Difference between revisions of "SuperWalls"
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package wiki.SuperSampleBot; | package wiki.SuperSampleBot; | ||
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import robocode.*; | import robocode.*; | ||
+ | import robocode.util.*; | ||
import java.awt.*; | import java.awt.*; | ||
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/** | /** | ||
* SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen | * SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen | ||
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* Moves around the outer edge with two targeting systems | * Moves around the outer edge with two targeting systems | ||
*/ | */ | ||
public class SuperWalls extends AdvancedRobot { | public class SuperWalls extends AdvancedRobot { | ||
− | static | + | static int HGShots; //Number of shots with Head-On Targeting |
− | static | + | static int LGShots; //Number of shots with Linear Targeting |
− | static | + | static int HGHits; //Number of hits with Head-On Targeting |
− | static | + | static int LGHits; //Number of hits with Linear Targeting |
− | static double HGRating;//Head-on Targeting gun's rating | + | static double HGRating; //Head-on Targeting gun's rating |
− | static double LGRating;//Linear gun's rating | + | static double LGRating; //Linear gun's rating |
− | + | boolean gunIdent; //Used to tell which gun we are using | |
− | + | double moveAmount; // How much to move | |
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− | double moveAmount; // How much to move | ||
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public void run() { | public void run() { | ||
− | + | setAdjustRadarForRobotTurn(true); | |
− | setAdjustRadarForRobotTurn(true); | + | setAdjustRadarForGunTurn(true) |
− | setAdjustRadarForGunTurn(true) | ||
setBodyColor(Color.black); | setBodyColor(Color.black); | ||
setGunColor(Color.black); | setGunColor(Color.black); | ||
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setBulletColor(Color.cyan); | setBulletColor(Color.cyan); | ||
setScanColor(Color.cyan); | setScanColor(Color.cyan); | ||
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// Initialize moveAmount to the maximum possible for this battlefield. | // Initialize moveAmount to the maximum possible for this battlefield. | ||
moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight()); | moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight()); | ||
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− | + | setTurnRadarRight(Double.POSITIVE_INFINITY); | |
// turnLeft to face a wall. | // turnLeft to face a wall. | ||
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turnLeft(getHeading() % 90); | turnLeft(getHeading() % 90); | ||
ahead(moveAmount); | ahead(moveAmount); | ||
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// Turn the gun to turn right 90 degrees. | // Turn the gun to turn right 90 degrees. | ||
peek = true; | peek = true; | ||
turnRight(90); | turnRight(90); | ||
while (true) { | while (true) { | ||
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// Move up the wall | // Move up the wall | ||
ahead(moveAmount); | ahead(moveAmount); | ||
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// Turn to the next wall | // Turn to the next wall | ||
turnRight(90); | turnRight(90); | ||
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/** | /** | ||
− | * onScannedRobot: | + | * onScannedRobot: Fire! |
*/ | */ | ||
public void onScannedRobot(ScannedRobotEvent e) { | public void onScannedRobot(ScannedRobotEvent e) { | ||
− | double absBearing=e.getBearingRadians()+getHeadingRadians();//The enemies location relative to us | + | double absBearing = e.getBearingRadians()+getHeadingRadians();//The enemies location relative to us |
− | double latVel=e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);//The enemies lateral velocity | + | double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);//The enemies lateral velocity |
− | double radarTurn = | + | double radarTurn = absBearing - getRadarHeadingRadians();//The amount to turn our radar |
− | HGRating=HGHits/HGShots;//recalculate both gun's ratings | + | double HGRating = (double) HGHits / HGShots;//recalculate both gun's ratings |
− | LGRating=LGHits/LGShots; | + | double LGRating = (double) LGHits / LGShots; |
− | if( | + | if( getRoundNum() == 0 || LGRating>HGRating){ //In the first round use linear targeting |
− | + | double bulletPower = Math.min(3, e.getEnergy() / 4); | |
− | + | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians()+Math.asin(latVel/(20 - 3 * bulletPower)));//Turn our gun | |
− | + | LGShots++; | |
− | + | gunIdent = true; | |
− | + | setFire(bulletPower);//Fire the minimum amount of energy needed to finish off the other robot | |
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− | LGShots | ||
− | gunIdent= | ||
− | setFire( | ||
} | } | ||
− | else | + | else {//in the second use head-on |
− | setTurnGunRightRadians( | + | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians())); |
− | HGShots | + | HGShots++; |
− | gunIdent= | + | gunIdent=false; |
setFire(e.getEnergy()/4);//Fire the minimum amount of energy needed to finish off the other robot | setFire(e.getEnergy()/4);//Fire the minimum amount of energy needed to finish off the other robot | ||
} | } | ||
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setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn)*2);//Make the radar lock on | setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn)*2);//Make the radar lock on | ||
} | } | ||
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public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using | public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using | ||
− | if(gunIdent | + | if(gunIdent){ |
LGHits=LGHits+1; | LGHits=LGHits+1; | ||
} | } | ||
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} | } | ||
} | } | ||
− | + | </pre> | |
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Revision as of 19:40, 1 March 2009
SuperWalls is a part of the Super Sample Bots set by CrazyBassoonist. It is intended to provide new robocoders with a new challenge after beating all of the sample robots.
