Difference between revisions of "Talon/source"
< Talon
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m (It isn't perfect, but at least it doesn't hang up on walls anymore!) |
m (To be fair, it is already a mess (need to update Talon to the getOthers() version).) |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
<syntaxhighlight> | <syntaxhighlight> | ||
− | package cs; | + | package cs.sheldor; |
− | + | ||
− | |||
import java.awt.geom.Point2D; | import java.awt.geom.Point2D; | ||
import robocode.AdvancedRobot; | import robocode.AdvancedRobot; | ||
− | |||
import robocode.ScannedRobotEvent; | import robocode.ScannedRobotEvent; | ||
import robocode.util.Utils; | import robocode.util.Utils; | ||
− | + | ||
/** | /** | ||
− | * Talon - a robot by Chase | + | * Talon - a Nano Melee robot by Chase and Sheldor |
* | * | ||
* The idea is to avoid driving toward enemy robots, nearer ones are more | * The idea is to avoid driving toward enemy robots, nearer ones are more | ||
Line 19: | Line 17: | ||
public class Talon extends AdvancedRobot { | public class Talon extends AdvancedRobot { | ||
private static Point2D.Double[] map = new Point2D.Double[10]; | private static Point2D.Double[] map = new Point2D.Double[10]; | ||
− | private static int n | + | private static int n; |
+ | |||
+ | public void run() { | ||
+ | |||
+ | //Sheldor: In melee this doesn't really matter. | ||
+ | //setAdjustGunForRobotTurn(true); | ||
+ | |||
+ | //Sheldor: I'm very sorry. :( | ||
+ | //setAllColors(Color.RED); | ||
− | |||
− | |||
− | |||
double angle, bestDanger, danger; | double angle, bestDanger, danger; | ||
+ | |||
while(true) { | while(true) { | ||
− | setAhead((bestDanger = angle = 360)* | + | |
− | + | //Sheldor: Slowing down before making big turns makes the wall avoidance much better. | |
+ | setAhead((bestDanger = angle = 360) - (5 * getTurnRemaining())); | ||
+ | |||
while(angle-- > 0) { | while(angle-- > 0) { | ||
− | int t = getOthers(); | + | int t; |
− | danger = | + | setFire(t = getOthers()); |
+ | |||
+ | //Sheldor: Be careful when using counters to initialize other counters. | ||
+ | //Chase: uses less energy when there are less robots on the map, makes up for our poor targeting | ||
+ | //setFire(t = n); | ||
+ | |||
+ | //Sheldor: Drive toward the center of the field when the bot gets near a wall. | ||
+ | //This will only work properly on a 1000/1000 pixel field. | ||
+ | danger = -Math.abs(Utils.normalRelativeAngleDegrees(angle - Math.toDegrees(Math.atan2(getX() - 500, getY() - 500)))) * | ||
+ | (table.charAt((int)getX()) + table.charAt((int)getY())); | ||
+ | |||
try { | try { | ||
while(true) { | while(true) { | ||
− | // our most recent scans, unfortunately not enough room | + | // our most recent scans, unfortunately not enough room to project them |
− | + | Point2D.Double v; | |
− | Point2D.Double v | ||
// set our gun to face this nearest enemy | // set our gun to face this nearest enemy | ||
− | setTurnGunRight(Utils.normalRelativeAngleDegrees(v.y - getGunHeading())); | + | setTurnGunRight(Utils.normalRelativeAngleDegrees((v = map[--t]).y - getGunHeading())); |
− | // the difference between current angle we are | + | // the difference between current angle we are considering and the enemy multiply it |
− | + | // by how close they are, closer is more dangerous to move towards | |
− | // | + | //Sheldor: "X / Y" has exactly the same effect as "X * (1 / Y)" but is ~3 bytes smaller. |
− | // | + | danger += 1 / (Math.abs(Utils.normalRelativeAngleDegrees(angle - v.y))) / v.x; |
− | danger += 1 / (Math.abs(Utils.normalRelativeAngleDegrees(angle - v.y)) | ||
} | } | ||
} catch(Exception e) { | } catch(Exception e) { | ||
− | // We don't have room for any kind of sanity checks, also | + | // We don't have room for any kind of sanity checks, also the only way to get out of |
− | + | // the loop without having to have a comparison, saves us some code size | |
− | // having to have a comparison, saves us some code size | ||
} | } | ||
if(danger < bestDanger) { | if(danger < bestDanger) { | ||
bestDanger = danger; | bestDanger = danger; | ||
− | setTurnRight(Utils.normalRelativeAngleDegrees(angle | + | setTurnRight(Utils.normalRelativeAngleDegrees(angle - getHeading())); |
} | } | ||
} | } | ||
// Turning it by only 1 saves us some code size but in radians this | // Turning it by only 1 saves us some code size but in radians this | ||
− | // value > PI/4 the maximum | + | // value > PI/4 the maximum turn the radar can turn, meaning it will |
− | + | // cover the full arc as long as we call it every turn. | |
− | |||
turnRadarRightRadians(1); | turnRadarRightRadians(1); | ||
} | } | ||
} | } | ||
− | + | ||
public void onScannedRobot(ScannedRobotEvent e) { | public void onScannedRobot(ScannedRobotEvent e) { | ||
try { | try { | ||
