Waylander/Version History

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0.3.5

  • Shoot with a combination of PM and CT for the first round

0.3.4 (codesize 738)

0.3.3 (codesize 738)

  • Some refactoring
  • Aim from the position I'll be at next tick (learned from my experience with wavesurfers)
  • Tuned the variable-distance Stop And Go

0.3.2 (codesize 723)

  • Back to standard anti-rambot code
  • Only enable flattener if I lose in the first 3 rounds
  • Shrunk some code

0.3.1 (codesize 731) - the 'cleanup' version

  • Pattern-matcher only uses a 'key' that fits in this round
  • Keeps up to 30k ticks of data (from 15k)
  • Doesn't add data in first scan (to get a real DeltaHeading)
  • Uses my own flattener - finally!
  • accidently used the untested anti-rambot code

0.3 (codesize 700)

  • 1.1.17 with all extras removed:
    • max retreating angle
    • max advancing angle
    • precise enemy energy management
    • different wall bounce for Stop And Go
  • Default distance set to 600
  • Need new things to do with the codesize - ideas guys? =)

0.2 - multiple choice - dropped

0.1.16 (codesize 746)

  • less wallbounce for Stop And Go
  • max retreating angle of PI/24 (7.5 degrees) when using Stop And Go
  • hopefully the last release in the 0.1.x line

0.1.15 (codesize 737)

  • Fixed Stop And Go (it didn't travel the full distance in 0.1.14, codeshrinking again)
  • Simpler wall bouncing
  • Max retreating angle of PI/12 (15 degrees) when using Stop And Go
  • Less conservative with energy in endgame
  • Non-exact enemyEnergy tracking
  • Doesn't use rules class

0.1.14 (codesize 748)

  • A revert to 0.1.9 (ie. no Rules class)
  • Fixed bug that deleted most recent data instead of oldest data
  • Better anti-ramming code
  • Always moves away if time < 20

0.1.13 (codesize 705) --- BUGGY!!! SHOOTS HOT AGAINST StopAndGo !!!

  • base firepower always 2
  • removed many (small) features that weren't helping
  • fixed bug that deleted most recent data instead of oldest data

0.1.12 (codesize 745)

  • Firepower is 900/distance
  • Moves directly away from rammers
  • Uses normal distancing for StopAndGo
  • Increased BEST_DISTANCE to 500
  • Rules class seems to be safe

0.1.11 (codesize 748)

  • Firepower is 3 only for distance < 150
  • Another release with the Rules class

0.1.10 (codesize 744)

  • Always retreats (slightly) with StopAndGo
  • Distance based firepower
  • Uses Rules class to calculate several variables

0.1.9 (codesize 746)

  • Reversed the direction data is stored (saved 30 codesize)
  • Moves if time < 20 (hope to escape bad situations) even with Stop And Go
  • Made enemyEnergy tracking work for all bullet powers
  • Improved Wall bouncing

0.1.8 (codesize 744)

  • Tuned variable distance Stop And Go (should work for all bullet powers now)
  • Added
    setAdjustGunForRobotTurn(true);

0.1.7 (codesize: 739)

  • Removed BitShifting
  • Added smooth distancing
  • Added variable distance Stop And Go
  • Removed 'match only from 3 ticks before fire'

0.1.6 (codesize: 726)

0.1.5 (codesize: 744)

  • Added Bit Shifting
  • Added smooth distancing (from Decado)
  • Varied distance of StopAndGo depending on power of enemy bullet

0.1.4 (codesize: 749)

  • Decreased number of possible values for angular velocity
  • Decreased minimum match length

0.1.3 (codesize: 745)

  • Reverted to non-multiple choice (too many bug opportunities, not enough codesize for comfort)
  • Added Stop And Go

0.2.3 (codesize: 746)

  • Fixed the right bug this time
  • Rating is still below 0.1

0.2.2 (codesize: 748)

  • An attempted bugfix that fixed the wrong bug

0.2.1 (codesize: 748)

  • Better energy management
  • Contained a fatal bug, dropped quickly

0.2 (codesize: 747)

0.1.1, 0.1.2

  • Unknown, both decreased ratings, reverted to 0.1

0.1 (codesize: 725)