Difference between revisions of "Yatagan/Source"
< Yatagan
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Line 93: | Line 93: | ||
//record the current enemy lateral velocity | //record the current enemy lateral velocity | ||
− | enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory); | + | enemyHistory = String.valueOf((char) Math.round(e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory); |
//Pattern Matching | //Pattern Matching | ||
//find the longest match in the enemy history | //find the longest match in the enemy history | ||
− | while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (--integer)), 64)) < 0); | + | do{}while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (--integer)), 64)) < 0); |
//stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels | //stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels |
Latest revision as of 23:18, 2 October 2024
Development Version
Codesize: 249
/*
Yatagan 1.2.3 by Sheldor & Skilgannon; Release date: 2013/06/13
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
Codesize: 249 bytes without any colors
Credits:
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
Yatagan is open source and released under the terms of the RoboWiki Public Code License (RWPCL) - Version 1.1.
See license here: http://robowiki.net/wiki/RWPCL
*/
package jk.sheldor.nano;
import robocode.*;
import robocode.util.Utils;
public class Yatagan extends AdvancedRobot{
public static final double DESIRED_BULLET_POWER = 2.0;
//round to nearest multiple of 0.33333...
public static final int BULLET_POWER = 2;//(int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0;
public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER);
//Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found.
public static final int MAX_MATCH_LENGTH = 40; //Keep this under 128 to save a byte.
public static final int ORBIT_DISTANCE = 220;
//public static final double MOVE_AMOUNT = 1e+200;
public static final double DISTANCE_FACTOR = 3000;
public static final int ANTI_RAMBOT_DISTANCE = 127; //Keep this under 128 to save a byte.
//NB! Generate new RANDOM when changing ORBIT_DISTANCE!
/*public static void main(String[] args){
System.out.println("RANDOM = " + (int)Math.round(3.0/(0.6*Math.sqrt((20 - 3*2.5)/ORBIT_DISTANCE) - 0.04)));
}//*/
//public static final char ONE_WAY_ORBIT = 65535;
//public static final char REVERSE_ON_ENEMY_FIRE = 0;
//public static final char RANDOM = 29; //SHELDOR: This is no longer flat, but it works better against PM.
public static final char NO_FLIP = 65535;
public static final char FLIP = 0;
public static final char RANDOM_FLIP = 10;
//Global Variables
static double direction;
static double enemyEnergy;
static int deathCount;
public void run()
{
//Skilgannon: sacrifice this for anti-rambot code
//SHELDOR: Now we have enough room for both!
setAdjustRadarForGunTurn(true);
//start spinning radar and initialize direction
setTurnRadarRightRadians(direction = Double.POSITIVE_INFINITY);
}
public void onScannedRobot(ScannedRobotEvent e)
{
//Local Variables
int integer = MAX_MATCH_LENGTH;
double absoluteBearing;
int matchPosition;
//SHELDOR: Debugging Tools
//System.out.println(enemyEnergy - e.getEnergy());
//System.out.println(deathCount);
//System.out.println((deathCount + (100 + (int)(enemyEnergy - e.getEnergy()))));
//System.out.println((int)chancesOfReversing.charAt(deathCount + (100 + (int)(enemyEnergy - e.getEnergy()))));
//System.out.println(((chancesOfReversing.charAt(deathCount + (100 + (int)(enemyEnergy - (e.getEnergy())))) * Math.random()) - 1));
//Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with
setAhead(direction *= ((chancesOfReversing.charAt(deathCount + (100 + (int)(enemyEnergy - (enemyEnergy = e.getEnergy())))) * Math.random()) - 1));
/*if(
(char) ( chancesOfReversing.charAt(deathCount)*Math.random()
+ enemyEnergy - (enemyEnergy = e.getEnergy()) - (1.1 - 1e-8) ) <= 1)
{
//Reverse direction.
//Calling the onHitWall event to reverse direction saves two bytes. Credit to Simonton.
onHitWall(null);
}
setAhead(direction);*/
//record the current enemy lateral velocity
enemyHistory = String.valueOf((char) Math.round(e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory);
//Pattern Matching
//find the longest match in the enemy history
do{}while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (--integer)), 64)) < 0);
//stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels
//If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small.
setTurnRightRadians(Math.cos(e.getBearingRadians() +
((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * (getVelocity() / DISTANCE_FACTOR/*direction / DISTANCE_FACTOR*/))
));
//fire BULLET_POWER power bullets most of the time, but use higher power bullets when the distance is less than ANTI_RAMBOT_DISTANCE
//This greatly improves scores against rambots and other extremely aggressive bots.
setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer));
//assume that the enemy will repeat their movements in the ticks following the recording of the original pattern
//generate a firing angle based on that assumption
do {
//go through the log of enemy movements right after the original pattern was recorded
//add the Angular Velocities directly to the absoluteBearing variable
absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) / e.getDistance();
}
while ((integer -= BULLET_VELOCITY) > 0); //keep projecting the enemy's movement forward until our bullet would reach their predicted location
//aim at the predicted target
setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));
//Pseudo-infinite Radar Lock
setTurnRadarLeftRadians(getRadarTurnRemaining());
}
public void onDeath(DeathEvent e)
{
//when the bot dies, move to the next cell in the table
deathCount += 127;
//deathCount++;
}
public void onHitWall(HitWallEvent e)
{
//reverse movement direction when the bot hits a wall
direction = -direction;
}
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking
//Skilgannon - this didn't need to be quite as long as it was, only max bullet flight time + one of each possible character
//unless we want to try pre-loading some common movement patterns?
static String enemyHistory = ""
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 1
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 1 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 1 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 1 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char)-1 + (char)-2 + (char)-3 + (char)-4 + (char)-5 + (char)-6
+ (char)-7 + (char)-8 + (char) 8 + (char) 7 + (char) 6 + (char) 5
+ (char) 4 + (char) 3 + (char) 2 + (char) 1 + (char) 0 + (char) 0
;
public static final String ONE_WAY_ORBIT = "" +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP;
//SHELDOR: Because this will be part of a larger string, we should start from 1 instead of 0.
public static final String REVERSE_ON_ENEMY_FIRE = "" +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
FLIP + FLIP + FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP;
public static final String RANDOM = "" +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP;
//The chance that Yatagan will reverse direction when the enemy fires.
//values are referenced by number of deaths experienced
//when chancesOfReversing is 0, reverse on enemy fire only
//when chancesOfReversing is very large, almost never reverse (unless Math.random() is very small)
//when chancesOfReversing is > 3, reverse with probability 3/chancesOfReversing
private static final String chancesOfReversing = ""
+ NO_FLIP
+ ONE_WAY_ORBIT + REVERSE_ON_ENEMY_FIRE + ONE_WAY_ORBIT //SHELDOR: Let's try oscillating movement first.
+ REVERSE_ON_ENEMY_FIRE + ONE_WAY_ORBIT + REVERSE_ON_ENEMY_FIRE
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
;
}
Latest Released Version (1.2.3)
/*
Yatagan 1.2.3 by Sheldor & Skilgannon; Release date: 2013/06/13
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
Codesize: 249 bytes without any colors
Credits:
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
Yatagan is open source and released under the terms of the RoboWiki Public Code License (RWPCL) - Version 1.1.
See license here: http://robowiki.net/wiki/RWPCL
*/
package jk.sheldor.nano;
import robocode.*;
import robocode.util.Utils;
public class Yatagan extends AdvancedRobot{
public static final double DESIRED_BULLET_POWER = 2.0;
//round to nearest multiple of 0.33333...
public static final int BULLET_POWER = 2;//(int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0;
public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER);
//Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found.
public static final int MAX_MATCH_LENGTH = 40; //Keep this under 128 to save a byte.
public static final int ORBIT_DISTANCE = 220;
//public static final double MOVE_AMOUNT = 1e+200;
public static final double DISTANCE_FACTOR = 3000;
public static final int ANTI_RAMBOT_DISTANCE = 127; //Keep this under 128 to save a byte.
//NB! Generate new RANDOM when changing ORBIT_DISTANCE!
/*public static void main(String[] args){
System.out.println("RANDOM = " + (int)Math.round(3.0/(0.6*Math.sqrt((20 - 3*2.5)/ORBIT_DISTANCE) - 0.04)));
}//*/
//public static final char ONE_WAY_ORBIT = 65535;
//public static final char REVERSE_ON_ENEMY_FIRE = 0;
//public static final char RANDOM = 29; //SHELDOR: This is no longer flat, but it works better against PM.
public static final char NO_FLIP = 65535;
public static final char FLIP = 0;
public static final char RANDOM_FLIP = 10;
//Global Variables
static double direction;
static double enemyEnergy;
static int deathCount;
public void run()
{
//Skilgannon: sacrifice this for anti-rambot code
//SHELDOR: Now we have enough room for both!
