Difference between revisions of "SuperWalls"
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== Movement== | == Movement== | ||
− | SuperWalls | + | SuperWalls moves like Walls, but without a constant speed and it changes directions every now and then. |
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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 | double moveAmount; // How much to move | ||
− | + | double oldEnergy=100; //Enemies old energy | |
+ | double newEnergy; //Enemies new energy | ||
+ | double energyChange; //Energy Change | ||
+ | int moveDirection=1; //Which way to move | ||
public void run() { | public void run() { | ||
setAdjustRadarForRobotTurn(true); | setAdjustRadarForRobotTurn(true); | ||
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// Initialize moveAmount to the maximum possible for this battlefield. | // Initialize moveAmount to the maximum possible for this battlefield. | ||
moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight()); | moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight()); | ||
− | |||
− | |||
// turnLeft to face a wall. | // turnLeft to face a wall. | ||
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turnLeft(getHeading() % 90); | turnLeft(getHeading() % 90); | ||
ahead(moveAmount); | ahead(moveAmount); | ||
− | |||
− | |||
− | |||
while (true) { | while (true) { | ||
// Move up the wall | // Move up the wall | ||
− | ahead( | + | ahead(100*moveDirection); |
− | + | setTurnRadarRight(10000); | |
− | |||
} | } | ||
} | } | ||
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double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);// The enemies lateral velocity | double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);// The enemies lateral velocity | ||
double radarTurn = absBearing - getRadarHeadingRadians();// The amount to turn our radar | double radarTurn = absBearing - getRadarHeadingRadians();// The amount to turn our radar | ||
− | |||
double HGRating = (double) HGHits / HGShots; | double HGRating = (double) HGHits / HGShots; | ||
double LGRating = (double) LGHits / LGShots; | double LGRating = (double) LGHits / LGShots; | ||
− | + | newEnergy=e.getEnergy(); | |
− | if (getRoundNum() == 0 | + | energyChange=oldEnergy-newEnergy; |
+ | if(energyChange>=0.1 && energyChange<=3&&Math.random()>.9){ | ||
+ | moveDirection=-moveDirection; | ||
+ | } | ||
+ | if (getRoundNum() == 0){ // In the first round 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 | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));// Turn our gun | ||
Line 93: | Line 93: | ||
gunIdent = true; | gunIdent = true; | ||
setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot | setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot | ||
− | + | } | |
+ | else if(getRoundNum()==1){ //in the second use head-on | ||
setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians())); | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians())); | ||
HGShots++; | HGShots++; | ||
gunIdent = false; | gunIdent = false; | ||
setFire(e.getEnergy() / 4);// Fire the minimum amount of energy needed to finish off the other robot | setFire(e.getEnergy() / 4);// Fire the minimum amount of energy needed to finish off the other robot | ||
+ | } | ||
+ | else{ | ||
+ | if(LGRating>HGRating){ | ||
+ | double bulletPower = Math.min(3, e.getEnergy() / 4); | ||
+ | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));// Turn our gun | ||
+ | LGShots++; | ||
+ | gunIdent = true; | ||
+ | setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot | ||
+ | } | ||
+ | else{ | ||
+ | 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 | setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn) * 2);// Make the radar lock on | ||
+ | oldEnergy=e.getEnergy(); | ||
} | } | ||
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else{ | else{ | ||
HGHits = HGHits+1; | HGHits = HGHits+1; | ||
+ | } | ||
+ | } | ||
+ | public void onHitWall(HitWallEvent e){ | ||
+ | if(moveDirection==1){ | ||
+ | turnRight(90); | ||
+ | } | ||
+ | else{ | ||
+ | turnLeft(90); | ||
} | } | ||
} | } | ||
} | } | ||
</pre> | </pre> |
Revision as of 20:41, 1 March 2009
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 wiki.SuperSampleBot; 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 double moveAmount; // How much to move double oldEnergy=100; //Enemies old energy double newEnergy; //Enemies new energy double energyChange; //Energy Change int moveDirection=1; //Which way to move public void run() { setAdjustRadarForRobotTurn(true); setAdjustRadarForGunTurn(true); setBodyColor(Color.black); setGunColor(Color.black); setRadarColor(Color.orange); setBulletColor(Color.cyan); setScanColor(Color.cyan); // Initialize moveAmount to the maximum possible for this battlefield. moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight()); // turnLeft to face a wall. // getHeading() % 90 means the remainder of // getHeading() divided by 90. turnLeft(getHeading() % 90); ahead(moveAmount); while (true) { // Move up the wall ahead(100*moveDirection); setTurnRadarRight(10000); } } /** * onHitRobot: Move away a bit. */ 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); } } /** * 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; newEnergy=e.getEnergy(); energyChange=oldEnergy-newEnergy; if(energyChange>=0.1 && energyChange<=3&&Math.random()>.9){ moveDirection=-moveDirection; } if (getRoundNum() == 0){ // In the first round use linear targeting double bulletPower = Math.min(3, e.getEnergy() / 4); setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));// Turn our gun LGShots++; gunIdent = true; setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot } else if(getRoundNum()==1){ //in the second use head-on 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 } else{ if(LGRating>HGRating){ double bulletPower = Math.min(3, e.getEnergy() / 4); setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));// Turn our gun LGShots++; gunIdent = true; setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot } else{ 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 oldEnergy=e.getEnergy(); } public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using if(gunIdent){ LGHits = LGHits+1; } else{ HGHits = HGHits+1; } } public void onHitWall(HitWallEvent e){ if(moveDirection==1){ turnRight(90); } else{ turnLeft(90); } } }