Difference between revisions of "Ocnirp/Source Code"
< Ocnirp
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m (source code of 1.4) |
m (update the code to be more readable and with more comment) |
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| Line 16: | Line 16: | ||
/** | /** | ||
* Ocnirp - a robot by Nat Pavasant | * Ocnirp - a robot by Nat Pavasant | ||
| + | * | ||
* "Battle for the one-on-one nano-bot crown!" | * "Battle for the one-on-one nano-bot crown!" | ||
* | * | ||
| Line 22: | Line 23: | ||
*/ | */ | ||
public final class Ocnirp extends AdvancedRobot { | public final class Ocnirp extends AdvancedRobot { | ||
| + | /** | ||
| + | * Size of pattern to match. 45 is the maximum value or robot will skip a | ||
| + | * turn in unacceptable rate. 30 is a standard value. | ||
| + | */ | ||
private static final int PATTERN_DEPTH = 45; | private static final int PATTERN_DEPTH = 45; | ||
| − | private static final double | + | |
| − | private static final double | + | /** |
| + | * If Math.random() exceed this number, the robot will change the direction. | ||
| + | */ | ||
| + | private static final double CHANGE_INTERVAL = 0.9454623d; | ||
| + | |||
| + | /** | ||
| + | * Preferred distance between this robot and enemy. | ||
| + | */ | ||
| + | private static final double PREFERRED_DISTANCE = 160d; | ||
| + | |||
| + | /** | ||
| + | * Fire power, it used to be 2.5, but my crazy part of my brain told me to | ||
| + | * reduce this a bit. | ||
| + | */ | ||
private static final double FIRE_POWER = 2.4433565d; | private static final double FIRE_POWER = 2.4433565d; | ||
| + | |||
| + | /** | ||
| + | * Bullet velocity. It should be {@code 20 - 3 * FIRE_POWER}, but my crazy | ||
| + | * part of my brain told me to leave this 12.5 | ||
| + | */ | ||
private static final double BULLET_VELOCITY = 12.5d; | private static final double BULLET_VELOCITY = 12.5d; | ||
| + | |||
| + | /** | ||
| + | * Distance offset to turn | ||
| + | */ | ||
private static final double DISTANCE_OFFSET = 0.38435d; | private static final double DISTANCE_OFFSET = 0.38435d; | ||
| + | |||
| + | /** | ||
| + | * Velocity trick multiplier, make this higher will make more change that | ||
| + | * robot will move at max velocity | ||
| + | */ | ||
private static final double VELOCITY_MULTIPILER = 17.78456345d; | private static final double VELOCITY_MULTIPILER = 17.78456345d; | ||
| − | |||
| − | static int | + | /** |
| − | static | + | * Hard-coded bullet fight time make a code much smaller since my distance |
| + | * controller control all the distance. | ||
| + | */ | ||
| + | private static final int BFT = (int) (PREFERRED_DISTANCE / BULLET_VELOCITY + 2); | ||
| + | |||
| + | /** | ||
| + | * A static variable to keep which direction it is moving. | ||
| + | */ | ||
| + | private static int dir = 100; | ||
| + | /** | ||
| + | * Main robot method. For nanobot, this contains only radar control. | ||
| + | */ | ||
public void run() { | public void run() { | ||
| + | /* | ||
| + | * Performance Enhancing Bug! Have this cost 10 bytes and make me lose | ||
| + | * score. | ||
| + | */ | ||
// setAdjustGunForRobotTurn(true); | // setAdjustGunForRobotTurn(true); | ||
// setAdjustRadarForGunTurn(true); | // setAdjustRadarForGunTurn(true); | ||
| − | + | turnRadarRightRadians(Double.POSITIVE_INFINITY); | |
} | } | ||
| + | /** | ||
| + | * What to do when you see another robot. | ||
| + | * | ||
| + | * Main robot operation method for almost all nano/micro/mini robots. | ||
| + | */ | ||
public void onScannedRobot(ScannedRobotEvent e) { | public void onScannedRobot(ScannedRobotEvent e) { | ||
| − | int matchLen = PATTERN_DEPTH; | + | /* |
| − | double angle; | + | * Variable order here is important. We can save ~3-4 bytes here. since |
