Difference between revisions of "Random Targeting"
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<pre> | <pre> | ||
+ | // Add import robocode.util.* for Utils | ||
+ | // This code goes in your onScannedRobot() event handler. | ||
+ | |||
public void onScannedRobot(ScannedRobotEvent e) { | public void onScannedRobot(ScannedRobotEvent e) { | ||
double randomGuessFactor = (Math.random() - .5) * 2; | double randomGuessFactor = (Math.random() - .5) * 2; |
Revision as of 02:50, 12 November 2007
A method of Targeting that simply chooses a random angle among the angles that could possibly hit the opponent. Some successful NanoBots use this firing method. Its implementation is very small and for unpredictable movements, it will give a consistent hit percentage.
Example
// Add import robocode.util.* for Utils // This code goes in your onScannedRobot() event handler. public void onScannedRobot(ScannedRobotEvent e) { double randomGuessFactor = (Math.random() - .5) * 2; double bulletPower = 3; double maxEscapeAngle = Math.asin(8.0/(20 - (3 * bulletPower))); double firingAngle = randomGuessFactor * maxEscapeAngle; double absBearingToEnemy = e.getBearingRadians() + getHeadingRadians(); setTurnGunRightRadians(Utils.normalRelativeAngle( absBearingToEnemy + firingAngle - getGunHeadingRadians())); fire(bulletPower); }
A simpler solution
A simpler method is to assume that the enemy is traveling in a circle around you, which is often true among NanoBots and 1-vs-1 bots. If the enemy is traveling in a circle around you, the maximum distance it can cover before a bullet reaches it is enemy velocity / bullet velocity
(in radians). For example, a power 3.0 bullet fired at an enemy going at full speed should be fired at a bearing offset between -8/11 and +8/11.