Bug in Diamond
Well, sorry to ruin Christmas break for you but...
I was watching a battle with Diamond, and I noticed that there were bullets in the area marked safe. The shadow was quite large, (large enough for me to be able to say it was one shadow) so, I don't think it's possible that the bullet that supposedly made the shadow hadn't passed yet (unless there were two shadows near each other and a third bullet that would have connected them had just been fired). In short it appears there is a bug with your bullet shadows.
Thanks for the notice! If it was a big shadow, it's probably a bug with merging shadows or angle normalization. I think that stuff's pretty tight so it might be tough for me to duplicate it enough to debug it. But I'll give it a shot when I have some time. Thanks. :-)
Oh, and finding a bug for me to fix in Diamond doesn't ruin anything, it's great. If I can't get to #1 with bug fixes, I have to actually think of innovative new features. ;)
Just to be clear - did your see if the bullet in the safe area hit one of my bullets before it reached me? Because that would not be a bug, it would just mean Diamond knew beforehand that one of his fired bullets would intersect any bullet in that range.
Yeah, I'm pretty sure it didn't but I MIGHT have missed it. I think I have a bug with bullet shadows it Gilgalad, and to test I just ran two 1000 round battles against hawkOnFire with and without bullet shadows. HawkOnFire's bullet damage without bullet shadows was 103 and with bullet shadows it was 192, so it appears I will be suffering with you...
Still searching for the similar bug in Gilgalad. I just found that it occurs in my intersection calculations (rather than the merging) which will make it more annoying to find. Perhaps I should have tested for bugs before optimizing those...
I discovered my bullet shadows didn't contain any 'impossible bullets' when I moved my bullets a tick forward - how about trying an empirical test for having your bullets a tick ahead/behind where you think they are?
So I tried that, and and fixed the possible "bullet start and end positions are in the wave, but it passes outside of it" bug. Still short of perfection (though there is a measurable improvement against HawkOnFire over 1000 rounds). Would someone mind explaining how robocode deals with bullets that hit both the enemy robot and their bullet on the same turn?
I'm not sure how Robocode deals with simultaneous impacts. I think you'd have to dig in the source code to find out exactly what happens.