| − | double dist; | + | * all math operation must be done on registers. Java virtual machine |
| − | int matchPos; | + | * has 4 register slot. First register will be taken by {@code this} |
| + | * object. Then each parameters will take the rest of registers. If | ||
| + | * there are any registers left, the variables defined in the method is | ||
| + | * filled the register until it full. Every type will take 1 registers | ||
| + | * except double, which take 2. If double is the fourth variable | ||
| + | * defined, it will overflow to the extra fifth register. | ||
| + | * | ||
| + | * So, the most | ||
| + | * used variable should define first, which will be enemy absolute | ||
| + | * bearing in most cases. In this case, we define most used int before | ||
| + | * and make double overflow its register. | ||
| + | */ | ||
| + | int matchLen = PATTERN_DEPTH; // PM Stuff | ||
| + | double angle; // enemy absolute bearing | ||
| + | double dist; // enemy distance | ||
| + | int matchPos; // PM Stuff | ||
| − | + | // /////////////////////////////////////////////////////////////////////////////// | |
| + | // Radar | ||
| + | // | ||
| + | // Do infinity lock | ||
| + | // | ||
setTurnRadarLeftRadians(getRadarTurnRemaining()); | setTurnRadarLeftRadians(getRadarTurnRemaining()); | ||
| − | + | // | |
| − | + | // /////////////////////////////////////////////////////////////////////////////// | |
| − | + | ||
| − | setTurnRightRadians(Math.cos(angle = e.getBearingRadians()) | + | // /////////////////////////////////////////////////////////////////////////////// |
| − | - Math.signum( | + | // Movement (Perpendicular and Random with distance control) |
| − | * ((dist = e.getDistance()) - | + | // |
| − | * DISTANCE_OFFSET); | + | // Turn perpendicular to an enemy, and add/deduct the angle a bit to |
| + | // control the distance | ||
| + | // | ||
| + | setTurnRightRadians( | ||
| + | Math.cos(angle = e.getBearingRadians()) | ||
| + | - Math.signum( | ||
| + | getVelocity() * ((dist = e.getDistance()) - PREFERRED_DISTANCE) | ||
| + | ) * DISTANCE_OFFSET); | ||
| + | // | ||
| + | // Move ahead | ||
| + | // | ||
setAhead(dir); | setAhead(dir); | ||
| − | + | // | |
| − | + | // If random() exceed the change interval | |
| − | if (Math.random() > | + | // |
| + | if (Math.random() > CHANGE_INTERVAL) { | ||
| + | // | ||
| + | // Reverse direction | ||
| + | // | ||
onHitWall(null); | onHitWall(null); | ||
| − | + | // | |
| − | + | // Velocity trick | |
| + | // | ||
setMaxVelocity(Math.random() * VELOCITY_MULTIPILER + 1); | setMaxVelocity(Math.random() * VELOCITY_MULTIPILER + 1); | ||
| − | + | // | |
| + | // End if | ||
| + | // | ||
} | } | ||
| − | + | // | |
| − | + | // /////////////////////////////////////////////////////////////////////////////// | |
| + | |||
| + | // /////////////////////////////////////////////////////////////////////////////// | ||
| + | // Eric Simonton's Lateral Velocity Pattern Matching Gun | ||
| + | // | ||
| + | // Define counter | ||
| + | // | ||
int i; | int i; | ||
| + | // | ||
| + | // Append enemy log | ||
| + | // | ||
enemyHistory = String.valueOf( | enemyHistory = String.valueOf( | ||
| − | (char) /* Math.round */(/* 2 * */(e.getVelocity() * Math.sin(e.getHeadingRadians() | + | (char) /* Math.round */(/* 2 * */(e.getVelocity() * Math.sin(e |
| + | .getHeadingRadians() | ||
- (angle += getHeadingRadians()))))).concat( | - (angle += getHeadingRadians()))))).concat( | ||
enemyHistory); | enemyHistory); | ||
| − | while ((matchPos = enemyHistory | + | // |
| − | + | // Match the history | |
| − | + | // | |
| − | + | while ((matchPos = enemyHistory.indexOf(enemyHistory.substring(0, | |
