Difference between revisions of "Yatagan/Source"
< Yatagan
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m (→Development Version: Minor edit.) |
Skilgannon (talk | contribs) (→Development Version: 2.4.6) |
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Line 1: | Line 1: | ||
== Development Version == | == Development Version == | ||
− | Codesize: | + | Codesize: 246 |
<syntaxhighlight> | <syntaxhighlight> | ||
/* | /* | ||
Yatagan 1.1.6 by Skilgannon & Sheldor; Release date: 2013/05/27 | Yatagan 1.1.6 by Skilgannon & Sheldor; Release date: 2013/05/27 | ||
The yatagan is a short sabre which was used extensively in the Ottoman Empire. | The yatagan is a short sabre which was used extensively in the Ottoman Empire. | ||
− | Codesize: | + | Codesize: 246 bytes without any colors |
Credits: | Credits: | ||
Line 22: | Line 22: | ||
public class Yatagan extends AdvancedRobot{ | public class Yatagan extends AdvancedRobot{ | ||
− | + | public static final double DESIRED_BULLET_POWER = 2.0; | |
//round to nearest multiple of 0.33333... | //round to nearest multiple of 0.33333... | ||
public static final int BULLET_POWER = 2;//(int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0; | public static final int BULLET_POWER = 2;//(int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0; | ||
public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER); | public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER); | ||
− | + | ||
//Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found. | //Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found. | ||
− | public static final int MAX_MATCH_LENGTH = | + | public static final int MAX_MATCH_LENGTH = 40; //Keep this under 128 to save a byte. |
− | + | ||
public static final int ORBIT_DISTANCE = 220; | public static final int ORBIT_DISTANCE = 220; | ||
− | public static final double DISTANCE_FACTOR = | + | public static final double DISTANCE_FACTOR = 9000; |
− | + | ||
public static final int ANTI_RAMBOT_DISTANCE = 127; //Keep this under 128 to save a byte. | public static final int ANTI_RAMBOT_DISTANCE = 127; //Keep this under 128 to save a byte. | ||
− | + | ||
//NB! Generate new RANDOM when changing ORBIT_DISTANCE! | //NB! Generate new RANDOM when changing ORBIT_DISTANCE! | ||
/*public static void main(String[] args){ | /*public static void main(String[] args){ | ||
Line 57: | Line 57: | ||
//Start spinning radar and initialize direction to infinity. | //Start spinning radar and initialize direction to infinity. | ||
− | setTurnRadarRightRadians(direction = | + | setTurnRadarRightRadians(direction = 24); |
} | } | ||
Line 68: | Line 68: | ||
//Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with. | //Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with. | ||
− | //Use the unsigned feature of chars to make the enemy fire detection more accurate | + | //Use the unsigned feature of chars to make the enemy fire detection more accurate, Credit to Miked0801. |
if( | if( | ||
(char) ( chancesOfReversing.charAt(deathCount)*Math.random() | (char) ( chancesOfReversing.charAt(deathCount)*Math.random() | ||
Line 85: | Line 85: | ||
//Find the longest match allowable in the enemy history. | //Find the longest match allowable in the enemy history. | ||
//Credit to Nz.jdc for the idea to reduce match length by two instead of one. | //Credit to Nz.jdc for the idea to reduce match length by two instead of one. | ||
− | while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (integer | + | while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (--integer)), 64)) < 0); |
//Stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels. | //Stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels. | ||
//If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small. | //If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small. | ||
setTurnRightRadians(Math.cos(e.getBearingRadians() + | setTurnRightRadians(Math.cos(e.getBearingRadians() + | ||
− | ((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * ( | + | ((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * (direction / DISTANCE_FACTOR)) |
)); | )); | ||
Line 96: | Line 96: | ||
//This greatly improves scores against rambots and other extremely aggressive bots. | //This greatly improves scores against rambots and other extremely aggressive bots. | ||
setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer)); | setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer)); | ||
− | + | ||
//Assume that the enemy will repeat their movements in the ticks following the recording of the original pattern. | //Assume that the enemy will repeat their movements in the ticks following the recording of the original pattern. | ||
//Generate a firing angle based on that assumption. | //Generate a firing angle based on that assumption. | ||
− | do | + | do { |
− | |||
//Go through the log of enemy movements right after the original pattern was recorded. | //Go through the log of enemy movements right after the original pattern was recorded. | ||
− | + | //Add the Angular Velocities directly to the absoluteBearing variable. | |
absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) / e.getDistance(); | absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) / e.getDistance(); | ||
} | } | ||
Line 111: | Line 110: | ||
//Infinite radar lock. | //Infinite radar lock. | ||
− | setTurnRadarLeftRadians( | + | setTurnRadarLeftRadians(getRadarTurnRemaining()); |
} | } | ||
public void onDeath(DeathEvent e) | public void onDeath(DeathEvent e) | ||
{ | { | ||
− | //When the bot dies, move to the next cell in the | + | //When the bot dies, move to the next cell in the table. |
deathCount++; | deathCount++; | ||
} | } |
Revision as of 16:37, 27 May 2013
Development Version
Codesize: 246
/*
Yatagan 1.1.6 by Skilgannon & Sheldor; Release date: 2013/05/27
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
Codesize: 246 bytes without any colors
Credits:
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
Yatagan is open source and released under the terms of the RoboWiki Public Code License (RWPCL) - Version 1.1.
