I don't see any issues with the move speed average code, which using the same averaging as all other stats and simply adds your current move speed to the pile every time you make a move. (Also not just the code--I just spent a while testing it and it behaves as expected.)
This makes me think you're counting average over moves, instead of average over time (I might be totally wrong
). The formula for average over time (what we think of when we say "average speed") is [distance traveled]/[time spent traveling]. In Cogmind's case you could use the following substitutions:
[distance traveled] = spaces moved
[time spent traveling] = sum of move costs (in TU, not %) divided by 100 (since we want turns, not TU)
to get average number of moves per turn. Multiply it by 100% to get the movespeed%.
Perhaps more concerning here is that your scoresheet also says you took 2467 actions compared to 2446 spaces moved, meaning 21 non-move actions, yet (without even examining all possible turn-consuming actions) just firing your launcher and attaching parts was 45 actions. (As a side note, this amounts to 54 turns of non-movement.)
That said, you might have jumped a fair number of robots, which would undercount actions compared to moves (since jumping counts as multiple moves). Anyway, I've added a new score sheet entry for Beta 8 so we can see the jump count as well
I like hopping. These numbers look reasonable to me if we account for hopping.
You'd probably want the number of actions for pickup, drop, detach, (attach is already in), quick attach, detach & drop and wait. And number of spaces hopped over, and number of hops themselves (1 action of hopping could make 2 or MORE moves).