| + | matchLen--), i = BFT)) < 0) | ||
; | ; | ||
| + | // | ||
| + | // Get the firing angle | ||
| + | // | ||
do | do | ||
| − | angle += (short) enemyHistory.charAt(--matchPos) / dist/ | + | angle += |
| + | /* Math.asin */ | ||
| + | ((short) enemyHistory.charAt(--matchPos) / dist | ||
| + | /* 0.5 */); | ||
while (--i > 0); | while (--i > 0); | ||
| + | // | ||
| + | // Turn the gun | ||
| + | // | ||
setTurnGunRightRadians(Utils.normalRelativeAngle(angle | setTurnGunRightRadians(Utils.normalRelativeAngle(angle | ||
- getGunHeadingRadians())); | - getGunHeadingRadians())); | ||
| − | + | // | |
| − | + | // Fire | |
| + | // | ||
setFire(FIRE_POWER); | setFire(FIRE_POWER); | ||
| + | // | ||
| + | // /////////////////////////////////////////////////////////////////////////////// | ||
} | } | ||
| + | /** | ||
| + | * When hit wall, reverse direction | ||
| + | */ | ||
public void onHitWall(HitWallEvent e) { | public void onHitWall(HitWallEvent e) { | ||
dir = -dir; | dir = -dir; | ||
} | } | ||
| − | static String enemyHistory = "" | + | /** |
| + | * Enemy history string. Preload to prevent StringIndexOutOfBoundException. | ||
| + | */ | ||
| + | private 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 | ||
| Line 105: | Line 221: | ||
+ (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) | + | + (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 | ||
| Line 119: | Line 235: | ||
+ (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) | + | + (char) 0 + (char) 0 + (char) 2 + (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 | ||
| Line 133: | Line 249: | ||
+ (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) | + | + (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 | ||
| Line 147: | Line 263: | ||
+ (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) -2 + (char) -4 | + | + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) -2 + (char) -4 |
+ (char) -6 + (char) -8 + (char) -8 + (char) -8 + (char) -8 | + (char) -6 + (char) -8 + (char) -8 + (char) -8 + (char) -8 | ||
+ (char) -8 + (char) -8 + (char) -8 + (char) -8 + (char) -8 | + (char) -8 + (char) -8 + (char) -8 + (char) -8 + (char) -8 | ||
Revision as of 11:15, 24 May 2009
- Ocnirp Sub-pages:
- Ocnirp - Version History - Source Code
package nat.nano;
import robocode.AdvancedRobot;
import robocode.HitWallEvent;
import robocode.ScannedRobotEvent;
import robocode.util.Utils;
/**
* Ocnirp - a robot by Nat Pavasant
*
* "Battle for the one-on-one nano-bot crown!"
*
* @version 1.4
* @author Nat Pavasant
*/
public final class Ocnirp extends AdvancedRobot {
/**
* Size of pattern to match. 45 is the maximum value or robot will skip a
* turn in unacceptable rate. 30 is a standard value.
*/
private static final int PATTERN_DEPTH = 45;
/**
* If Math.random() exceed this number, the robot will change the direction.
*/
private static final double CHANGE_INTERVAL = 0.9454623d;
/**
* Preferred distance between this robot and enemy.
*/
private static final double PREFERRED_DISTANCE = 160d;
/**
* Fire power, it used to be 2.5, but my crazy part of my brain told me to
* reduce this a bit.
*/
private static final double FIRE_POWER = 2.4433565d;
/**
* Bullet velocity. It should be {@code 20 - 3 * FIRE_POWER}, but my crazy
* part of my brain told me to leave this 12.5
*/
private static final double BULLET_VELOCITY = 12.5d;
/**
* Distance offset to turn
*/
private static final double DISTANCE_OFFSET = 0.38435d;
/**
* Velocity trick multiplier, make this higher will make more change that
* robot will move at max velocity
*/
private static final double VELOCITY_MULTIPILER = 17.78456345d;
/**
* Hard-coded bullet fight time make a code much smaller since my distance
* controller control all the distance.
