Difference between revisions of "Yatagan/Source"

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(→‎Development Version: Codesize experiment.)
m (→‎Development Version: Skilgannon, try it now.)
Line 41: Line 41:
 
       int integer = 30;
 
       int integer = 30;
 
       double absoluteBearing;
 
       double absoluteBearing;
      //double distance;
 
 
       int matchPosition;
 
       int matchPosition;
 
    
 
    
Line 56: Line 55:
 
          
 
          
 
       //Pattern Matching.
 
       //Pattern Matching.
       enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory);
+
       enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = (e.getBearingRadians() + getHeadingRadians())))))).concat(enemyHistory);
 
    
 
    
 
       // search for a match
 
       // search for a match
Line 63: Line 62:
 
       //Stay mostly perpendicular to the enemy, but try to maintain a distance of 200 pixels.
 
       //Stay mostly perpendicular to the enemy, but try to maintain a distance of 200 pixels.
 
       //SHELDOR:Let's try 200 this time.
 
       //SHELDOR:Let's try 200 this time.
       setTurnRightRadians(Math.cos(absoluteBearing/* = e.getBearingRadians()*/) + ((200.0 - (integer = (int)(e.getDistance()))) * (getVelocity()  / 3000)));
+
       setTurnRightRadians(Math.cos(absoluteBearing) + ((200.0 - (integer = (int)(e.getDistance()))) * (getVelocity()  / 3000)));
 
    
 
    
       //integer = (int)(distance);
+
       do
       // calculate aim offset
+
       {  
 
 
      do {  
 
 
         absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) /  e.getDistance();
 
         absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) /  e.getDistance();
       } while ((integer -= 12) > 0);
+
       }
 +
      while ((integer -= 12) > 0);
 
    
 
    
 
       //Aim at the predicted target.
 
       //Aim at the predicted target.

Revision as of 20:18, 3 April 2013

Development Version

Codesize: ???

/*
Yatagan 1.0.6 by Sheldor & Skilgannon;  Release date:  04/02/2013
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
Codesize:  ??? bytes without any colors
 
Credits: 
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
 
Yatagan is open source and released under the terms of the RoboWiki Public Code License (RWPCL) - Version 1.1.
See license here: http://robowiki.net/wiki/RWPCL
*/
 
package sheldor.jk;
 
import robocode.*;
import robocode.util.Utils;
 
public class Yatagan extends AdvancedRobot
{
//Global variables.
   static double direction;
   static double enemyEnergy;
 
   static int deathCount;

   public void run()
   {
      setAdjustGunForRobotTurn(true);
   
   //Start spinning radar and initialize direction to infinity.
      setTurnRadarRightRadians(direction = Double.POSITIVE_INFINITY);
   }
 
   public void onScannedRobot(ScannedRobotEvent e)
   {
      //Local variables.
      int integer = 30;
      double absoluteBearing;
      int matchPosition;
   
      //Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with.
      if( (char) ((enemyEnergy - 1.09999999999 
      + chancesOfReversing.charAt(deathCount)*Math.random() 
      - (enemyEnergy = e.getEnergy()))) <= 1 )
      {
         //Reverse direction.
         //Calling the onHitWall event saves two bytes.
         onHitWall(null);
      }		
      setAhead(direction);   
        
      //Pattern Matching.
      enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = (e.getBearingRadians() + getHeadingRadians())))))).concat(enemyHistory);
   
      // search for a match
      while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, integer--), 64)) < 0);

      //Stay mostly perpendicular to the enemy, but try to maintain a distance of 200 pixels.
      //SHELDOR:Let's try 200 this time.
      setTurnRightRadians(Math.cos(absoluteBearing) + ((200.0 - (integer = (int)(e.getDistance()))) * (getVelocity()  / 3000)));
   
      do
      { 
         absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) /  e.getDistance();
      }
      while ((integer -= 12) > 0);
   
      //Aim at the predicted target.
      setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));
   
      //Fire!
      //Bullet power must be a multiple of 0.33333... or else the gun will be inaccurate.
      setFire(2.666666666666666666666666666666666666666666666666666666666666666666666666666666666666);
   
      //Infinite radar lock.
      setTurnRadarLeftRadians(getRadarTurnRemainingRadians());
   }
 
   public void onDeath(DeathEvent e)
   {
      //When the bot dies, move to the next cell in the table.
      deathCount++;
   }
 
   public void onHitWall(HitWallEvent e)
   {
      //Reverse direction.
      direction = -direction;
   }
 