setAdjustRadarForGunTurn(true);
//start spinning radar and initialize direction
setTurnRadarRightRadians(direction = Double.POSITIVE_INFINITY);
}
public void onScannedRobot(ScannedRobotEvent e)
{
//Local Variables
int integer = MAX_MATCH_LENGTH;
double absoluteBearing;
int matchPosition;
//SHELDOR: Debugging Tools
//System.out.println(enemyEnergy - e.getEnergy());
//System.out.println(deathCount);
//System.out.println((deathCount + (100 + (int)(enemyEnergy - e.getEnergy()))));
//System.out.println((int)chancesOfReversing.charAt(deathCount + (100 + (int)(enemyEnergy - e.getEnergy()))));
//System.out.println(((chancesOfReversing.charAt(deathCount + (100 + (int)(enemyEnergy - (e.getEnergy())))) * Math.random()) - 1));
//Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with
setAhead(direction *= ((chancesOfReversing.charAt(deathCount + (100 + (int)(enemyEnergy - (enemyEnergy = e.getEnergy())))) * Math.random()) - 1));
/*if(
(char) ( chancesOfReversing.charAt(deathCount)*Math.random()
+ enemyEnergy - (enemyEnergy = e.getEnergy()) - (1.1 - 1e-8) ) <= 1)
{
//Reverse direction.
//Calling the onHitWall event to reverse direction saves two bytes. Credit to Simonton.
onHitWall(null);
}
setAhead(direction);*/
//record the current enemy lateral velocity
enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory);
//Pattern Matching
//find the longest match in the enemy history
while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (--integer)), 64)) < 0);
//stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels
//If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small.
setTurnRightRadians(Math.cos(e.getBearingRadians() +
((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * (getVelocity() / DISTANCE_FACTOR/*direction / DISTANCE_FACTOR*/))
));
//fire BULLET_POWER power bullets most of the time, but use higher power bullets when the distance is less than ANTI_RAMBOT_DISTANCE
//This greatly improves scores against rambots and other extremely aggressive bots.
setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer));
//assume that the enemy will repeat their movements in the ticks following the recording of the original pattern
//generate a firing angle based on that assumption
do {
//go through the log of enemy movements right after the original pattern was recorded
//add the Angular Velocities directly to the absoluteBearing variable
absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) / e.getDistance();
}
while ((integer -= BULLET_VELOCITY) > 0); //keep projecting the enemy's movement forward until our bullet would reach their predicted location
//aim at the predicted target
setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));
//Pseudo-infinite Radar Lock
setTurnRadarLeftRadians(getRadarTurnRemaining());
}
public void onDeath(DeathEvent e)
{
//when the bot dies, move to the next cell in the table
deathCount += 127;
//deathCount++;
}
public void onHitWall(HitWallEvent e)
{
//reverse movement direction when the bot hits a wall
direction = -direction;
}
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking
//Skilgannon - this didn't need to be quite as long as it was, only max bullet flight time + one of each possible character
//unless we want to try pre-loading some common movement patterns?
static String enemyHistory = ""
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 1
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 1 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 1 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 1 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
+ (char)-1 + (char)-2 + (char)-3 + (char)-4 + (char)-5 + (char)-6
+ (char)-7 + (char)-8 + (char) 8 + (char) 7 + (char) 6 + (char) 5
+ (char) 4 + (char) 3 + (char) 2 + (char) 1 + (char) 0 + (char) 0
;
public static final String ONE_WAY_ORBIT = "" +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP;
//SHELDOR: Because this will be part of a larger string, we should start from 1 instead of 0.
public static final String REVERSE_ON_ENEMY_FIRE = "" +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
FLIP + FLIP + FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP + NO_FLIP +
NO_FLIP + NO_FLIP;
public static final String RANDOM = "" +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP + RANDOM_FLIP +
RANDOM_FLIP + RANDOM_FLIP;
//The chance that Yatagan will reverse direction when the enemy fires.
//values are referenced by number of deaths experienced
//when chancesOfReversing is 0, reverse on enemy fire only
//when chancesOfReversing is very large, almost never reverse (unless Math.random() is very small)
//when chancesOfReversing is > 3, reverse with probability 3/chancesOfReversing
private static final String chancesOfReversing = ""
+ NO_FLIP
+ ONE_WAY_ORBIT + REVERSE_ON_ENEMY_FIRE + ONE_WAY_ORBIT //SHELDOR: Let's try oscillating movement first.
+ REVERSE_ON_ENEMY_FIRE + ONE_WAY_ORBIT + REVERSE_ON_ENEMY_FIRE
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
;
}