Difference between revisions of "NP/Source Code"
< NP
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m |
(update 1.0) |
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| Line 6: | Line 6: | ||
}} | }} | ||
| − | Below is the code for more shrank | + | Below is the code for more shrank version 1.0. Codesize: 747 bytes. Not yet squeezed. |
<pre> | <pre> | ||
| Line 20: | Line 20: | ||
import java.awt.geom.Point2D; | import java.awt.geom.Point2D; | ||
| + | import java.awt.geom.Rectangle2D; | ||
/** | /** | ||
| Line 41: | Line 42: | ||
static final int BINS = 31; // 31 bins is fine for non-smoothed array. | static final int BINS = 31; // 31 bins is fine for non-smoothed array. | ||
static final int MIDDLE_BIN = 15; // middle gin | static final int MIDDLE_BIN = 15; // middle gin | ||
| − | static final double MEA = 0.694498266 | + | static final double MEA = 0.694498266; // hard-coded for 2.5 bullet power |
| − | |||
static double _enemyX; // enemy location | static double _enemyX; // enemy location | ||
static double _enemyY; // enemy location | static double _enemyY; // enemy location | ||
static int _enemyDirection = 1; | static int _enemyDirection = 1; | ||
| + | |||
| + | static double distance, absBearing; | ||
// Segment: Lateral Velocity | // Segment: Lateral Velocity | ||
| − | static int[][] _gunStats = new int[6][BINS]; | + | static int[][][][] _gunStats = new int[6][4][2][BINS]; |
// Gun | // Gun | ||
| Line 58: | Line 60: | ||
// Distance controller constant | // Distance controller constant | ||
| − | static final double PREFERRED_DISTANCE = | + | static final double PREFERRED_DISTANCE = 180d; |
| − | static final double CLOSING_FACTOR = | + | static final double CLOSING_FACTOR = 10000d; |
static double _moveFactor = 20; // length to move, story the direction as | static double _moveFactor = 20; // length to move, story the direction as | ||
| Line 66: | Line 68: | ||
static int _currentVelocity; | static int _currentVelocity; | ||
static int _myLateralVelocity; | static int _myLateralVelocity; | ||
| − | static int[] _surfStats = new int[9]; | + | static int _myLatVel, _distance; |
| + | static int[][][] _surfStats = new int[4][5][9]; | ||
public void run() { | public void run() { | ||
| Line 80: | Line 83: | ||
Wave wave; | Wave wave; | ||
double enemyAbsoluteBearing; | double enemyAbsoluteBearing; | ||
| − | |||
// ///////////////////////////////////// | // ///////////////////////////////////// | ||
| Line 96: | Line 98: | ||
int testVel = 8; | int testVel = 8; | ||
do { | do { | ||
| − | if (_surfStats[testVel] < _surfStats[_currentVelocity]) { | + | if (_surfStats[_distance][_myLatVel][testVel] < _surfStats[_distance][_myLatVel][_currentVelocity]) { |
_currentVelocity = testVel; | _currentVelocity = testVel; | ||
} | } | ||
| − | + | if (testVel == 5) | |
| − | |||
| − | if (testVel == | ||
testVel = 3; | testVel = 3; | ||
} while (testVel-- > 0); | } while (testVel-- > 0); | ||
| Line 134: | Line 134: | ||
* Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing))) != 0) | * Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing))) != 0) | ||
_enemyDirection = direction; | _enemyDirection = direction; | ||
| + | |||
| + | // Codesize-trick: Hardcoded MEA. | ||
| + | wave.wBearingDirection = MEA * _enemyDirection / MIDDLE_BIN; | ||
// Radar - add here due the codesize shrinking | // Radar - add here due the codesize shrinking | ||
| Line 142: | Line 145: | ||
// Segment: lateralVelocity | // Segment: lateralVelocity | ||
wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math | wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math | ||
| − | .log(Math.abs(enemyLatVel) + 1.75))]; | + | .log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0][gunWallDistance(-0.36494734735) ? 0 : 1]; |
int mostVisited = MIDDLE_BIN; // default at head-on | int mostVisited = MIDDLE_BIN; // default at head-on | ||
| Line 153: | Line 156: | ||
} while (i > 0); | } while (i > 0); | ||
| − | setTurnGunRightRadians(Utils.normalRelativeAngle(enemyAbsoluteBearing | + | setTurnGunRightRadians(Utils |
| − | + | .normalRelativeAngle((NP.absBearing = enemyAbsoluteBearing) | |
| − | + | - getGunHeadingRadians() + wave.wBearingDirection | |
| − | + | * (mostVisited - MIDDLE_BIN))); | |
setFire(BULLET_POWER); | setFire(BULLET_POWER); | ||
// ///////////////////////////////////////// | // ///////////////////////////////////////// | ||
| + | |||
| + | _distance = (int) (Math.min((distance + 50) / 200, 3)); | ||
| + | _myLatVel = (int) ((Math.abs(getVelocity() | ||
| + | * Math.sin(enemyAbsoluteBearing)) + 1) / 2); | ||
} | } | ||
| Line 164: | Line 171: | ||
double wGunX; | double wGunX; | ||
double wGunY; | double wGunY; | ||
| − | |||
double wBearing; | double wBearing; | ||
double wBearingDirection; | double wBearingDirection; | ||
