Difference between revisions of "NP/Source Code"
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+ | | title = NP Sub-pages | ||
+ | | page1 = Version History | ||
+ | | page2 = Source Code | ||
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Below is the code for more shrank prototype2. Codesize: 532 bytes. 217 bytes to play with. | Below is the code for more shrank prototype2. Codesize: 532 bytes. 217 bytes to play with. | ||
Revision as of 19:16, 19 June 2009
- NP Sub-pages:
- Version History - Source Code
Below is the code for more shrank prototype2. Codesize: 532 bytes. 217 bytes to play with.
package nat.micro; import robocode.AdvancedRobot; import robocode.BulletHitEvent; import robocode.Condition; import robocode.HitByBulletEvent; import robocode.HitWallEvent; import robocode.ScannedRobotEvent; import robocode.util.Utils; import java.awt.geom.Point2D; /** * * NP - Nat Pavasant * * A micro-bot by Nat Pavasant; named after the author. This robot perform a * Wave Surfing-like movement called Velocity Surfing and fire using a very * simple GuessFactor targeting. * * Gun base on Falcon, by PEZ and Kawigi; Movement base on WaveSnake, by Kev. */ public class NP extends AdvancedRobot { // ////////////////////////////////////////// // Falcon's Gun static final double BULLET_POWER = 2.5; // 2.5 is the best by the way =) static final double BULLET_VELOCITY = 12.5; // bullet velocity for 2.5-size // bullet static final int BINS = 31; // 31 bins is fine for non-smoothed array. static final int MIDDLE_BIN = 15; // middle gin static final double MEA = 0.694498266 / MIDDLE_BIN; // hard-coded for 2.5 bullet power static final double MAX_PASSED_DISTANCE = 12.5 / 2; static double _enemyX; // enemy location static double _enemyY; // enemy location static int _enemyDirection = 1; // Segment: Lateral Velocity static int[][] _gunStats = new int[6][BINS]; // Gun // ////////////////////////////////////////// // ////////////////////////////////////////// // Movement // Distance controller constant static final double PREFERRED_DISTANCE = 150d; static final double CLOSING_FACTOR = 7500d; static double _moveFactor = 20; // length to move, story the direction as // sign static double _enemyEnergy; // keep track of enemy energy static int _currentVelocity; static int _myLateralVelocity; static int[] _surfStats = new int[9]; public void run() { setAdjustRadarForGunTurn(true); setAdjustGunForRobotTurn(true); do { turnRadarRightRadians(1); } while (true); } public void onScannedRobot(ScannedRobotEvent e) { Wave wave; double enemyAbsoluteBearing; double distance; // ///////////////////////////////////// // Wave (Velocity) Surfing movement // Base loosly on WaveSnake, by Kev // // Turn Perpendicular with distance controller setTurnRightRadians(Math.cos((enemyAbsoluteBearing = e .getBearingRadians()) - ((distance = e.getDistance()) - PREFERRED_DISTANCE) * _moveFactor / CLOSING_FACTOR)); if (_enemyEnergy > (_enemyEnergy = e.getEnergy())) { int testVel = 8; do { if (_surfStats[testVel] < _surfStats[_currentVelocity]) { _currentVelocity = testVel; } // Prevent robot to move at velocity 0 and 2 if (testVel == 6) testVel = 3; } while (testVel-- > 0); if (_currentVelocity < 4) { onHitWall(null); } } setMaxVelocity(2 * (_currentVelocity - 4)); setAhead(_moveFactor); // ///////////////////////////////////// // ///////////////////////////////////// // GuessFactor targeting gun // Base loosly on Falcon gun. // addCustomEvent(wave = new Wave()); _enemyX = (wave.wGunX = getX()) + Math.sin(enemyAbsoluteBearing += getHeadingRadians()) * distance; _enemyY = (wave.wGunY = getY()) + Math.cos(enemyAbsoluteBearing) * distance; double enemyLatVel; // check for enemy movement direction, preserve old direction if current // velocity is 0 int direction; if ((direction = (int) Math.signum(enemyLatVel = e.getVelocity() * Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing))) != 0) _enemyDirection = direction; // Radar - add here due the codesize shrinking setTurnRadarRightRadians(Utils .normalRelativeAngle((wave.wBearing = enemyAbsoluteBearing) - getRadarHeadingRadians()) * 2); // Segment: lateralVelocity wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math .log(Math.abs(enemyLatVel) + 1.75))]; int mostVisited = MIDDLE_BIN; // default at head-on int i = BINS; do { i--; if (wave.stats[i] > wave.stats[mostVisited]) mostVisited = i; } while (i > 0); setTurnGunRightRadians(Utils.normalRelativeAngle(enemyAbsoluteBearing - getGunHeadingRadians() + (wave.wBearingDirection = MEA * _enemyDirection) * (mostVisited - MIDDLE_BIN))); setFire(BULLET_POWER); // ///////////////////////////////////////// } static class Wave extends Condition { double wGunX; double wGunY; // Point2D.Double gunLocation; double wBearing; double wBearingDirection; double wDistance; int[] stats; public boolean test() { if (Math.abs((wDistance += BULLET_VELOCITY) - Point2D.distance(wGunX, wGunY, _enemyX, _enemyY)) <= MAX_PASSED_DISTANCE) { stats[(int) ((Utils.normalRelativeAngle(Math.atan2(_enemyX - wGunY, _enemyY - wGunX) - wBearing)) / wBearingDirection) + MIDDLE_BIN]++; // removeCustomEvent(this); } return false; } } public void onBulletHit(BulletHitEvent e) { _enemyEnergy -= 12.5; } public void onHitByBullet(HitByBulletEvent e) { _surfStats[_currentVelocity]++; } public void onHitWall(HitWallEvent e) { _moveFactor = -_moveFactor; } }