, six inexpensive neighbor sensors inspect every direct spatial axis.
  2. Enemy and neutral capture use the latest local contact; a growth step then follows the stored direction.
  3. The preceding body guard intercepts attacks on other parts of the structure.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
checkNeighbor(direction: .xPlus)
checkNeighbor(direction: .xMinus)
checkNeighbor(direction: .yPlus)
checkNeighbor(direction: .yMinus)
checkNeighbor(direction: .zPlus)
checkNeighbor(direction: .zMinus)
captureEnemyCube()
captureNeutralCube()
growPreferredDirection()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
03Search ProbeSensor-guided front · 22 active commands · MiddleweightEasy

Demonstrates the complete basic sequence of bearing, axis scan, growth, close scan and front expansion.

How the program works

  1. Signal search provides a rough axis; the range-6 scan confirms the corridor.
  2. Local captures surround the growth step so contact is used immediately.
  3. Radius 1 and Expand Front widen the tip while the body guard detects distant attacks.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
scanDirection(range: 6)
captureEnemyCube()
captureNeutralCube()
growPreferredDirection()
captureEnemyCube()
scanArea(radius: 1)
captureEnemyCube()
expandFront()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
04Neutral CollectorResource-based assimilation · 21 active commands · MiddleweightCompetitive

Uses neutral contact chains as inexpensive bridges without interrupting the hunt for the enemy core.

How the program works

  1. The tip first captures directly reachable neutral cubes and then finds the strongest signal.
  2. Directional scanning, growth and front expansion continually alternate between route building and attack.
  3. The body guard prevents an attack on an older branch from going unnoticed.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
captureNeutralCube()
findStrongestSignal()
scanDirection(range: 6)
captureEnemyCube()
growPreferredDirection()
captureNeutralCube()
captureEnemyCube()
expandFront()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
05Radar SpiderWide sensor web · 27 active commands · MiddleweightCompetitive

Pays for a large radius-2 scan while building direct, random and rotated attack arms.

How the program works

  1. Signal search and a range-8 scan orient the active tip across long distance.
  2. Two direct steps, radius 2, random growth and rotation distribute the structure through 3D space.
  3. Nearly every spatial action is followed by a local enemy capture; the body scan protects older arms.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
scanDirection(range: 8)
captureEnemyCube()
captureNeutralCube()
growPreferredDirection()
captureEnemyCube()
growPreferredDirection()
captureEnemyCube()
scanArea(radius: 2)
captureEnemyCube()
growRandomly()
captureEnemyCube()
rotateDirection(steps: 2)
expandFront()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
06Telescope HunterLean long-range attack · 23 active commands · MiddleweightCompetitive

Builds a narrow high-speed arm with long-range scanning and regular safe retraction.

How the program works

  1. A range-8 scan establishes a precise long-range axis.
  2. Three fast preferred-direction steps close distance; each is immediately checked for enemy contact.
  3. Retract Trail removes one safe old cube while the active tip remains at the front.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
scanDirection(range: 8)
captureEnemyCube()
captureNeutralCube()
growPreferredDirection()
captureEnemyCube()
growPreferredDirection()
captureEnemyCube()
growPreferredDirection()
captureEnemyCube()
captureNeutralCube()
retractTrail(count: 1)
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
07Wandering ScoutMobile core attack · 32 active commands · MiddleweightCompetitive

Advances the attack front and then deliberately moves the own core away from the enemy signal.

How the program works

  1. The newest tip grows twice along the signal and uses long- and close-range sensing.
  2. After front expansion, the core is selected; two rotations totaling three steps reverse the signal direction.
  3. Find Free Direction and Move Core pull the valuable core back without abandoning the attack structure.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
growPreferredDirection()
captureEnemyCube()
growPreferredDirection()
captureEnemyCube()
scanDirection(range: 8)
captureEnemyCube()
captureNeutralCube()
scanArea(radius: 1)
captureEnemyCube()
expandFront()
captureEnemyCube()
captureNeutralCube()
.coreRetreat:
selectCore()
findStrongestSignal()
rotateDirection(steps: 2)
rotateDirection(steps: 1)
findFreeDirection()
moveCore()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
08Marker PilotWaypoint navigation · 27 active commands · MiddleweightCompetitive

Turns the rough signal direction into a waypoint eight cells away and advances toward it in controlled steps.

