Difference between revisions of "SuperWalls"
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static int HGHits; //Number of hits with Head-On Targeting | static int HGHits; //Number of hits with Head-On Targeting | ||
static int LGHits; //Number of hits with Linear Targeting | static int LGHits; //Number of hits with Linear Targeting | ||
| − | |||
| − | |||
boolean gunIdent; //Used to tell which gun we are using | boolean gunIdent; //Used to tell which gun we are using | ||
double moveAmount; // How much to move | double moveAmount; // How much to move | ||
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// Turn the gun to turn right 90 degrees. | // Turn the gun to turn right 90 degrees. | ||
| − | |||
turnRight(90); | turnRight(90); | ||
while (true) { | while (true) { | ||
| Line 81: | Line 78: | ||
*/ | */ | ||
public void onScannedRobot(ScannedRobotEvent e) { | public void onScannedRobot(ScannedRobotEvent e) { | ||
| − | double absBearing = e.getBearingRadians()+getHeadingRadians();//The enemies location relative to us | + | double absBearing = e.getBearingRadians()+getHeadingRadians();// The enemies location relative to us |
| − | double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);//The enemies lateral velocity | + | double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);// The enemies lateral velocity |
| − | double radarTurn = absBearing - getRadarHeadingRadians();//The amount to turn our radar | + | double radarTurn = absBearing - getRadarHeadingRadians();// The amount to turn our radar |
| − | double HGRating = (double) HGHits / HGShots; | + | |
| + | double HGRating = (double) HGHits / HGShots; | ||
double LGRating = (double) LGHits / LGShots; | double LGRating = (double) LGHits / LGShots; | ||
| − | if( getRoundNum() == 0 || LGRating>HGRating){ //In the first round use linear targeting | + | |
| + | if (getRoundNum() == 0 || LGRating>HGRating){ // In the first round use linear targeting | ||
double bulletPower = Math.min(3, e.getEnergy() / 4); | double bulletPower = Math.min(3, e.getEnergy() / 4); | ||
| − | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians()+Math.asin(latVel/(20 - 3 * bulletPower)));//Turn our gun | + | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower)));// Turn our gun |
LGShots++; | LGShots++; | ||
gunIdent = true; | gunIdent = true; | ||
| − | setFire(bulletPower);//Fire the minimum amount of energy needed to finish off the other robot | + | setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot |
| − | } | + | } else { //in the second use head-on |
| − | + | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians())); | |
| − | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians())); | ||
HGShots++; | HGShots++; | ||
| − | gunIdent=false; | + | gunIdent = false; |
| − | setFire(e.getEnergy()/4);//Fire the minimum amount of energy needed to finish off the other robot | + | setFire(e.getEnergy() / 4);// Fire the minimum amount of energy needed to finish off the other robot |
} | } | ||
| − | setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn)*2);//Make the radar lock on | + | setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn) * 2);// Make the radar lock on |
} | } | ||
public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using | public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using | ||
if(gunIdent){ | if(gunIdent){ | ||
| − | LGHits=LGHits+1; | + | LGHits = LGHits+1; |
} | } | ||
else{ | else{ | ||
| − | HGHits=HGHits+1; | + | HGHits = HGHits+1; |
} | } | ||
} | } | ||
} | } | ||
</pre> | </pre> | ||
Revision as of 19:43, 1 March 2009
SuperWalls is a part of the Super Sample Bots set by CrazyBassoonist. It is intended to provide new robocoders with a new challenge after beating all of the sample robots.
Movement
SuperWalls uses the exact same movement as Walls.
Targeting
SuperWalls uses two guns, a Linear Targeting gun and a Head-On Targeting gun. It keeps track of the number and of shots and hits of each gun, and uses whichever gun works better.
Code
package wiki.SuperSampleBot;
import robocode.*;
import robocode.util.*;
import java.awt.*;
/**
* SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen
* Moves around the outer edge with two targeting systems
*/
public class SuperWalls extends AdvancedRobot {
static int HGShots; //Number of shots with Head-On Targeting
static int LGShots; //Number of shots with Linear Targeting
static int HGHits; //Number of hits with Head-On Targeting
static int LGHits; //Number of hits with Linear Targeting
boolean gunIdent; //Used to tell which gun we are using
double moveAmount; // How much to move
public void run() {
setAdjustRadarForRobotTurn(true);
setAdjustRadarForGunTurn(true)
setBodyColor(Color.black);
setGunColor(Color.black);
setRadarColor(Color.orange);
setBulletColor(Color.cyan);
setScanColor(Color.cyan);
// Initialize moveAmount to the maximum possible for this battlefield.
moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight());
setTurnRadarRight(Double.POSITIVE_INFINITY);
// turnLeft to face a wall.
// getHeading() % 90 means the remainder of
// getHeading() divided by 90.
turnLeft(getHeading() % 90);
ahead(moveAmount);
// Turn the gun to turn right 90 degrees.
turnRight(90);
while (true) {
// Move up the wall
ahead(moveAmount);
// Turn to the next wall
turnRight(90);
}
}
/**
* onHitRobot: Move away a bit.
*/
public void onHitRobot(HitRobotEvent e) {
// If he's in front of us, set back up a bit.
if (e.getBearing() > -90 && e.getBearing() < 90) {
back(100);
} // else he's in back of us, so set ahead a bit.
else {
ahead(100);
}
}
/**
* onScannedRobot: Fire!
*/
public void onScannedRobot(ScannedRobotEvent e) {
double absBearing = e.getBearingRadians()+getHeadingRadians();// The enemies location relative to us
double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);// The enemies lateral velocity
double radarTurn = absBearing - getRadarHeadingRadians();// The amount to turn our radar
double HGRating = (double) HGHits / HGShots;
double LGRating = (double) LGHits / LGShots;
if (getRoundNum() == 0 || LGRating>HGRating){ // In the first round use linear targeting
double bulletPower = Math.min(3, e.getEnergy() / 4);
setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower)));// Turn our gun
LGShots++;
gunIdent = true;
setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot
} else { //in the second use head-on
setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians()));
HGShots++;
gunIdent = false;
setFire(e.getEnergy() / 4);// Fire the minimum amount of energy needed to finish off the other robot
}
setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn) * 2);// Make the radar lock on
}
public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using
if(gunIdent){
LGHits = LGHits+1;
}
else{
HGHits = HGHits+1;
}
}
}