Difference between revisions of "Circular Targeting"
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This is the code used in [[WaveSurfing Challenge Bot/C|WaveSurfing Challenge Bot C]]: | This is the code used in [[WaveSurfing Challenge Bot/C|WaveSurfing Challenge Bot C]]: | ||
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//Add import robocode.util.* for Utils and import java.awt.geom.* for Point2D | //Add import robocode.util.* for Utils and import java.awt.geom.* for Point2D | ||
//This code goes in your onScannedRobot() event handler | //This code goes in your onScannedRobot() event handler | ||
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theta - getGunHeadingRadians())); | theta - getGunHeadingRadians())); | ||
fire(3); | fire(3); | ||
− | </ | + | </syntaxhighlight> |
== See also == | == See also == |
Revision as of 07:21, 1 July 2010
Description
A method of targeting which assumes that the target will continue moving with the same turn rate and at the same speed.
Example
This is the code used in WaveSurfing Challenge Bot C:
//Add import robocode.util.* for Utils and import java.awt.geom.* for Point2D
//This code goes in your onScannedRobot() event handler
double bulletPower = Math.min(3.0,getEnergy());
double myX = getX();
double myY = getY();
double absoluteBearing = getHeadingRadians() + e.getBearingRadians();
double enemyX = getX() + e.getDistance() * Math.sin(absoluteBearing);
double enemyY = getY() + e.getDistance() * Math.cos(absoluteBearing);
double enemyHeading = e.getHeadingRadians();
double enemyHeadingChange = enemyHeading - oldEnemyHeading;
double enemyVelocity = e.getVelocity();
oldEnemyHeading = enemyHeading;
double deltaTime = 0;
double battleFieldHeight = getBattleFieldHeight(),
battleFieldWidth = getBattleFieldWidth();
double predictedX = enemyX, predictedY = enemyY;
while((++deltaTime) * (20.0 - 3.0 * bulletPower) <
Point2D.Double.distance(myX, myY, predictedX, predictedY)){
predictedX += Math.sin(enemyHeading) * enemyVelocity;
predictedY += Math.cos(enemyHeading) * enemyVelocity;
enemyHeading += enemyHeadingChange;
if( predictedX < 18.0
|| predictedY < 18.0
|| predictedX > battleFieldWidth - 18.0
|| predictedY > battleFieldHeight - 18.0){
predictedX = Math.min(Math.max(18.0, predictedX),
battleFieldWidth - 18.0);
predictedY = Math.min(Math.max(18.0, predictedY),
battleFieldHeight - 18.0);
break;
}
}
double theta = Utils.normalAbsoluteAngle(Math.atan2(
predictedX - getX(), predictedY - getY()));
setTurnRadarRightRadians(Utils.normalRelativeAngle(
absoluteBearing - getRadarHeadingRadians()));
setTurnGunRightRadians(Utils.normalRelativeAngle(
theta - getGunHeadingRadians()));
fire(3);
See also
- Circular Targeting/Walkthrough - An in-depth example of creating a circular targeting algorithm in Robocode, authored by Dummy.
- NanoBot sized circular targeting example code
- Alisdair Owen's circular targeting tutorial with iteration.