How the program works

  1. Set Marker stores a target eight cells away in the signal direction.
  2. Three Grow to Marker calls build a stable corridor, assimilating enemies and neutral bridges between steps.
  3. Long-range scan, close scan and front expansion handle the final approach at the waypoint.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
setMarker(marker: 1, range: 8)
growToMarker()
captureEnemyCube()
captureNeutralCube()
growToMarker()
captureEnemyCube()
growToMarker()
captureEnemyCube()
scanDirection(range: 8)
captureEnemyCube()
scanArea(radius: 1)
captureEnemyCube()
expandFront()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
09Phantom CaravanCompact stealth column · 28 active commands · MiddleweightCompetitive

Combines a narrow signal-guided tip, short trails and laterally shifting attack fronts.

How the program works

  1. The tip scans far and grows twice toward the signal.
  2. Retract Trail removes two old sections; rotation and random growth then switch sides.
  3. Close scanning and front expansion widen the new contact zone without keeping the silhouette permanently large.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
scanDirection(range: 8)
captureEnemyCube()
captureNeutralCube()
growPreferredDirection()
captureEnemyCube()
growPreferredDirection()
captureEnemyCube()
retractTrail(count: 2)
rotateDirection(steps: 1)
growRandomly()
captureEnemyCube()
scanArea(radius: 1)
captureEnemyCube()
expandFront()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
10Core Network ArchitectMulti-front network · 32 active commands · MiddleweightCompetitive

Builds several offset fronts from the core and then switches to a three-step signal attack.

How the program works

  1. Two differently oriented front expansions build the defensive network from the core.
  2. The newest tip is realigned with the signal and grows three times with local captures.
  3. A close scan and another front expansion connect the defensive area to an active counterattack.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectCore()
findStrongestSignal()
expandFront()
captureEnemyCube()
captureNeutralCube()
rotateDirection(steps: 1)
expandFront()
captureEnemyCube()
selectNewest()
findStrongestSignal()
growPreferredDirection()
captureEnemyCube()
captureNeutralCube()
growPreferredDirection()
captureEnemyCube()
growPreferredDirection()
captureEnemyCube()
scanArea(radius: 1)
captureEnemyCube()
expandFront()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
11Omega Core HunterPersistent breakthrough · 50 active commands · MiddleweightCompetitive

Stays on the newest attack tip, tracks a confirmed enemy structure and flanks stabilized contacts.

How the program works

  1. Body scan, signal search and long-range scan guide the tip to a real breach.
  2. After the first capture, Track Enemy Structure and Capture Enemy Cube repeat the local hunt.
  3. Lost or stabilized contact opens a flank or fresh start instead of repeating the same recapture.
Protocol Codecomplete example
.start:
scanBodyContact()
goIf(.bodyContact, to: .emergencyDefense)
selectNewest()
findStrongestSignal()
goIf(.coreAura, to: .closeCombat)
scanDirection(range: 8)
goIf(.enemyCube, to: .breach)
growPreferredDirection()
goIf(.enemyCube, to: .breach)
captureNeutralCube()
captureEnemyCube()
goIf(.enemyCube, to: .pursuit)
growIfFree()
goIf(.blocked, to: .flank)
goTo(to: .start)
.breach:
captureEnemyCube()
goIf(.enemyCube, to: .pursuit)
goTo(to: .flank)
.pursuit:
trackEnemyStructure()
goIf(.blocked, to: .flank)
captureEnemyCube()
goIf(.enemyCube, to: .pursuit)
captureNeutralCube()
goTo(to: .flank)
.closeCombat:
scanArea(radius: 1)
goIf(.enemyCube, to: .breach)
growIfFree()
goTo(to: .start)
.flank:
captureNeutralCube()
findFreeDirection()
goIf(.blocked, to: .freshStart)
growPreferredDirection()
scanArea(radius: 1)
goIf(.enemyCube, to: .breach)
captureEnemyCube()
goIf(.enemyCube, to: .pursuit)
expandFront()
captureNeutralCube()
goTo(to: .start)
.freshStart:
selectCore()
rotateDirection(steps: 1)
growIfFree()
goTo(to: .start)
.emergencyDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .start)
findFreeDirection()
growPreferredDirection()
captureNeutralCube()
goTo(to: .start)
12Aegis Core GuardianInterception net with counterstrike · 66 active commands · HeavyweightCompetitive

Separates offense from defense, clears invading branches and maintains an independent hunting tip.

