Difference between revisions of "Fusion"
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; How does it [[:Category:Movement|move]]? | ; How does it [[:Category:Movement|move]]? | ||
: It has two forms of movement, one used for the first five rounds and the other for the rest, making it a [[Multi-Mode]]. | : It has two forms of movement, one used for the first five rounds and the other for the rest, making it a [[Multi-Mode]]. | ||
− | : '''Drive'': Go at the enemy robot with linear movement aim. Sometimes results in accidental [[:Category:Movement|mirror movement]]. | + | : '''Drive''': Go at the enemy robot with linear movement aim. Sometimes results in accidental [[:Category:Movement|mirror movement]]. |
: '''Dodge''': Like stop and go but goes back and forth and gradually gets closer to the enemy. Better on some bots. | : '''Dodge''': Like stop and go but goes back and forth and gradually gets closer to the enemy. Better on some bots. | ||
Revision as of 03:04, 6 September 2013
Fusion | |
Author(s) | BeastBots |
Extends | AdvancedRobot |
Targeting | linear targeting |
Movement | Multi-Mode ramming movement |
Current Version | 0.2 |
Code License | None, I don't care |
Background Information
- Author
- BeastBots, also known as beastbots101 or EH
- Extends
- AdvancedRobot
- What's special about it?
- It's a micro rambot multimode that I made.
- How competitive is it?
- Not sure. I tested a bit on Impact and actually did okay.
Strategy
- How does it move?
- It has two forms of movement, one used for the first five rounds and the other for the rest, making it a Multi-Mode.
- Drive: Go at the enemy robot with linear movement aim. Sometimes results in accidental mirror movement.
- Dodge: Like stop and go but goes back and forth and gradually gets closer to the enemy. Better on some bots.
- How does it fire?
- Simple linear targeting from the wiki page. In the 'Drive' mode, it does not follow its bullets, the movement is like linear targeting but the rules.getBulletSpeed(bulletPower) is replaced with getVelocity().
- Future gun: a new(tell me if I'm wrong) form of statistical targeting where the enemy velocity and turnrate is averaged and used to predict where it will move.
- How does it dodge bullets?
- Drive method: no dodging at all. Goes straight at the enemy.
- Dodge method: reacts to bullets, but not to effectively, mainly to get closer
- How does the melee strategy differ from one-on-one strategy?
- I doubt rambots will do well in melee battles. Maybe I'm wrong. If so, then I'll get a way to select the closest or slowest target.
- What does it save between rounds and matches?
- Currently nothing intentionally, but the future gun will save the average velocity between round with static long, int, and double methods.
Additional Information
- Where did you get the name?
- Rambots collide with the enemy, hence the name Fusion.
- Can I use your code?
- Yes, I don't care really what you do, just don't make a total copy and change the colors or name(or something really minor). It's the same code license as my NanoBot NightBird.
- What's next for your robot?
- The Avg. velocity gun. Nobody steal it(unless you created it before me yourself)!
- Better onPaint() painting stuff. As of now, all it has is a line to the enemy.
- Does it have any White Whales?
- Nothing really. But maybe I'll find out.
- What other robot(s) is it based on?
- Impact for the basic movement structure, some of the code
- DodgeBot from the secrets from robocode masters site for the Dodging movement.
- RamFire and SuperRamFire for the idea of rambots.
Source Code
package EH;
import robocode.*;
import java.awt.Color;
import java.awt.Graphics2D;
import robocode.util.Utils;
import static robocode.util.Utils.normalRelativeAngle;
import static java.lang.Math.asin;
import static java.lang.Math.sin;
public class Fusion extends AdvancedRobot
{
//for direct ramming movement
int dir=1;
//for paint stuff
int scannedX = Integer.MIN_VALUE;
int scannedY = Integer.MIN_VALUE;
//for evasion attack movement
double previousEnergy = 100;
int movementDirection = 1;
public void run() {
setColors(Color.gray,Color.lightGray,Color.yellow);
setAdjustGunForRobotTurn(true);
setAdjustRadarForGunTurn(true);
while(true){
turnRadarRightRadians(1);
}
}
/**
* onScannedRobot: What to do when you see another robot
*/
public void onScannedRobot(ScannedRobotEvent e) {
// paint stuff- see graphical debugging page on robowiki
//for more
double angle = Math.toRadians((getHeading() + e.getBearing()) % 360);
// Calculate the coordinates of the robot
scannedX = (int)(getX() + Math.sin(angle) * e.getDistance());
scannedY = (int)(getY() + Math.cos(angle) * e.getDistance());
//gun and radar
double enemyAbsB=
e.getBearingRadians()+getHeadingRadians();
setTurnRadarRightRadians
(Utils.normalRelativeAngle
(enemyAbsB - getRadarHeadingRadians()) );
double bulletPower = 3;
double headOnBearing = getHeadingRadians() + e.getBearingRadians();
double linearBearing = headOnBearing + Math.asin(e.getVelocity() / Rules.getBulletSpeed(bulletPower) * Math.sin(e.getHeadingRadians() - headOnBearing));
setTurnGunRightRadians(Utils.normalRelativeAngle(linearBearing - getGunHeadingRadians()));
setFire(bulletPower);
//turn to enemy
if (getRoundNum() <= 5) {
double headOnTurn =
getHeadingRadians() + e.getBearingRadians();
double linearTurn=
headOnTurn + asin(e.getVelocity() / getVelocity() * sin(e.getHeadingRadians() - headOnTurn));
setTurnRightRadians(normalRelativeAngle(linearTurn - getHeadingRadians()));
setAhead(Double.POSITIVE_INFINITY*dir);
}
if (getRoundNum() >5) {
setTurnRightRadians(e.getBearing()+90-40*movementDirection);
double changeInEnergy = previousEnergy-e.getEnergy();
if (changeInEnergy>0 && changeInEnergy<=3) {
movementDirection=-movementDirection;
setAhead((e.getDistance()/4+25)*movementDirection);
}
previousEnergy=e.getEnergy();
}
}
public void onHitByBullet(HitByBulletEvent e) {
}
public void onHitWall(HitWallEvent e) {
//move in the opposite direction
dir=-dir;
}
public void onHitRobot(HitRobotEvent e) {
//turn gun directly at enemy
double absB =
getHeadingRadians() + e.getBearingRadians();
setTurnGunRightRadians(
normalRelativeAngle(absB-getGunHeading()));
setAhead(10);
}
public void onBulletHit(BulletHitEvent e) {
setFire(.1);
}
public void onPaint(Graphics2D g) {
g.setColor(Color.yellow);
g.drawLine(scannedX, scannedY, (int)getX(), (int)getY());
g.fillOval(scannedX - 5, scannedY - 5, 10, 10);
}
}