Difference between revisions of "SuperWalls"
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Revision as of 00:21, 22 September 2010
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.
UPDATE: I guaranteed that this robot will not hit walls over than 2 times per round (when no hit-robot, too) » Nat | Talk » 19:45, 1 March 2009 (UTC)
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;
}
}
}