Difference between revisions of "Help:Help/Code Shrinking"
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: Post the source. I'm a past master at reducing codesize on bots. Hell, I wrote the original articles over at the repository and codesize tricks that spurred the nanobot explosion. I'd love some new blood in the nano area while I grit my teeth over Infinity/Dustbunny and how to make them just 1% better :) --[[User:Miked0801|Miked0801]] 03:56, 30 April 2009 (UTC) | : Post the source. I'm a past master at reducing codesize on bots. Hell, I wrote the original articles over at the repository and codesize tricks that spurred the nanobot explosion. I'd love some new blood in the nano area while I grit my teeth over Infinity/Dustbunny and how to make them just 1% better :) --[[User:Miked0801|Miked0801]] 03:56, 30 April 2009 (UTC) | ||
+ | |||
+ | ::Okay. | ||
+ | |||
+ | <pre> | ||
+ | package awesomeness; | ||
+ | |||
+ | import robocode.*; | ||
+ | import robocode.util.*; | ||
+ | import java.util.Random; | ||
+ | import static robocode.util.Utils.normalRelativeAngleDegrees; | ||
+ | //import java.awt.Color; | ||
+ | |||
+ | /** | ||
+ | * Elite - a robot by Awesomeness | ||
+ | */ | ||
+ | public class Elite extends AdvancedRobot { | ||
+ | |||
+ | int previousEnergy = 100; | ||
+ | int count; | ||
+ | int countAdd;// The amount to add to the count | ||
+ | byte movementDirection = 1; | ||
+ | byte alternate; | ||
+ | Random generator = new Random(); //This makes random numbers | ||
+ | |||
+ | /** | ||
+ | * run: Elite's default behavior | ||
+ | */ | ||
+ | public void run() { | ||
+ | |||
+ | setAdjustRadarForGunTurn(true); | ||
+ | setAdjustGunForRobotTurn(true); | ||
+ | |||
+ | |||
+ | // After trying out your robot, try uncommenting the import at the top, | ||
+ | // and the next line: | ||
+ | //setColors(Color.red,Color.blue,Color.green); | ||
+ | while(true) { | ||
+ | turnRadarRightRadians(Double.POSITIVE_INFINITY); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | /** | ||
+ | * onScannedRobot: What to do when you see another robot | ||
+ | */ | ||
+ | public void onScannedRobot(ScannedRobotEvent e) { | ||
+ | |||
+ | //The absolute bearing, this is used a lot | ||
+ | double absoluteBearing = getHeadingRadians() + e.getBearingRadians(); | ||
+ | |||
+ | /////////////////////////////////////////////////////// | ||
+ | ////////////////////Movement Code////////////////////// | ||
+ | |||
+ | //If there's a change in energy, it probably fired | ||
+ | int changeInEnergy = previousEnergy- (int) e.getEnergy(); | ||
+ | |||
+ | if (changeInEnergy>0 && changeInEnergy<=3) { | ||
+ | alternate(); | ||
+ | } | ||
+ | |||
+ | |||
+ | // Stay at right angles to the opponent | ||
+ | setTurnRight(e.getBearing()+90/*-5*movementDirection*/); | ||
+ | |||
+ | countAdd += (generator.nextInt(2)*2-1) * 3; | ||
+ | |||
+ | count += countAdd; | ||
+ | |||
+ | setMaxVelocity(8); | ||
+ | |||
+ | if (count >= 100) { | ||
+ | count = 0; | ||
+ | countAdd = 0; | ||
+ | } | ||
+ | |||
+ | setAhead(50*movementDirection); | ||
+ | |||
+ | // Track the energy level | ||
+ | previousEnergy = (int) e.getEnergy(); | ||
+ | |||
+ | ////////////////////Movement Code////////////////////// | ||
+ | /////////////////////////////////////////////////////// | ||
+ | |||
+ | /////////////////////////////////////////////////////// | ||
+ | ///////////////////////Gun Code//////////////////////// | ||
+ | |||
+ | //Pretty simple... | ||
+ | setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - | ||
+ | getGunHeadingRadians() + (e.getVelocity() * Math.sin(e.getHeadingRadians() - | ||
+ | absoluteBearing) / 13.2))); | ||
+ | if (getGunHeat() == 0) { // Only try to fire if we can- | ||
+ | setFire(2.0); // otherwise we do much worse | ||
+ | } | ||
+ | |||
+ | ///////////////////////Gun Code//////////////////////// | ||
+ | /////////////////////////////////////////////////////// | ||
+ | |||
+ | |||
+ | |||
+ | /////////////////////////////////////////////////////// | ||