How the program works

  1. Without an alert, Select Outermost chooses the signal-facing front for the counterattack.
  2. New body contact activates the contact closest to the core and follows the invading branch to its end.
  3. Core ring, counterstrike and flank take over when contact is blocked or a route must be reopened.
Protocol Codecomplete example
.start:
scanBodyContact()
goIf(.bodyContact, to: .coreDefense)
findStrongestSignal()
selectOutermost()
scanDirection(range: 8)
goIf(.enemyCube, to: .breach)
growPreferredDirection()
goIf(.enemyCube, to: .breach)
captureNeutralCube()
captureEnemyCube()
goIf(.enemyCube, to: .hunt)
expandFront()
captureEnemyCube()
goIf(.enemyCube, to: .hunt)
goTo(to: .start)
.coreDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
findFreeDirection()
goIf(.blocked, to: .coreRing)
growPreferredDirection()
captureNeutralCube()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
goTo(to: .start)
.intercept:
trackEnemyStructure()
goIf(.blocked, to: .coreRing)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
captureNeutralCube()
goTo(to: .counterstrike)
.coreRing:
selectCore()
scanArea(radius: 1)
goIf(.enemyCube, to: .coreAttack)
growIfFree()
goTo(to: .counterstrike)
.coreAttack:
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
goTo(to: .counterstrike)
.counterstrike:
findStrongestSignal()
selectOutermost()
scanDirection(range: 8)
goIf(.enemyCube, to: .breach)
growPreferredDirection()
goIf(.enemyCube, to: .breach)
captureEnemyCube()
goIf(.enemyCube, to: .hunt)
expandFront()
goTo(to: .start)
.breach:
captureEnemyCube()
goIf(.enemyCube, to: .hunt)
goTo(to: .flank)
.hunt:
trackEnemyStructure()
goIf(.blocked, to: .flank)
captureEnemyCube()
goIf(.enemyCube, to: .hunt)
captureNeutralCube()
goTo(to: .start)
.flank:
captureNeutralCube()
findFreeDirection()
goIf(.blocked, to: .start)
growPreferredDirection()
captureEnemyCube()
goIf(.enemyCube, to: .hunt)
expandFront()
goTo(to: .start)
13Nemesis ProtocolAssimilation blitzkrieg · 30 active commands · MiddleweightCompetitive

Trades structural economy for maximum speed with three signal steps, long- and close-range scans and two front expansions.

How the program works

  1. Three direct growth steps close distance quickly and are each protected by local capture attempts.
  2. Range 8 and radius 1 combine long-range bearing with close contact.
  3. Two front expansions with rotation create continuous pressure from changing directions.
Protocol Codecomplete example
.bodyGuard:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
selectNewest()
findStrongestSignal()
growPreferredDirection()
captureEnemyCube()
captureNeutralCube()
growPreferredDirection()
captureEnemyCube()
growPreferredDirection()
captureEnemyCube()
scanDirection(range: 8)
captureEnemyCube()
captureNeutralCube()
scanArea(radius: 1)
captureEnemyCube()
expandFront()
captureEnemyCube()
rotateDirection(steps: 2)
expandFront()
captureEnemyCube()
captureNeutralCube()
goTo(to: .bodyGuard)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .structurePursuit)
goTo(to: .bodyGuard)
.structurePursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .bodyGuard)
14Hydra AssimilatorAdaptive marker swarm · 101 active commands · Open classMaximum

An adaptive swarm with phases for long-range hunting, breach, aura close search, marker flanking, recovery and contact defense.