Movement
SuperWalls uses the exact same movement as Walls.
Targeting
SuperWalls uses two guns, a Linear Targeting gun and a Head-On Targeting gun. It keeps track of the number and of shots and hits of each gun, and uses whichever gun works better.
Code
package wiki.SuperSampleBot; import robocode.*; import robocode.util.*; import java.awt.*; /** * SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen * Moves around the outer edge with two targeting systems */ public class SuperWalls extends AdvancedRobot { static int HGShots; //Number of shots with Head-On Targeting static int LGShots; //Number of shots with Linear Targeting static int HGHits; //Number of hits with Head-On Targeting static int LGHits; //Number of hits with Linear Targeting static double HGRating; //Head-on Targeting gun's rating static double LGRating; //Linear gun's rating boolean gunIdent; //Used to tell which gun we are using double moveAmount; // How much to move public void run() { setAdjustRadarForRobotTurn(true); setAdjustRadarForGunTurn(true) setBodyColor(Color.black); setGunColor(Color.black); setRadarColor(Color.orange); setBulletColor(Color.cyan); setScanColor(Color.cyan); // Initialize moveAmount to the maximum possible for this battlefield. moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight()); setTurnRadarRight(Double.POSITIVE_INFINITY); // turnLeft to face a wall. // getHeading() % 90 means the remainder of // getHeading() divided by 90. turnLeft(getHeading() % 90); ahead(moveAmount); // Turn the gun to turn right 90 degrees. peek = true; turnRight(90); while (true) { // Move up the wall ahead(moveAmount); // Turn to the next wall turnRight(90); } } /** * onHitRobot: Move away a bit. */ public void onHitRobot(HitRobotEvent e) { // If he's in front of us, set back up a bit. if (e.getBearing() > -90 && e.getBearing() < 90) { back(100); } // else he's in back of us, so set ahead a bit. else { ahead(100); } } /** * onScannedRobot: Fire! */ public void onScannedRobot(ScannedRobotEvent e) { double absBearing = e.getBearingRadians()+getHeadingRadians();//The enemies location relative to us double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);//The enemies lateral velocity double radarTurn = absBearing - getRadarHeadingRadians();//The amount to turn our radar double HGRating = (double) HGHits / HGShots;//recalculate both gun's ratings double LGRating = (double) LGHits / LGShots; if( getRoundNum() == 0 || LGRating>HGRating){ //In the first round use linear targeting double bulletPower = Math.min(3, e.getEnergy() / 4); setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians()+Math.asin(latVel/(20 - 3 * bulletPower)));//Turn our gun LGShots++; gunIdent = true; setFire(bulletPower);//Fire the minimum amount of energy needed to finish off the other robot } else {//in the second use head-on setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing-getGunHeadingRadians())); HGShots++; gunIdent=false; setFire(e.getEnergy()/4);//Fire the minimum amount of energy needed to finish off the other robot } setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn)*2);//Make the radar lock on } public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using if(gunIdent){ LGHits=LGHits+1; } else{ HGHits=HGHits+1; } } }