+ | /////////////////////Radar Code//////////////////////// | ||
+ | |||
+ | setTurnRadarLeftRadians(getRadarTurnRemainingRadians()); | ||
+ | |||
+ | |||
+ | /////////////////////Radar Code//////////////////////// | ||
+ | /////////////////////////////////////////////////////// | ||
+ | |||
+ | |||
+ | |||
+ | } | ||
+ | public void onHitWall(HitWallEvent e) { | ||
+ | i(); | ||
+ | } | ||
+ | public void i() { | ||
+ | setMaxVelocity(1); | ||
+ | movementDirection = (byte) -movementDirection; | ||
+ | } | ||
+ | public void alternate() { | ||
+ | i();//Length: 276 | ||
+ | alternate = (byte) -alternate; | ||
+ | if (alternate == 1) { | ||
+ | i(); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </pre> |
Revision as of 12:22, 30 April 2009
Annoying... I've made an Über-Nano bot that gets 99% against N, but I'm stuck at 283 bytes... Awesomeness 01:29, 30 April 2009 (UTC)
- Post the source. I'm a past master at reducing codesize on bots. Hell, I wrote the original articles over at the repository and codesize tricks that spurred the nanobot explosion. I'd love some new blood in the nano area while I grit my teeth over Infinity/Dustbunny and how to make them just 1% better :) --Miked0801 03:56, 30 April 2009 (UTC)
- Okay.
package awesomeness; import robocode.*; import robocode.util.*; import java.util.Random; import static robocode.util.Utils.normalRelativeAngleDegrees; //import java.awt.Color; /** * Elite - a robot by Awesomeness */ public class Elite extends AdvancedRobot { int previousEnergy = 100; int count; int countAdd;// The amount to add to the count byte movementDirection = 1; byte alternate; Random generator = new Random(); //This makes random numbers /** * run: Elite's default behavior */ public void run() { setAdjustRadarForGunTurn(true); setAdjustGunForRobotTurn(true); // After trying out your robot, try uncommenting the import at the top, // and the next line: //setColors(Color.red,Color.blue,Color.green); while(true) { turnRadarRightRadians(Double.POSITIVE_INFINITY); } } /** * onScannedRobot: What to do when you see another robot */ public void onScannedRobot(ScannedRobotEvent e) { //The absolute bearing, this is used a lot double absoluteBearing = getHeadingRadians() + e.getBearingRadians(); /////////////////////////////////////////////////////// ////////////////////Movement Code////////////////////// //If there's a change in energy, it probably fired int changeInEnergy = previousEnergy- (int) e.getEnergy(); if (changeInEnergy>0 && changeInEnergy<=3) { alternate(); } // Stay at right angles to the opponent setTurnRight(e.getBearing()+90/*-5*movementDirection*/); countAdd += (generator.nextInt(2)*2-1) * 3; count += countAdd; setMaxVelocity(8); if (count >= 100) { count = 0; countAdd = 0; } setAhead(50*movementDirection); // Track the energy level previousEnergy = (int) e.getEnergy(); ////////////////////Movement Code////////////////////// /////////////////////////////////////////////////////// /////////////////////////////////////////////////////// ///////////////////////Gun Code//////////////////////// //Pretty simple... setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians() + (e.getVelocity() * Math.sin(e.getHeadingRadians() - absoluteBearing) / 13.2))); if (getGunHeat() == 0) { // Only try to fire if we can- setFire(2.0); // otherwise we do much worse } ///////////////////////Gun Code//////////////////////// /////////////////////////////////////////////////////// /////////////////////////////////////////////////////// /////////////////////Radar Code//////////////////////// setTurnRadarLeftRadians(getRadarTurnRemainingRadians()); /////////////////////Radar Code//////////////////////// /////////////////////////////////////////////////////// } public void onHitWall(HitWallEvent e) { i(); } public void i() { setMaxVelocity(1); movementDirection = (byte) -movementDirection; } public void alternate() { i();//Length: 276 alternate = (byte) -alternate; if (alternate == 1) { i(); } } }