Difference between revisions of "SuperWalls"

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(clean the code up for you)
(Add infobox)
 
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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.
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{{Infobox Robot
 +
| author          = [[CrazyBassoonist]], [[Nat]]
 +
| extends        = [[AdvancedRobot]]
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| targeting      = [[Head-On Targeting]], [[Linear Targeting]]
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| movement        = [[Random Movement|Random]] [[Pattern Movement]]
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| current_version = 1.0
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| license        = Public domain
 +
| download_link  = http://robocode-archive.strangeautomata.com/robots/supersample.SuperWalls_1.0.jar
 +
| isOpenSource    = yes
 +
| isMelee        = no
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| isOneOnOne      = yes
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}}
  
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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 uses the exact same movement as Walls.
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SuperWalls moves like Walls, but without a constant speed and it changes directions every now and then.
 
 
  
 
== Targeting ==
 
== Targeting ==
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== Code ==
 
== Code ==
 
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<syntaxhighlight>
<pre>
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package supersample;
package wiki.SuperSampleBot;
 
  
 
import robocode.*;
 
import robocode.*;
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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
static double HGRating; //Head-on Targeting gun's rating
 
static double LGRating; //Linear gun's rating
 
 
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
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int dir = 1;
 +
double energy;
 +
static int enemyFireCount = 0;
  
 
public void run() {
 
public void run() {
 
setAdjustRadarForRobotTurn(true);
 
setAdjustRadarForRobotTurn(true);
setAdjustRadarForGunTurn(true)
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setAdjustRadarForGunTurn(true);
 
setBodyColor(Color.black);
 
setBodyColor(Color.black);
 
setGunColor(Color.black);
 
setGunColor(Color.black);
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setBulletColor(Color.cyan);
 
setBulletColor(Color.cyan);
 
setScanColor(Color.cyan);
 
setScanColor(Color.cyan);
 
// Initialize moveAmount to the maximum possible for this battlefield.
 
moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight());
 
  
 
setTurnRadarRight(Double.POSITIVE_INFINITY);
 
setTurnRadarRight(Double.POSITIVE_INFINITY);
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// getHeading() divided by 90.
 
// getHeading() divided by 90.
 
turnLeft(getHeading() % 90);
 
turnLeft(getHeading() % 90);
ahead(moveAmount);
 
  
// Turn the gun to turn right 90 degrees.
 
peek = true;
 
turnRight(90);
 
 
while (true) {
 
while (true) {
// Move up the wall
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//if (getDistanceRemaining() == 0) {
ahead(moveAmount);
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// turnRight(90 * dir);
// Turn to the next wall
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if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
turnRight(90);
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ahead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir);
}
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} else {
}
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ahead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir);
 
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}
/**
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turnRight(90 * dir);
* onHitRobot:  Move away a bit.
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//}
*/
 
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);
 
 
}
 
}
 
}
 
}
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*/
 
*/
 
public void onScannedRobot(ScannedRobotEvent e) {
 
public void onScannedRobot(ScannedRobotEvent e) {
double absBearing = e.getBearingRadians()+getHeadingRadians();//The enemies location relative to us
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double absBearing = e.getBearingRadians() + getHeadingRadians();               // The enemies location relative to us
double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);//The enemies lateral velocity
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double latVel = e.getVelocity() * Math.sin(e.getHeadingRadians() - absBearing); // The enemies lateral velocity
double radarTurn = absBearing - getRadarHeadingRadians();//The amount to turn our radar
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double radarTurn = absBearing - getRadarHeadingRadians();                       // The amount to turn our radar
double HGRating = (double) HGHits / HGShots;//recalculate both gun's ratings
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 +
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
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 +
if (energy > (energy = e.getEnergy())) {
 +
enemyFireCount++;
 +
if (enemyFireCount % 5 == 0) {
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dir = -dir;
 +
if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
 +
setAhead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir);
 +
} else {
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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);
 
double bulletPower = Math.min(3, e.getEnergy() / 4);
setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians()+Math.asin(latVel/(20 - 3 * bulletPower)));//Turn our gun
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setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));
 
LGShots++;
 
LGShots++;
 
gunIdent = true;
 
gunIdent = true;
setFire(bulletPower);//Fire the minimum amount of energy needed to finish off the other robot
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setFire(bulletPower); // Fire the minimum amount of energy needed to finish off the other robot
}
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} else { // in second round or when the head-on gun got more hitting percentage, use head-on gun.
else {//in the second use head-on
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setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians()));
setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians()));
 
 
HGShots++;
 
HGShots++;
gunIdent=false;
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gunIdent = false;
setFire(e.getEnergy()/4);//Fire the minimum amount of energy needed to finish off the other robot
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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
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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
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public void onBulletHit(BulletHitEvent e) {
if(gunIdent){
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if(gunIdent) {
LGHits=LGHits+1;
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LGHits = LGHits+1;
}
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} else {
else{
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HGHits = HGHits+1;
HGHits=HGHits+1;
 
 
}
 
}
 
}
 
}
 
}
 
}
</pre>
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</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;
		}
	}
}