See license here: http://robowiki.net/wiki/RWPCL
*/
package jk.sheldor.nano;
import robocode.*;
import robocode.util.Utils;
public class Yatagan extends AdvancedRobot{
public static final double DESIRED_BULLET_POWER = 2.0;
//round to nearest multiple of 0.33333...
public static final int BULLET_POWER = 2;//(int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0;
public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER);
//Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found.
public static final int MAX_MATCH_LENGTH = 40; //Keep this under 128 to save a byte.
public static final int ORBIT_DISTANCE = 220;
public static final double DISTANCE_FACTOR = 9000;
public static final int ANTI_RAMBOT_DISTANCE = 127; //Keep this under 128 to save a byte.
//NB! Generate new RANDOM when changing ORBIT_DISTANCE!
/*public static void main(String[] args){
System.out.println("RANDOM = " + (int)Math.round(3.0/(0.6*Math.sqrt((20 - 3*2.5)/ORBIT_DISTANCE) - 0.04)));
}//*/
public static final char ONE_WAY_ORBIT = 65535;
public static final char REVERSE_ON_ENEMY_FIRE = 0;
public static final char RANDOM = 29;
//Global variables.
static double direction;
static double enemyEnergy;
static int deathCount;
public void run()
{
//Skilgannon: sacrifice this for anti-rambot code
//setAdjustGunForRobotTurn(true);
//Start spinning radar and initialize direction to infinity.
setTurnRadarRightRadians(direction = 24);
}
public void onScannedRobot(ScannedRobotEvent e)
{
//Local variables.
int integer = MAX_MATCH_LENGTH;
double absoluteBearing;
int matchPosition;
//Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with.
//Use the unsigned feature of chars to make the enemy fire detection more accurate, Credit to Miked0801.
if(
(char) ( chancesOfReversing.charAt(deathCount)*Math.random()
+ enemyEnergy - (enemyEnergy = e.getEnergy()) - (1.1 - 1e-8) ) <= 1)
{
//Reverse direction.
//Calling the onHitWall event to reverse direction saves two bytes. Credit to Simonton.
onHitWall(null);
}
setAhead(direction);
//Record the current enemy lateral velocity.
enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory);
//Pattern Matching.
//Find the longest match allowable in the enemy history.
//Credit to Nz.jdc for the idea to reduce match length by two instead of one.
while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (--integer)), 64)) < 0);
//Stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels.
//If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small.
setTurnRightRadians(Math.cos(e.getBearingRadians() +
((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * (direction / DISTANCE_FACTOR))
));
//Fire BULLET_POWER power bullets most of the time, but use higher power bullets when the distance is less than ANTI_RAMBOT_DISTANCE.
//This greatly improves scores against rambots and other extremely aggressive bots.
setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer));
//Assume that the enemy will repeat their movements in the ticks following the recording of the original pattern.
//Generate a firing angle based on that assumption.
do {
//Go through the log of enemy movements right after the original pattern was recorded.
//Add the Angular Velocities directly to the absoluteBearing variable.
absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) / e.getDistance();
}
while ((integer -= BULLET_VELOCITY) > 0); //Keep projecting the enemy's movement forward until our bullet would reach their predicted location.
//Aim at the predicted target.
setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));
//Infinite radar lock.
setTurnRadarLeftRadians(getRadarTurnRemaining());
}
public void onDeath(DeathEvent e)
{
//When the bot dies, move to the next cell in the table.
deathCount++;
}
public void onHitWall(HitWallEvent e)
{
//Reverse movement direction when the bot hits a wall.
direction = -direction;
}
//The chance that Yatagan will reverse direction when the enemy fires.
//values are referenced by number of deaths experienced
//when chancesOfReversing is 0, reverse on enemy fire only
//when chancesOfReversing is very large, almost never reverse (unless Math.random() is very small)
//when chancesOfReversing is > 3, reverse with probability 3/chancesOfReversing
private static final String chancesOfReversing = ""
+ (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT
+ (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
;
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking.
//Skilgannon - this didn't need to be quite as long as it was, only max bullet flight time + one of each possible character
//unless we want to try pre-loading some common movement patterns?