*/
private static final int BFT = (int) (PREFERRED_DISTANCE / BULLET_VELOCITY + 2);
/**
* A static variable to keep which direction it is moving.
*/
private static int dir = 100;
/**
* Main robot method. For nanobot, this contains only radar control.
*/
public void run() {
/*
* Performance Enhancing Bug! Have this cost 10 bytes and make me lose
* score.
*/
// setAdjustGunForRobotTurn(true);
// setAdjustRadarForGunTurn(true);
turnRadarRightRadians(Double.POSITIVE_INFINITY);
}
/**
* What to do when you see another robot.
*
* Main robot operation method for almost all nano/micro/mini robots.
*/
public void onScannedRobot(ScannedRobotEvent e) {
/*
* Variable order here is important. We can save ~3-4 bytes here. since
* all math operation must be done on registers. Java virtual machine
* has 4 register slot. First register will be taken by {@code this}
* object. Then each parameters will take the rest of registers. If
* there are any registers left, the variables defined in the method is
* filled the register until it full. Every type will take 1 registers
* except double, which take 2. If double is the fourth variable
* defined, it will overflow to the extra fifth register.
*
* So, the most
* used variable should define first, which will be enemy absolute
* bearing in most cases. In this case, we define most used int before
* and make double overflow its register.
*/
int matchLen = PATTERN_DEPTH; // PM Stuff
double angle; // enemy absolute bearing
double dist; // enemy distance
int matchPos; // PM Stuff
// ///////////////////////////////////////////////////////////////////////////////
// Radar
//
// Do infinity lock
//
setTurnRadarLeftRadians(getRadarTurnRemaining());
//
// ///////////////////////////////////////////////////////////////////////////////
// ///////////////////////////////////////////////////////////////////////////////
// Movement (Perpendicular and Random with distance control)
//
// Turn perpendicular to an enemy, and add/deduct the angle a bit to
// control the distance
//
setTurnRightRadians(
Math.cos(angle = e.getBearingRadians())
- Math.signum(
getVelocity() * ((dist = e.getDistance()) - PREFERRED_DISTANCE)
) * DISTANCE_OFFSET);
//
// Move ahead
//
setAhead(dir);
//
// If random() exceed the change interval
//
if (Math.random() > CHANGE_INTERVAL) {
//
// Reverse direction
//
onHitWall(null);
//
// Velocity trick
//
setMaxVelocity(Math.random() * VELOCITY_MULTIPILER + 1);
//
// End if
//
}
//
// ///////////////////////////////////////////////////////////////////////////////
// ///////////////////////////////////////////////////////////////////////////////
// Eric Simonton's Lateral Velocity Pattern Matching Gun
//
// Define counter
//
int i;
//
// Append enemy log
//
enemyHistory = String.valueOf(
(char) /* Math.round */(/* 2 * */(e.getVelocity() * Math.sin(e
.getHeadingRadians()
- (angle += getHeadingRadians()))))).concat(
enemyHistory);
//
// Match the history
//
while ((matchPos = enemyHistory.indexOf(enemyHistory.substring(0,
matchLen--), i = BFT)) < 0)
;
//
// Get the firing angle
//
do
angle +=
/* Math.asin */
((short) enemyHistory.charAt(--matchPos) / dist
/* 0.5 */);
while (--i > 0);
//
// Turn the gun
//
setTurnGunRightRadians(Utils.normalRelativeAngle(angle
- getGunHeadingRadians()));
//
// Fire
//
setFire(FIRE_POWER);
//
// ///////////////////////////////////////////////////////////////////////////////
}
/**
* When hit wall, reverse direction
*/
public void onHitWall(HitWallEvent e) {
dir = -dir;
}
/**
* Enemy history string. Preload to prevent StringIndexOutOfBoundException.
*/
private 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) 0 + (char) 0 + (char) 0 + (char) 0
+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
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+ (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0
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+ (char) 2 + (char) 1 + (char) 0;
}