| Line 173: | Line 179: | ||
public boolean test() { | public boolean test() { | ||
if (Math.abs((wDistance += BULLET_VELOCITY) | if (Math.abs((wDistance += BULLET_VELOCITY) | ||
| − | - Point2D.distance(wGunX, wGunY, _enemyX, _enemyY)) <= | + | - Point2D.distance(wGunX, wGunY, _enemyX, _enemyY)) <= BULLET_VELOCITY / 2) { |
stats[(int) ((Utils.normalRelativeAngle(Math.atan2(_enemyX | stats[(int) ((Utils.normalRelativeAngle(Math.atan2(_enemyX | ||
| − | - | + | - wGunX, _enemyY - wGunY) |
- wBearing)) / wBearingDirection) | - wBearing)) / wBearingDirection) | ||
+ MIDDLE_BIN]++; | + MIDDLE_BIN]++; | ||
| Line 190: | Line 196: | ||
public void onHitByBullet(HitByBulletEvent e) { | public void onHitByBullet(HitByBulletEvent e) { | ||
| − | _surfStats[_currentVelocity]++; | + | _surfStats[_distance][_myLatVel][_currentVelocity]++; |
} | } | ||
public void onHitWall(HitWallEvent e) { | public void onHitWall(HitWallEvent e) { | ||
_moveFactor = -_moveFactor; | _moveFactor = -_moveFactor; | ||
| + | } | ||
| + | |||
| + | // UTIL | ||
| + | private static Point2D.Double project(double a, double b, double angle, | ||
| + | double length) { | ||
| + | return new Point2D.Double(a + Math.sin(angle) * length, b | ||
| + | + Math.cos(angle) * length); | ||
| + | } | ||
| + | |||
| + | private static boolean gunWallDistance(double wallDistance) { | ||
| + | return (new Rectangle2D.Double(18, 18, 764, 564)).contains(project( | ||
| + | _enemyX, _enemyY, | ||
| + | absBearing + (_enemyDirection * wallDistance), distance)); | ||
} | } | ||
} | } | ||
| + | |||
</pre> | </pre> | ||
Revision as of 15:42, 20 June 2009
- NP Sub-pages:
- NP - Version History - Source Code
Below is the code for more shrank version 1.0. Codesize: 747 bytes. Not yet squeezed.
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;
import java.awt.geom.Rectangle2D;
/**
*
* 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; // hard-coded for 2.5 bullet power
static double _enemyX; // enemy location
static double _enemyY; // enemy location
static int _enemyDirection = 1;
static double distance, absBearing;
// Segment: Lateral Velocity
static int[][][][] _gunStats = new int[6][4][2][BINS];
// Gun
// //////////////////////////////////////////
// //////////////////////////////////////////
// Movement
// Distance controller constant
static final double PREFERRED_DISTANCE = 180d;
static final double CLOSING_FACTOR = 10000d;
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 _myLatVel, _distance;
static int[][][] _surfStats = new int[4][5][9];
public void run() {
setAdjustRadarForGunTurn(true);
setAdjustGunForRobotTurn(true);
do {
turnRadarRightRadians(1);
} while (true);
}
public void onScannedRobot(ScannedRobotEvent e) {
Wave wave;
double enemyAbsoluteBearing;
// /////////////////////////////////////
// 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[_distance][_myLatVel][testVel] < _surfStats[_distance][_myLatVel][_currentVelocity]) {
_currentVelocity = testVel;
}
if (testVel == 5)
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;
// Codesize-trick: Hardcoded MEA.
wave.wBearingDirection = MEA * _enemyDirection / MIDDLE_BIN;
// 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))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0][gunWallDistance(-0.36494734735) ? 0 : 1];
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((NP.absBearing = enemyAbsoluteBearing)
- getGunHeadingRadians() + wave.wBearingDirection
* (mostVisited - MIDDLE_BIN)));
setFire(BULLET_POWER);
// /////////////////////////////////////////
_distance = (int) (Math.min((distance + 50) / 200, 3));
_myLatVel = (int) ((Math.abs(getVelocity()
* Math.sin(enemyAbsoluteBearing)) + 1) / 2);
}
static class Wave extends Condition {
double wGunX;
double wGunY;
double wBearing;
double wBearingDirection;
double wDistance;
int[] stats;
public boolean test() {
if (Math.abs((wDistance += BULLET_VELOCITY)
- Point2D.distance(wGunX, wGunY, _enemyX, _enemyY)) <= BULLET_VELOCITY / 2) {
stats[(int) ((Utils.normalRelativeAngle(Math.atan2(_enemyX
- wGunX, _enemyY - wGunY)
- wBearing)) / wBearingDirection)
+ MIDDLE_BIN]++;
// removeCustomEvent(this);
}
return false;
}
}
public void onBulletHit(BulletHitEvent e) {
_enemyEnergy -= 12.5;
}
public void onHitByBullet(HitByBulletEvent e) {
_surfStats[_distance][_myLatVel][_currentVelocity]++;
}
public void onHitWall(HitWallEvent e) {
_moveFactor = -_moveFactor;
}
// UTIL
private static Point2D.Double project(double a, double b, double angle,
double length) {
return new Point2D.Double(a + Math.sin(angle) * length, b
+ Math.cos(angle) * length);
}
private static boolean gunWallDistance(double wallDistance) {
return (new Rectangle2D.Double(18, 18, 764, 564)).contains(project(
_enemyX, _enemyY,
absBearing + (_enemyDirection * wallDistance), distance));
}
}