   //The chance that Yatagan will reverse direction when the enemy fires.
   //Since this is an unchanging table, we can use 'final' to save a few bytes.
   private static final String chancesOfReversing = ""
   + (char)60000 + (char)0 + (char)60000 + (char) 0 + (char)60000 + (char) 0
   //100 rounds of deaths, should be enough?
   // range which will produce 'bullet hit': 3.0999 - 0.0999 = 3
   //required reverse probability, from Toorkild's formula: 0.6*sqrt((20 - 3*2.5)/160) - 0.04 ~= 0.125
   //thus 3/x = 0.125 --> x = 3/0.125 = 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24;
 
 
 
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking.
   static String enemyHistory = ""
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 2
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
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   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
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   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char)-2 + (char)-4 + (char)-6
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-8 + (char)-8 + (char)-8 + (char)-8
   + (char)-7 + (char)-6 + (char)-5 + (char)-4
   + (char)-3 + (char)-2 + (char)-1 + (char)1
   + (char) 2 + (char) 4 + (char) 6 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 8 + (char) 8 + (char) 8 + (char) 8
   + (char) 7 + (char) 6 + (char) 5 + (char) 4
   + (char) 3 + (char) 2 + (char) 1 + (char) 1;
}

Latest Released Version (1.0.5)

Codesize: 249

/*
Yatagan 1.0.5 by Sheldor & Skilgannon
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
 
Credits: 
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified,
and a general thanks to all open source bot authors and contributors to the RoboWiki.
 
Yatagan is open source and released under the terms of the RoboWiki Public Code License (RWPCL) - Version 1.1
see license here: http://robowiki.net/wiki/RWPCL
*/
 
package sheldor.jk;
 
import robocode.*;
import robocode.util.Utils;
 
public class Yatagan extends AdvancedRobot
{
//Global variables.
   static double direction;
   static double enemyEnergy;
 
   static int deathCount;	
 
//En garde!
   public void run()
   {
      setAdjustGunForRobotTurn(true);
 
   //Start spinning radar and initialize direction to infinity.
      setTurnRadarRightRadians(direction = Double.POSITIVE_INFINITY);
   }
 
   public void onScannedRobot(ScannedRobotEvent e)
   {
   //Local variables.
      int integer = 30;
      double absoluteBearing;
      double distance;
      int matchPosition;
 
   //Orbiting/Oscillating/Random movement, all depending on how big the number you multiply the random with is.
      if( (char) ((enemyEnergy - 1.09999999999 
      + chancesOfReversing.charAt(deathCount)*Math.random() 
      - (enemyEnergy = e.getEnergy()))) <= 1 )
      {
         onHitWall(null);
      }		
      setAhead(direction);
 
   //Stay perpendicular to the enemy.
      setTurnRightRadians(Math.cos(absoluteBearing = e.getBearingRadians()) + ((160.0 - (distance = e.getDistance())) * (getVelocity()  / 3000)));
 
   //Pattern Matching.
      enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing += getHeadingRadians()))))).concat(enemyHistory);
 
   // search for a match
      while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, integer--), 64)) < 0);
 
      integer = (int)(distance);
   // calculate aim offset
 
      do { 
         absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) /  distance;
      } while ((integer -= 12) > 0);
 
   //Aim at the predicted target.
      setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));
 
   //Fire!
      setFire(2.6666666666666666666666666666666666666666666666);
 
   //Infinite radar lock.
      setTurnRadarLeftRadians(getRadarTurnRemainingRadians());
   }
 
   public void onDeath(DeathEvent e)
   {
      deathCount++;
   }
 
   public void onHitWall(HitWallEvent e)
   {
   //Reverse direction when the bot hits a wall.
      direction = -direction;
   }
 
 //chance out of 3 for given number of deaths, 'final' saves a few bytes
   private static final String chancesOfReversing = ""
   + (char)60000 + (char)0 + (char)60000 + (char) 0 + (char)60000 + (char)0
   //100 rounds of deaths, should be enough?
   // range which will produce 'bullet hit': 3.0999 - 0.0999 = 3
   //required reverse probability, from Toorkild's formula: 0.6*sqrt((20 - 3*2.5)/160) - 0.04 ~= 0.125
   //thus 3/x = 0.125 --> x = 3/0.125 = 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24
   + (char) 24 + (char) 24 + (char) 24 + (char) 24 + (char) 24;
 
 
 
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking
   static String enemyHistory = ""
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 2
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
   + (char) 1 + (char) 1 + (char) 1 + (char) 1
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   + (char) 7 + (char) 6 + (char) 5 + (char) 4
   + (char) 3 + (char) 2 + (char) 1 + (char) 1;
}