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 + (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
+ (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 + (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
+ (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)-1 + (char)-2 + (char)-3 + (char)-4 + (char)-5 + (char)-6
+ (char)-7 + (char)-8 + (char) 8 + (char) 7 + (char) 6 + (char) 5
+ (char) 4 + (char) 3 + (char) 2 + (char) 1 + (char) 0 + (char) 0
;
}
Latest Released Version (1.1.5)
/*
Yatagan 1.1.5 by Skilgannon & Sheldor; Release date: 2013/05/19
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
Codesize: 248 bytes without any colors
Credits:
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
Yatagan is open source and released under the terms of the RoboWiki Public Code License (RWPCL) - Version 1.1.
See license here: http://robowiki.net/wiki/RWPCL
*/
package jk.sheldor.nano;
import robocode.*;
import robocode.util.Utils;
public class Yatagan extends AdvancedRobot{
public static final double DESIRED_BULLET_POWER = 2.0;
//round to nearest multiple of 0.33333...
public static final double BULLET_POWER = (int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0;
public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER);
//Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found.
public static final int MAX_MATCH_LENGTH = 81; //Keep this under 128 to save a byte.
public static final int ORBIT_DISTANCE = 220;
public static final int DISTANCE_FACTOR = 3000;
public static final int ANTI_RAMBOT_DISTANCE = 127; //Keep this under 128 to save a byte.
//NB! Generate new RANDOM when changing ORBIT_DISTANCE!
/*public static void main(String[] args){
System.out.println("RANDOM = " + (int)Math.round(3.0/(0.6*Math.sqrt((20 - 3*2.5)/ORBIT_DISTANCE) - 0.04)));
}//*/
public static final char ONE_WAY_ORBIT = 65535;
public static final char REVERSE_ON_ENEMY_FIRE = 0;
public static final char RANDOM = 29;
//Global variables.
static double direction;
static double enemyEnergy;
static int deathCount;
public void run()
{
//Skilgannon: sacrifice this for anti-rambot code
//setAdjustGunForRobotTurn(true);
//Start spinning radar and initialize direction to infinity.
setTurnRadarRightRadians(direction = Double.POSITIVE_INFINITY);
}
public void onScannedRobot(ScannedRobotEvent e)
{
//Local variables.
int integer = MAX_MATCH_LENGTH;
double absoluteBearing;
int matchPosition;
//Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with.
//Use the unsigned feature of chars to make the enemy fire detection more accurate. Credit to Miked0801.
if(
(char) ( chancesOfReversing.charAt(deathCount)*Math.random()
+ enemyEnergy - (enemyEnergy = e.getEnergy()) - (1.1 - 1e-8) ) <= 1)
{
//Reverse direction.
//Calling the onHitWall event to reverse direction saves two bytes. Credit to Simonton.
onHitWall(null);
}
setAhead(direction);
//Record the current enemy lateral velocity.
enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory);
//Pattern Matching.
//Find the longest match allowable in the enemy history.
//Credit to Nz.jdc for the idea to reduce match length by two instead of one.
while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (integer -= 2)), 64)) < 0);
//Stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels.
//If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small.
setTurnRightRadians(Math.cos(e.getBearingRadians() +
((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * (getVelocity() / DISTANCE_FACTOR))
));
//Fire BULLET_POWER power bullets most of the time, but use higher power bullets when the distance is less than ANTI_RAMBOT_DISTANCE.
//This greatly improves scores against rambots and other extremely aggressive bots.
setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer));
//Assume that the enemy will repeat their movements in the ticks following the recording of the original pattern.
//Generate a firing angle based on that assumption.
do
{
//Go through the log of enemy movements right after the original pattern was recorded.
//Add the Angular Velocities directly to the absoluteBearing variable.
absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) / e.getDistance();
}
while ((integer -= BULLET_VELOCITY) > 0); //Keep projecting the enemy's movement forward until our bullet would reach their predicted location.
//Aim at the predicted target.
setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));
//Infinite radar lock.
setTurnRadarLeftRadians(getRadarTurnRemainingRadians());
}
public void onDeath(DeathEvent e)
{
//When the bot dies, move to the next cell in the table.
deathCount++;
}
public void onHitWall(HitWallEvent e)
{
//Reverse movement direction when the bot hits a wall.
direction = -direction;
}
//The chance that Yatagan will reverse direction when the enemy fires.
//values are referenced by number of deaths experienced
//when chancesOfReversing is 0, reverse on enemy fire only
//when chancesOfReversing is very large, almost never reverse (unless Math.random() is very small)
//when chancesOfReversing is > 3, reverse with probability 3/chancesOfReversing
private static final String chancesOfReversing = ""
+ (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT
+ (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
+ RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
;
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking.
//Skilgannon - this didn't need to be quite as long as it was, only max bullet flight time + one of each possible character
//unless we want to try pre-loading some common movement patterns?
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 + (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
+ (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 + (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
+ (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)-1 + (char)-2 + (char)-3 + (char)-4 + (char)-5 + (char)-6
+ (char)-7 + (char)-8 + (char) 8 + (char) 7 + (char) 6 + (char) 5
+ (char) 4 + (char) 3 + (char) 2 + (char) 1 + (char) 0 + (char) 0
;
}