// Set the most recent scan into our map of enemies | // Set the most recent scan into our map of enemies | ||
map[--n] = new Point2D.Double(e.getDistance(), getHeading() + e.getBearing()); | map[--n] = new Point2D.Double(e.getDistance(), getHeading() + e.getBearing()); | ||
− | |||
− | |||
} | } | ||
catch(Exception ex) { | catch(Exception ex) { | ||
// attempted to scan but it failed, set the number of enemies again | // attempted to scan but it failed, set the number of enemies again | ||
− | // we miss | + | // we miss an enemy scan but we gain some code size here |
n = getOthers(); | n = getOthers(); | ||
} | } | ||
} | } | ||
− | + | ||
− | + | static final String table = "\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" + | |
− | + | "\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0001" + | |
− | + | "\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001" + | |
+ | "\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" + | ||
+ | "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\u0001\u0001\u0001\u0001\u0001" + | ||
+ | "\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001" + | ||
+ | "\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" + | ||
+ | "\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" + | ||
+ | "\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064"; | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> |
Latest revision as of 02:22, 23 February 2013
package cs.sheldor;
import java.awt.geom.Point2D;
import robocode.AdvancedRobot;
import robocode.ScannedRobotEvent;
import robocode.util.Utils;
/**
* Talon - a Nano Melee robot by Chase and Sheldor
*
* The idea is to avoid driving toward enemy robots, nearer ones are more
* dangerous to drive towards.
*
* Codesize: 248
*/
public class Talon extends AdvancedRobot {
private static Point2D.Double[] map = new Point2D.Double[10];
private static int n;
public void run() {
//Sheldor: In melee this doesn't really matter.
//setAdjustGunForRobotTurn(true);
//Sheldor: I'm very sorry. :(
//setAllColors(Color.RED);
double angle, bestDanger, danger;
while(true) {
//Sheldor: Slowing down before making big turns makes the wall avoidance much better.
setAhead((bestDanger = angle = 360) - (5 * getTurnRemaining()));
while(angle-- > 0) {
int t;
setFire(t = getOthers());
//Sheldor: Be careful when using counters to initialize other counters.
//Chase: uses less energy when there are less robots on the map, makes up for our poor targeting
//setFire(t = n);
//Sheldor: Drive toward the center of the field when the bot gets near a wall.
//This will only work properly on a 1000/1000 pixel field.
danger = -Math.abs(Utils.normalRelativeAngleDegrees(angle - Math.toDegrees(Math.atan2(getX() - 500, getY() - 500)))) *
(table.charAt((int)getX()) + table.charAt((int)getY()));
try {
while(true) {
// our most recent scans, unfortunately not enough room to project them
Point2D.Double v;
// set our gun to face this nearest enemy
setTurnGunRight(Utils.normalRelativeAngleDegrees((v = map[--t]).y - getGunHeading()));
// the difference between current angle we are considering and the enemy multiply it
// by how close they are, closer is more dangerous to move towards
//Sheldor: "X / Y" has exactly the same effect as "X * (1 / Y)" but is ~3 bytes smaller.
danger += 1 / (Math.abs(Utils.normalRelativeAngleDegrees(angle - v.y))) / v.x;
}
} catch(Exception e) {
// We don't have room for any kind of sanity checks, also the only way to get out of
// the loop without having to have a comparison, saves us some code size
}
if(danger < bestDanger) {
bestDanger = danger;
setTurnRight(Utils.normalRelativeAngleDegrees(angle - getHeading()));
}
}
// Turning it by only 1 saves us some code size but in radians this
// value > PI/4 the maximum turn the radar can turn, meaning it will
// cover the full arc as long as we call it every turn.
turnRadarRightRadians(1);
}
}
public void onScannedRobot(ScannedRobotEvent e) {
try {
// Set the most recent scan into our map of enemies
map[--n] = new Point2D.Double(e.getDistance(), getHeading() + e.getBearing());
}
catch(Exception ex) {
// attempted to scan but it failed, set the number of enemies again
// we miss an enemy scan but we gain some code size here
n = getOthers();
}
}
static final String table = "\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" +
"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0001" +
"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001" +
"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0" +
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\u0001\u0001\u0001\u0001\u0001" +
"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001" +
"\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0001\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" +
"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064" +
"\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064\u0064";
}