Difference between revisions of "User talk:Realmoonstruck"
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I have been trying to make competitive Junior Robots. This the best 1 vs 1 bot I could make till now... | I have been trying to make competitive Junior Robots. This the best 1 vs 1 bot I could make till now... | ||
− | < | + | <syntaxhighlight> |
package ne0n; | package ne0n; | ||
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public class JuniorLinear extends JuniorRobot { | public class JuniorLinear extends JuniorRobot { | ||
− | |||
int moveAmount; | int moveAmount; | ||
public void run() { | public void run() { | ||
− | |||
setColors(black, white, red, orange, purple); | setColors(black, white, red, orange, purple); | ||
− | |||
moveAmount = Math.max(fieldWidth, fieldHeight); | moveAmount = Math.max(fieldWidth, fieldHeight); | ||
− | |||
turnTo(0); | turnTo(0); | ||
while (true) { | while (true) { | ||
− | |||
bearGunTo(90); | bearGunTo(90); | ||
− | |||
ahead(moveAmount); | ahead(moveAmount); | ||
− | |||
} | } | ||
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public void onHitWall() { | public void onHitWall() { | ||
− | |||
bearGunTo(90); | bearGunTo(90); | ||
− | |||
turnRight(90); | turnRight(90); | ||
− | |||
} | } | ||
public void onHitByBullet() { | public void onHitByBullet() { | ||
− | |||
turnGunTo(hitByBulletAngle); | turnGunTo(hitByBulletAngle); | ||
− | |||
} | } | ||
public void onHitRobot() { | public void onHitRobot() { | ||
− | |||
if (scannedBearing > -90 && scannedBearing < 90) | if (scannedBearing > -90 && scannedBearing < 90) | ||
− | |||
back(100); | back(100); | ||
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else | else | ||
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ahead(100); | ahead(100); | ||
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double firepower = 3d-2d*((double)scannedDistance/(double)moveAmount); | double firepower = 3d-2d*((double)scannedDistance/(double)moveAmount); | ||
− | |||
double bulletVelocity = 20-3*firepower; | double bulletVelocity = 20-3*firepower; | ||
− | |||
double offset = Math.toDegrees(Math.asin(scannedVelocity*Math.sin(Math.toRadians(scannedHeading-scannedAngle))/bulletVelocity)); | double offset = Math.toDegrees(Math.asin(scannedVelocity*Math.sin(Math.toRadians(scannedHeading-scannedAngle))/bulletVelocity)); | ||
− | |||
turnGunTo((int)(scannedAngle + offset)); | turnGunTo((int)(scannedAngle + offset)); | ||
fire(firepower); | fire(firepower); | ||
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} | } | ||
− | + | </syntaxhighlight> | |
− | </ | ||
Tis moves in the same was as the Sample Walls. As the name suggests this uses simple trigonometric linear targeting. This has been able to beat all the Sample bots on 1 vs 1. But in melee Walls and SpinBot are beating me each time. I tried to implement some better movement and targeting strategies but couldn't get anything to work till now. | Tis moves in the same was as the Sample Walls. As the name suggests this uses simple trigonometric linear targeting. This has been able to beat all the Sample bots on 1 vs 1. But in melee Walls and SpinBot are beating me each time. I tried to implement some better movement and targeting strategies but couldn't get anything to work till now. | ||
Any help will be appreciated... | Any help will be appreciated... | ||
+ | |||
+ | : I am not entirely sure on how JuniorRobots work, but if I might suggest you stick to just radians or just degrees. Looking at your code it looks to be something like a simple linear targeting implementation. Radar handling may help somewhat. — <span style="font-family: monospace">[[User:Chase-san|Chase]]-[[User_talk:Chase-san|san]]</span> 14:21, 14 July 2010 (UTC) |
Revision as of 15:21, 14 July 2010
Competitive JuniorRobot
I have been trying to make competitive Junior Robots. This the best 1 vs 1 bot I could make till now...
package ne0n;
import robocode.*;
public class JuniorLinear extends JuniorRobot {
int moveAmount;
public void run() {
setColors(black, white, red, orange, purple);
moveAmount = Math.max(fieldWidth, fieldHeight);
turnTo(0);
while (true) {
bearGunTo(90);
ahead(moveAmount);
}
}
public void onHitWall() {
bearGunTo(90);
turnRight(90);
}
public void onHitByBullet() {
turnGunTo(hitByBulletAngle);
}
public void onHitRobot() {
if (scannedBearing > -90 && scannedBearing < 90)
back(100);
else
ahead(100);
}
public void onScannedRobot() {
double firepower = 3d-2d*((double)scannedDistance/(double)moveAmount);
double bulletVelocity = 20-3*firepower;
double offset = Math.toDegrees(Math.asin(scannedVelocity*Math.sin(Math.toRadians(scannedHeading-scannedAngle))/bulletVelocity));
turnGunTo((int)(scannedAngle + offset));
fire(firepower);
}
}
Tis moves in the same was as the Sample Walls. As the name suggests this uses simple trigonometric linear targeting. This has been able to beat all the Sample bots on 1 vs 1. But in melee Walls and SpinBot are beating me each time. I tried to implement some better movement and targeting strategies but couldn't get anything to work till now.
Any help will be appreciated...