SuperRamFire

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SuperRamFire 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.


Movement

SuperRamFire tries to ram its opponent(hence the name). It changes it's turn direction and chance to reverse based on distance from the enemy.


Targeting

SuperRamFire uses Circular Targeting.


Code

package supersample;
 
import java.awt.Color;
import java.awt.geom.Point2D;
 
import robocode.*;
import robocode.util.Utils;
/**
 * SuperSpinBot - a Super Sample Robot by CrazyBassoonist based on the robot RamFire by Mathew Nelson and maintained by Flemming N. Larsen.
 * 
 * This robot tries to ram it's opponents.
 *
 */
public class SuperRamFire extends AdvancedRobot {
 
	//These are constants. One advantage of these is that the logic in them (such as 20-3*BULLET_POWER)
	//does not use codespace, making them cheaper than putting the logic in the actual code.
 
	final static double BULLET_POWER=3;//Our bulletpower.
	final static double BULLET_DAMAGE=BULLET_POWER*4;//Formula for bullet damage.
	final static double BULLET_SPEED=20-3*BULLET_POWER;//Formula for bullet speed.
 
	//Variables
	static double dir=1;
	static double oldEnemyHeading;
	static double enemyEnergy;
 
 
	public void run(){
 
		//RamFire Colors
		setBodyColor(Color.lightGray);
		setGunColor(Color.gray);
		setRadarColor(Color.darkGray);
 
		setAdjustGunForRobotTurn(true);
		setAdjustRadarForGunTurn(true);
		setTurnRadarRightRadians(Double.POSITIVE_INFINITY);
	}
	public void onScannedRobot(ScannedRobotEvent e){
		double absBearing=e.getBearingRadians()+getHeadingRadians();
 
		//This makes the amount we want to turn be perpendicular to the enemy.
		double turn=absBearing+Math.PI/2;
 
		//This formula is used because the 1/e.getDistance() means that as we get closer to the enemy, we will turn to them more sharply. 
		//We want to do this because it reduces our chances of being defeated before we reach the enemy robot.
		turn-=Math.max(0.5,(1/e.getDistance())*100)*dir;
 
		setTurnRightRadians(Utils.normalRelativeAngle(turn-getHeadingRadians()));
 
		//This block of code detects when an opponents energy drops.
		if(enemyEnergy>(enemyEnergy=e.getEnergy())){
 
			//We use 300/e.getDistance() to decide if we want to change directions.
			//This means that we will be less likely to reverse right as we are about to ram the enemy robot.
			if(Math.random()>200/e.getDistance()){
				dir=-dir;
			}
		}
 
		//This line makes us slow down when we need to turn sharply.
		setMaxVelocity(400/getTurnRemaining());
 
		setAhead(100*dir);
 
		//Finding the heading and heading change.
		double enemyHeading = e.getHeadingRadians();
		double enemyHeadingChange = enemyHeading - oldEnemyHeading;
		oldEnemyHeading = enemyHeading;
 
		/*This method of targeting is know as circular targeting; you assume your enemy will
		 *keep moving with the same speed and turn rate that he is using at fire time.The 
		 *base code comes from the wiki.
		*/
		double deltaTime = 0;
		double predictedX = getX()+e.getDistance()*Math.sin(absBearing);
		double predictedY = getY()+e.getDistance()*Math.cos(absBearing);
		while((++deltaTime) * BULLET_SPEED <  Point2D.Double.distance(getX(), getY(), predictedX, predictedY)){	
 
			//Add the movement we think our enemy will make to our enemy's current X and Y
			predictedX += Math.sin(enemyHeading) * e.getVelocity();
			predictedY += Math.cos(enemyHeading) * e.getVelocity();
 
 
			//Find our enemy's heading changes.
			enemyHeading += enemyHeadingChange;
 
			//If our predicted coordinates are outside the walls, put them 18 distance units away from the walls as we know 
			//that that is the closest they can get to the wall (Bots are non-rotating 36*36 squares).
			predictedX=Math.max(Math.min(predictedX,getBattleFieldWidth()-18),18);
			predictedY=Math.max(Math.min(predictedY,getBattleFieldHeight()-18),18);
 
		}
		//Find the bearing of our predicted coordinates from us.
		double aim = Utils.normalAbsoluteAngle(Math.atan2(  predictedX - getX(), predictedY - getY()));
 
		//Aim and fire.
		setTurnGunRightRadians(Utils.normalRelativeAngle(aim - getGunHeadingRadians()));
		setFire(BULLET_POWER);
 
 
 
 
 
 
		setTurnRadarRightRadians(Utils.normalRelativeAngle(absBearing-getRadarHeadingRadians())*2);
	}
	public void onBulletHit(BulletHitEvent e){
		enemyEnergy-=BULLET_DAMAGE;
	}
	public void onHitWall(HitWallEvent e){
		dir=-dir;
	}
}
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