Difference between revisions of "NP/Source Code"
< NP
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(NP 1.2) |
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}} | }} | ||
− | + | == Code For NP 1.2 == | |
+ | [[Code size]]: 745 bytes | ||
<pre> | <pre> | ||
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static final int MIDDLE_BIN = 15; // middle gin | static final int MIDDLE_BIN = 15; // middle gin | ||
static final double MEA = 0.694498266 / MIDDLE_BIN; // hard-coded for 2.5 | static final double MEA = 0.694498266 / MIDDLE_BIN; // hard-coded for 2.5 | ||
− | + | // bullet power | |
static double _enemyX; // enemy location | static double _enemyX; // enemy location | ||
Line 49: | Line 50: | ||
static int _enemyDirection = 1; | static int _enemyDirection = 1; | ||
− | static double distance | + | static double distance; |
// Segment: Lateral Velocity | // Segment: Lateral Velocity | ||
− | //static int[][][] _gunStats = new int[6][4][BINS]; | + | // static int[][][] _gunStats = new int[6][4][BINS]; |
static int[][][][] _gunStats = new int[6][4][2][BINS]; | static int[][][][] _gunStats = new int[6][4][2][BINS]; | ||
− | //static int[][][][][] _gunStats = new int[6][4][2][3][BINS]; | + | // static int[][][][][] _gunStats = new int[6][4][2][3][BINS]; |
// Gun | // Gun | ||
Line 66: | Line 67: | ||
static final double CLOSING_FACTOR = 10000d; | static final double CLOSING_FACTOR = 10000d; | ||
− | static double _moveFactor = 20; // length to move, | + | static double _moveFactor = 20; // length to move, store the direction as |
// sign | // sign | ||
static double _enemyEnergy; // keep track of enemy energy | static double _enemyEnergy; // keep track of enemy energy | ||
Line 85: | Line 86: | ||
public void onScannedRobot(ScannedRobotEvent e) { | public void onScannedRobot(ScannedRobotEvent e) { | ||
Wave wave; | Wave wave; | ||
− | double enemyAbsoluteBearing; | + | double enemyAbsoluteBearing, distance; |
+ | int mostVisited = MIDDLE_BIN, i = BINS; | ||
// ///////////////////////////////////// | // ///////////////////////////////////// | ||
Line 93: | Line 95: | ||
// Turn Perpendicular with distance controller | // Turn Perpendicular with distance controller | ||
− | setTurnRightRadians(Math.cos((enemyAbsoluteBearing = e | + | setTurnRightRadians(Math |
− | + | .cos((enemyAbsoluteBearing = e.getBearingRadians()) | |
− | + | - ((NP.distance = distance = e.getDistance()) - PREFERRED_DISTANCE) | |
− | + | * _moveFactor / CLOSING_FACTOR)); | |
if (_enemyEnergy > (_enemyEnergy = e.getEnergy())) { | if (_enemyEnergy > (_enemyEnergy = e.getEnergy())) { | ||
Line 104: | Line 106: | ||
_currentVelocity = testVel; | _currentVelocity = testVel; | ||
} | } | ||
− | if (testVel == 5) | + | // if (testVel == 5) |
− | + | // testVel = 3; | |
} while (testVel-- > 0); | } while (testVel-- > 0); | ||
Line 113: | Line 115: | ||
} | } | ||
− | setMaxVelocity(2 * (_currentVelocity - | + | setMaxVelocity(2 * (_currentVelocity - 3.5)); |
setAhead(_moveFactor); | setAhead(_moveFactor); | ||
// ///////////////////////////////////// | // ///////////////////////////////////// | ||
Line 144: | Line 146: | ||
// Segment: lateralVelocity and forwardWall | // Segment: lateralVelocity and forwardWall | ||
− | // | + | // 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]; | ||
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))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0][gunWallDistance(-0.36494734735) ? 0 : 1] | + | .log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance( |
− | + | 0.18247367367, enemyAbsoluteBearing) ? (gunWallDistance( | |
− | + | 0.36494734735, enemyAbsoluteBearing) ? (gunWallDistance( | |
− | + | 0.63865785787, enemyAbsoluteBearing) ? 3 : 2) : 1) : 0][gunWallDistance( | |
+ | -0.36494734735, enemyAbsoluteBearing) ? 0 : 1]; | ||
do { | do { | ||
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} while (i > 0); | } while (i > 0); | ||
