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)
- Fixed the variable-distance Stop And Go 'tuning'
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)
- Removed variable distance Stop And Go
- Removed smooth distancing
- Kept Bit Shifting
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)
- Attempted to add Multiple Choice
- 45 angles
0.1.1, 0.1.2
- Unknown, both decreased ratings, reverted to 0.1
0.1 (codesize: 725)
- Pattern Matching straight from the PMC, coupled with RaikoNanos movement, unaltered