Difference between revisions of "SuperWalls"
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(New page: 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. == Moveme...) |
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− | + | {{Infobox Robot | |
+ | | author = [[CrazyBassoonist]], [[Nat]] | ||
+ | | extends = [[AdvancedRobot]] | ||
+ | | targeting = [[Head-On Targeting]], [[Linear Targeting]] | ||
+ | | movement = [[Random Movement|Random]] [[Pattern Movement]] | ||
+ | | current_version = 1.0 | ||
+ | | license = Public domain | ||
+ | | download_link = http://robocode-archive.strangeautomata.com/robots/supersample.SuperWalls_1.0.jar | ||
+ | | isOpenSource = yes | ||
+ | | isMelee = no | ||
+ | | isOneOnOne = yes | ||
+ | }} | ||
+ | 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 Bots|sample robots]]. | ||
+ | Thanks to [[Nat]] for cleaning up the bad coding caused by my horrible coding skills. | ||
== Movement== | == Movement== | ||
− | SuperWalls | + | SuperWalls moves like Walls, but without a constant speed and it changes directions every now and then. |
− | |||
== Targeting == | == Targeting == | ||
Line 11: | Line 23: | ||
== Code == | == Code == | ||
+ | <syntaxhighlight> | ||
+ | package supersample; | ||
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import robocode.*; | import robocode.*; | ||
+ | import robocode.util.*; | ||
import java.awt.*; | import java.awt.*; | ||
− | |||
/** | /** | ||
* SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen | * 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 | * Moves around the outer edge with two targeting systems | ||
*/ | */ | ||
public class SuperWalls extends AdvancedRobot { | public class SuperWalls extends AdvancedRobot { | ||
− | static | + | static int HGShots; //Number of shots with Head-On Targeting |
− | static | + | static int LGShots; //Number of shots with Linear Targeting |
− | static | + | static int HGHits; //Number of hits with Head-On Targeting |
− | static | + | static int LGHits; //Number of hits with Linear Targeting |
− | + | boolean gunIdent; //Used to tell which gun we are using | |
− | + | int dir = 1; | |
− | + | double energy; | |
− | + | static int enemyFireCount = 0; | |
− | |||
− | double | ||
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public void run() { | public void run() { | ||
− | + | setAdjustRadarForRobotTurn(true); | |
− | setAdjustRadarForRobotTurn(true); | + | setAdjustRadarForGunTurn(true); |
− | setAdjustRadarForGunTurn(true); | ||
setBodyColor(Color.black); | setBodyColor(Color.black); | ||
setGunColor(Color.black); | setGunColor(Color.black); | ||
Line 51: | Line 52: | ||
setBulletColor(Color.cyan); | setBulletColor(Color.cyan); | ||
setScanColor(Color.cyan); | setScanColor(Color.cyan); | ||
− | + | ||
− | + | setTurnRadarRight(Double.POSITIVE_INFINITY); | |
− | |||
− | |||
// turnLeft to face a wall. | // turnLeft to face a wall. | ||
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// getHeading() divided by 90. | // getHeading() divided by 90. | ||
turnLeft(getHeading() % 90); | turnLeft(getHeading() % 90); | ||
− | + | ||
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while (true) { | while (true) { | ||
− | + | //if (getDistanceRemaining() == 0) { | |
− | // | + | // turnRight(90 * dir); |
− | + | if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { | |
− | + | ahead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir); | |
− | + | } else { | |
− | + | ahead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir); | |
− | + | } | |
− | + | turnRight(90 * dir); | |
− | turnRight(90); | + | //} |
} | } | ||
} | } | ||
/** | /** | ||
− | * | + | * onScannedRobot: Fire! |
*/ | */ | ||
− | public void | + | 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 (energy > (energy = e.getEnergy())) { | ||
+ | enemyFireCount++; | ||
+ | if (enemyFireCount % 5 == 0) { | ||
+ | dir = -dir; | ||
+ | if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { | ||
+ | setAhead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir); | ||
+ | } else { | ||
+ | setAhead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir); | ||
+ | } | ||
+ | } | ||
} | } | ||
− | + | ||
+ | setMaxVelocity(Math.random() * 12); | ||
− | + | if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting | |
− | + | double bulletPower = Math.min(3, e.getEnergy() / 4); | |
− | + | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower)))); | |
− | + | LGShots++; | |
− | + | gunIdent = true; | |
− | + | setFire(bulletPower); // Fire the minimum amount of energy needed to finish off the other robot | |
− | + | } else { // in second round or when the head-on gun got more hitting percentage, use head-on gun. | |
− | + | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians())); | |
− | + | HGShots++; | |
− | + | gunIdent = false; | |
− | setTurnGunRightRadians( | + | setFire(e.getEnergy() / 4); // Fire the minimum amount of energy needed to finish off the other robot |
− | |||
− | gunIdent= | ||
} | } | ||
− | + | setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn) * 2); // Make the radar lock on | |
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− | setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn)*2);//Make the radar lock on | ||
− | |||
} | } | ||
− | public void onBulletHit(BulletHitEvent e){ | + | |
− | if(gunIdent | + | public void onBulletHit(BulletHitEvent e) { |
− | LGHits=LGHits+1; | + | if(gunIdent) { |
− | } | + | LGHits = LGHits+1; |
− | + | } else { | |
− | HGHits=HGHits+1; | + | HGHits = HGHits+1; |
} | } | ||
} | } | ||
} | } | ||
− | + | </syntaxhighlight> | |
+ | [[Category:Super Sample Bots]] | ||
+ | __NOTOC__ __NOEDITSECTION__ |
Latest revision as of 11:38, 4 September 2017
SuperWalls | |
Author(s) | CrazyBassoonist, Nat |
Extends | AdvancedRobot |
Targeting | Head-On Targeting, Linear Targeting |
Movement | Random Pattern Movement |
Current Version | 1.0 |
Code License | Public domain |
Download |
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.
Thanks to Nat for cleaning up the bad coding caused by my horrible coding skills.
Movement
SuperWalls moves like Walls, but without a constant speed and it changes directions every now and then.
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 supersample;
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
int dir = 1;
double energy;
static int enemyFireCount = 0;
public void run() {
setAdjustRadarForRobotTurn(true);
setAdjustRadarForGunTurn(true);
setBodyColor(Color.black);
setGunColor(Color.black);
setRadarColor(Color.orange);
setBulletColor(Color.cyan);
setScanColor(Color.cyan);
setTurnRadarRight(Double.POSITIVE_INFINITY);
// turnLeft to face a wall.
// getHeading() % 90 means the remainder of
// getHeading() divided by 90.
turnLeft(getHeading() % 90);
while (true) {
//if (getDistanceRemaining() == 0) {
// turnRight(90 * dir);
if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
ahead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir);
} else {
ahead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir);
}
turnRight(90 * dir);
//}
}
}
/**
* 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 (energy > (energy = e.getEnergy())) {
enemyFireCount++;
if (enemyFireCount % 5 == 0) {
dir = -dir;
if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
setAhead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir);
} else {
setAhead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir);
}
}
}
setMaxVelocity(Math.random() * 12);
if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting
double bulletPower = Math.min(3, e.getEnergy() / 4);
setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));
LGShots++;
gunIdent = true;
setFire(bulletPower); // Fire the minimum amount of energy needed to finish off the other robot
} else { // in second round or when the head-on gun got more hitting percentage, use head-on gun.
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) {
if(gunIdent) {
LGHits = LGHits+1;
} else {
HGHits = HGHits+1;
}
}
}