How the program works

  1. Each new or advancing body contact is defended once; unchanged outer fronts do not block the main loop.
  2. Direct advance, front expansion and a random arm form three attack routes; confirmed breaches remain trackable for 96 units.
  3. Core aura opens six-axis scans, blockage opens a marker flank and a failed return route opens the core ring.
Protocol Codecomplete example
.start:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
captureNeutralCube()
selectNewest()
findStrongestSignal()
goIf(.coreAura, to: .aura)
selectOutermost()
growPreferredDirection()
goIf(.anyFinding, to: .flank)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
expandFront()
goIf(.blocked, to: .flank)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
rotateDirection(steps: 1)
growRandomly()
goIf(.blocked, to: .flank)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
goTo(to: .start)
.assimilation:
trackEnemyStructure()
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
captureNeutralCube()
scanArea(radius: 1)
goIf(.coreAura, to: .aura)
selectOutermost()
expandFront()
goIf(.blocked, to: .flank)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
goTo(to: .start)
.aura:
checkNeighbor(direction: .xPlus)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
checkNeighbor(direction: .xMinus)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
checkNeighbor(direction: .yPlus)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
checkNeighbor(direction: .yMinus)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
checkNeighbor(direction: .zPlus)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
checkNeighbor(direction: .zMinus)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
scanArea(radius: 2)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
captureNeutralCube()
expandFront()
goTo(to: .start)
.flank:
captureNeutralCube()
findFreeDirection()
goIf(.blocked, to: .recovery)
growPreferredDirection()
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
setMarker(marker: 1, range: 4)
growToMarker()
goIf(.anyFinding, to: .recovery)
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
goTo(to: .start)
.recovery:
captureEnemyCube()
goIf(.enemyCube, to: .assimilation)
captureNeutralCube()
selectCore()
scanArea(radius: 1)
goIf(.enemyCube, to: .assimilation)
findFreeDirection()
goIf(.blocked, to: .coreRing)
growPreferredDirection()
expandFront()
goTo(to: .start)
.coreRing:
selectCore()
growIfFree(direction: .xPlus)
captureEnemyCube()
captureNeutralCube()
selectCore()
growIfFree(direction: .yPlus)
captureEnemyCube()
selectCore()
growIfFree(direction: .zPlus)
captureEnemyCube()
captureNeutralCube()
goTo(to: .start)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .contactPursuit)
goTo(to: .start)
.contactPursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .start)
15Bastion SeraphReactive core fortress · 129 active commands · Open classMaximum

A reactive core fortress with contact interception, a protective ring, core relocation, close combat and a rapid counterstrike.

How the program works

  1. Scan Body Contact opens defense once for new or advancing attacks; Core Threat remains urgent on every scan.
  2. After capture, the interception loop keeps the breach active; stabilized contact leads to evasion.
  3. Without an alert, the fortress selects the signal-facing corner; blockage or core aura opens counterstrike, close combat and core defense.
Protocol Codecomplete example
.start:
scanBodyContact()
goIf(.bodyContact, to: .contactDefense)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
captureNeutralCube()
selectNewest()
findStrongestSignal()
goIf(.coreAura, to: .closeCombat)
selectOutermost()
growPreferredDirection()
goIf(.anyFinding, to: .evade)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
scanDirection(range: 6)
goIf(.coreAura, to: .closeCombat)
expandFront()
goIf(.blocked, to: .evade)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
goTo(to: .start)
.intercept:
trackEnemyStructure()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
captureNeutralCube()
scanArea(radius: 1)
goIf(.coreAura, to: .closeCombat)
findFreeDirection()
goIf(.blocked, to: .coreDefense)
growPreferredDirection()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
expandFront()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
goTo(to: .counterstrike)
.counterstrike:
selectNewest()
findStrongestSignal()
selectOutermost()
growPreferredDirection()
goIf(.anyFinding, to: .evade)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
growPreferredDirection()
goIf(.anyFinding, to: .evade)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
goTo(to: .start)
.evade:
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
captureNeutralCube()
findFreeDirection()
goIf(.blocked, to: .coreDefense)
growPreferredDirection()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
rotateDirection(steps: 1)
expandFront()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
goTo(to: .start)
.closeCombat:
checkNeighbor(direction: .xPlus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
checkNeighbor(direction: .xMinus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
checkNeighbor(direction: .yPlus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
checkNeighbor(direction: .yMinus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
checkNeighbor(direction: .zPlus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
checkNeighbor(direction: .zMinus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
scanArea(radius: 2)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
captureNeutralCube()
goTo(to: .counterstrike)
.coreDefense:
selectCore()
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
captureNeutralCube()
selectCore()
growIfFree(direction: .xPlus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
selectCore()
growIfFree(direction: .xMinus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
selectCore()
growIfFree(direction: .yPlus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
selectCore()
growIfFree(direction: .yMinus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
selectCore()
growIfFree(direction: .zPlus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
selectCore()
growIfFree(direction: .zMinus)
captureEnemyCube()
goIf(.enemyCube, to: .intercept)
captureNeutralCube()
selectCore()
scanArea(radius: 2)
goIf(.coreAura, to: .closeCombat)
findStrongestSignal()
rotateDirection(steps: 2)
rotateDirection(steps: 1)
findFreeDirection()
goIf(.blocked, to: .start)
moveCore()
goTo(to: .start)
.contactDefense:
activateContactPoint()
captureEnemyCube()
goIf(.enemyCube, to: .contactPursuit)
goTo(to: .start)
.contactPursuit:
trackEnemyStructure()
captureEnemyCube()
goTo(to: .start)

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