SuperWalls

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Revision as of 00:21, 22 September 2010 by Chase-san (talk | contribs) (fixing category link)
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SuperWalls is a part of the Super Sample Bots set by CrazyBassoonist. It is intended to provide new robocoders with a new challenge after beating all of the sample robots.

Thanks to Nat for cleaning up the bad coding caused by my horrible coding skills.

UPDATE: I guaranteed that this robot will not hit walls over than 2 times per round (when no hit-robot, too) » Nat | Talk » 19:45, 1 March 2009 (UTC)

Movement

SuperWalls moves like Walls, but without a constant speed and it changes directions every now and then.


Targeting

SuperWalls uses two guns, a Linear Targeting gun and a Head-On Targeting gun. It keeps track of the number and of shots and hits of each gun, and uses whichever gun works better.

Code

package supersample;

import robocode.*;
import robocode.util.*;
import java.awt.*;

/**
 * SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen
 * Moves around the outer edge with two targeting systems
 */
public class SuperWalls extends AdvancedRobot {
	static int HGShots;     //Number of shots with Head-On Targeting
	static int LGShots;     //Number of shots with Linear Targeting
	static int HGHits;      //Number of hits with Head-On Targeting
	static int LGHits;      //Number of hits with Linear Targeting
	boolean gunIdent;       //Used to tell which gun we are using
	int dir = 1;
	double energy;
	static int enemyFireCount = 0;

	public void run() {
		setAdjustRadarForRobotTurn(true);
		setAdjustRadarForGunTurn(true);
		setBodyColor(Color.black);
		setGunColor(Color.black);
		setRadarColor(Color.orange);
		setBulletColor(Color.cyan);
		setScanColor(Color.cyan);

		setTurnRadarRight(Double.POSITIVE_INFINITY);

		// turnLeft to face a wall.
		// getHeading() % 90 means the remainder of
		// getHeading() divided by 90.
		turnLeft(getHeading() % 90);

		while (true) {
			//if (getDistanceRemaining() == 0) {
			//	turnRight(90 * dir);
				if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
					ahead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir);
				} else {
					ahead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir);
				}
			turnRight(90 * dir);
			//}
		}
	}

	/**
	 * onScannedRobot: Fire!
	 */
	public void onScannedRobot(ScannedRobotEvent e) {
		double absBearing = e.getBearingRadians() + getHeadingRadians();                // The enemies location relative to us
		double latVel = e.getVelocity() * Math.sin(e.getHeadingRadians() - absBearing); // The enemies lateral velocity
		double radarTurn = absBearing - getRadarHeadingRadians();                       // The amount to turn our radar

		double HGRating = (double) HGHits / HGShots;
		double LGRating = (double) LGHits / LGShots;
		
		if (energy > (energy = e.getEnergy())) {
			enemyFireCount++;
			if (enemyFireCount % 5 == 0) {
				dir = -dir;
				if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
					setAhead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir);
				} else {
					setAhead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir);
				}
			}
		}
	
		setMaxVelocity(Math.random() * 12);

		if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting
			double bulletPower = Math.min(3, e.getEnergy() / 4);
			setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));
			LGShots++;
			gunIdent = true;
			setFire(bulletPower); // Fire the minimum amount of energy needed to finish off the other robot
		} else { // in second round or when the head-on gun got more hitting percentage, use head-on gun.
			setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians()));
			HGShots++;
			gunIdent = false;
			setFire(e.getEnergy() / 4); // Fire the minimum amount of energy needed to finish off the other robot
		}
		setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn) * 2); // Make the radar lock on
	}

	public void onBulletHit(BulletHitEvent e) {
		if(gunIdent) {
			LGHits = LGHits+1;
		} else {
			HGHits = HGHits+1;
		}
	}
}