Difference between revisions of "SuperWalls"

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(update the code)
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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.  
 
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.
+
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) &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 19:45, 1 March 2009 (UTC)
  
 
== Movement==
 
== Movement==
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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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setScanColor(Color.cyan);
 
setScanColor(Color.cyan);
  
// Initialize moveAmount to the maximum possible for this battlefield.
+
setTurnRadarRight(Double.POSITIVE_INFINITY);
moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight());
 
  
 
// 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);
ahead(moveAmount);
+
 
 
while (true) {
 
while (true) {
// Move up the wall
+
if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
ahead(100*moveDirection);
+
ahead(Math.max(getBattleFieldHeight() - getY(), getY()) - 28);
setTurnRadarRight(10000);
+
} else {
}
+
ahead(Math.max(getBattleFieldWidth() - getX(), getX()) - 28);
}
+
}
 
+
turnRight(90);
/**
 
* 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);
 
 
}
 
}
 
}
 
}
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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
+
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 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();
+
 
energyChange=oldEnergy-newEnergy;
+
if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting
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))));
 
LGShots++;
 
LGShots++;
 
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 { // in second round or when the head-on gun got more hitting percentage, use head-on gun.
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();
 
 
}
 
}
  
public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using
+
public void onBulletHit(BulletHitEvent e) {
if(gunIdent){
+
if(gunIdent) {
 
LGHits = LGHits+1;
 
LGHits = LGHits+1;
}
+
} else {
else{
 
 
HGHits = HGHits+1;
 
HGHits = HGHits+1;
}
 
}
 
public void onHitWall(HitWallEvent e){
 
if(moveDirection==1){
 
turnRight(90);
 
}
 
else{
 
turnLeft(90);
 
 
}
 
}
 
}
 
}
 
}
 
}
 
</pre>
 
</pre>
 +
 +
 +
__NOTOC__ __NOEDITSECTION__

Revision as of 21:45, 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.

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 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

	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 (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) {
				ahead(Math.max(getBattleFieldHeight() - getY(), getY()) - 28);
			} else {
				ahead(Math.max(getBattleFieldWidth() - getX(), getX()) - 28);
			}
			turnRight(90);
		}
	}

	/**
	 * 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 ((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;
		}
	}
}