Difference between revisions of "Random Targeting"
Jump to navigation
Jump to search
m (adding category "Targeting") |
m |
||
Line 1: | Line 1: | ||
− | A method of [[ | + | A method of [[targeting]] that simply chooses a random angle among the angles that could possibly hit the opponent. Some successful [[NanoBots]] use this firing method. Its implementation is very small and for unpredictable movements, it will give a consistent hit percentage. |
== Example == | == Example == |
Revision as of 16:26, 13 November 2007
A method of targeting that simply chooses a random angle among the angles that could possibly hit the opponent. Some successful NanoBots use this firing method. Its implementation is very small and for unpredictable movements, it will give a consistent hit percentage.
Example
// Add import robocode.util.* for Utils // This code goes in your onScannedRobot() event handler. public void onScannedRobot(ScannedRobotEvent e) { double randomGuessFactor = (Math.random() - .5) * 2; double bulletPower = 3; double maxEscapeAngle = Math.asin(8.0/(20 - (3 * bulletPower))); double firingAngle = randomGuessFactor * maxEscapeAngle; double absBearingToEnemy = e.getBearingRadians() + getHeadingRadians(); setTurnGunRightRadians(Utils.normalRelativeAngle( absBearingToEnemy + firingAngle - getGunHeadingRadians())); fire(bulletPower); }
A simpler solution
A simpler method is to assume that the enemy is traveling in a circle around you, which is often true among NanoBots and 1-vs-1 bots. If the enemy is traveling in a circle around you, the maximum distance it can cover before a bullet reaches it is enemy velocity / bullet velocity
(in radians). For example, a power 3.0 bullet fired at an enemy going at full speed should be fired at a bearing offset between -8/11 and +8/11.