− | setTurnGunRightRadians(Utils | + | setTurnGunRightRadians(Utils.normalRelativeAngle((enemyAbsoluteBearing) |
− | + | - getGunHeadingRadians() | |
− | + | + (wave.wBearingDirection = (MEA * _enemyDirection)) | |
− | + | * (mostVisited - MIDDLE_BIN))); | |
− | |||
wave.weight = setFireBullet(BULLET_POWER) != null ? 4 : 1; | wave.weight = setFireBullet(BULLET_POWER) != null ? 4 : 1; | ||
// ///////////////////////////////////////// | // ///////////////////////////////////////// | ||
Line 183: | Line 188: | ||
if (Math.abs((wDistance += BULLET_VELOCITY) | if (Math.abs((wDistance += BULLET_VELOCITY) | ||
- Point2D.distance(wGunX, wGunY, _enemyX, _enemyY)) <= BULLET_VELOCITY / 2) { | - 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) | - wGunX, _enemyY - wGunY) | ||
Line 206: | Line 212: | ||
} | } | ||
− | // | + | // inject the absBearing here is good since it on the register, but inject |
− | private static | + | // the distance isn't good since it out of register now. |
− | + | private static boolean gunWallDistance(double wallDistance, double ab) { | |
− | + | double angle; | |
− | + | return (new Rectangle2D.Double(18, 18, 764, 564)) | |
− | + | .contains(new Point2D.Double(_enemyX | |
− | + | + Math.sin(angle = ab | |
− | + | + (_enemyDirection * wallDistance)) * distance, | |
− | return (new Rectangle2D.Double(18, 18, 764, 564)).contains( | + | _enemyY + Math.cos(angle) * distance)); |
− | |||
− | |||
} | } | ||
} | } | ||
</pre> | </pre> |
Revision as of 08:31, 21 June 2009
- NP Sub-pages:
- NP - Version History - Source Code
Code For NP 1.2
Code size: 745 bytes
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 / MIDDLE_BIN; // hard-coded for 2.5 // bullet power static double _enemyX; // enemy location static double _enemyY; // enemy location static int _enemyDirection = 1; static double distance; // Segment: Lateral Velocity // static int[][][] _gunStats = new int[6][4][BINS]; static int[][][][] _gunStats = new int[6][4][2][BINS]; // static int[][][][][] _gunStats = new int[6][4][2][3][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, store 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, distance; int mostVisited = MIDDLE_BIN, i = BINS; // ///////////////////////////////////// // Wave (Velocity) Surfing movement // Base loosly on WaveSnake, by Kev // // Turn Perpendicular with distance controller setTurnRightRadians(Math .cos((enemyAbsoluteBearing = e.getBearingRadians()) - ((NP.distance = 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 - 3.5)); 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 and forwardWall // 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]; wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math .log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance( 0.18247367367, enemyAbsoluteBearing) ? (gunWallDistance( 0.36494734735, enemyAbsoluteBearing) ? (gunWallDistance( 0.63865785787, enemyAbsoluteBearing) ? 3 : 2) : 1) : 0][gunWallDistance( -0.36494734735, enemyAbsoluteBearing) ? 0 : 1]; 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))); wave.weight = setFireBullet(BULLET_POWER) != null ? 4 : 1; // ///////////////////////////////////////// _distance = (int) (Math.min((distance + 50) / 200, 3)); _myLatVel = (int) ((Math.abs(getVelocity() * Math.sin(e.getBearingRadians())) + 1) / 2); } static class Wave extends Condition { double wGunX; double wGunY; double wBearing; double wBearingDirection; double wDistance; int weight; 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] += weight; // 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; } // inject the absBearing here is good since it on the register, but inject // the distance isn't good since it out of register now. private static boolean gunWallDistance(double wallDistance, double ab) { double angle; return (new Rectangle2D.Double(18, 18, 764, 564)) .contains(new Point2D.Double(_enemyX + Math.sin(angle = ab + (_enemyDirection * wallDistance)) * distance, _enemyY + Math.cos(angle) * distance)); } }