Difference between revisions of "Talk:Opposite"
(may work, but I would test it) |
(Please tell me if it doesn't work) |
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No problem. And using <code> e.getName().equals(enemyName)</code> would work, but costs three more codesize bytes--[[User:CrazyBassoonist|CrazyBassoonist]] 20:00, 12 September 2009 (UTC) | No problem. And using <code> e.getName().equals(enemyName)</code> would work, but costs three more codesize bytes--[[User:CrazyBassoonist|CrazyBassoonist]] 20:00, 12 September 2009 (UTC) | ||
: I wouldn't trust ''e.getName()==enemyName'' to work always without testing. Maybe it always uses the same object, and you end up with doing the right comparison with ''=='' '''in this particular case'''. Although I think it does work in this case, I'd test it thoroughly just to be sure. --[[User:Zyx|zyx]] 01:23, 13 September 2009 (UTC) | : I wouldn't trust ''e.getName()==enemyName'' to work always without testing. Maybe it always uses the same object, and you end up with doing the right comparison with ''=='' '''in this particular case'''. Although I think it does work in this case, I'd test it thoroughly just to be sure. --[[User:Zyx|zyx]] 01:23, 13 September 2009 (UTC) | ||
+ | : I've tested it and it works every time I've seen for me, but please tell me if you find it is causing problems, as some of my robots use this target selection method--[[User:CrazyBassoonist|CrazyBassoonist]] 03:43, 13 September 2009 (UTC) |
Revision as of 04:43, 13 September 2009
Any ideas for a targeting scheme with 132 bytes? (including how to select a target) --Starrynte 17:45, 12 September 2009 (UTC)
I'm not sure how much this will help, but this is the enemy selection I tend to use in codesize-restricted melee bots. I used linear targeting in this example:
package oog.nano.aorta; import robocode.*; import robocode.util.*; public class Aorta extends AdvancedRobot { static double enemyDist; static String enemyName; public void run(){ enemyDist=Double.POSITIVE_INFINITY; setTurnRadarRightRadians(Double.POSITIVE_INFINITY); } public void onScannedRobot(ScannedRobotEvent e){ if(e.getDistance()<enemyDist||e.getName()==enemyName){ enemyName=e.getName(); enemyDist=e.getDistance(); //This part greatly increases the accuracy of the targeting, but it isn't necessary. if(getGunHeat()<1){ setTurnRadarLeftRadians(getRadarTurnRemainingRadians()); } /* *You could replace these next two lines with any type of targeting and bullet power you like, *I just used linear targeting as an example. */ setTurnGunRightRadians(Utils.normalRelativeAngle((e.getBearingRadians()+getHeadingRadians())-getGunHeadingRadians())+ (e.getVelocity()*Math.sin(e.getHeadingRadians()-(e.getBearingRadians()+getHeadingRadians())))/14); setFire(2); } } public void onRobotDeath(RobotDeathEvent e){ enemyDist=Double.POSITIVE_INFINITY; } }
Note: I'm almost certain that this will fit into 132 bytes. If you need to put something else in, you could change it to head-on targeting or remove the line that locks on the radar before firing. Just remember that that line is pretty important for making the gun accurate--CrazyBassoonist 18:14, 12 September 2009 (UTC)
OK thanks, except should I do e.getName().equals(enemyName) as opposed to e.getName() == enemyName? --Starrynte 19:01, 12 September 2009 (UTC)
No problem. And using e.getName().equals(enemyName)
would work, but costs three more codesize bytes--CrazyBassoonist 20:00, 12 September 2009 (UTC)
- I wouldn't trust e.getName()==enemyName to work always without testing. Maybe it always uses the same object, and you end up with doing the right comparison with == in this particular case. Although I think it does work in this case, I'd test it thoroughly just to be sure. --zyx 01:23, 13 September 2009 (UTC)
- I've tested it and it works every time I've seen for me, but please tell me if you find it is causing problems, as some of my robots use this target selection method--CrazyBassoonist 03:43, 13 September 2009 (UTC)