Difference between revisions of "SuperWalls"
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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. | 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. | ||
− | Thanks to [[ | + | Thanks to [[Nat]] for cleaning up the bad coding caused by my horrible coding skills. |
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+ | UPDATE: I guaranteed that this robot will not hit walls over than 2 times per round (when no hit-robot, too) » <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> » 19:45, 1 March 2009 (UTC) | ||
== Movement== | == Movement== | ||
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boolean gunIdent; //Used to tell which gun we are using | boolean gunIdent; //Used to tell which gun we are using | ||
double moveAmount; // How much to move | double moveAmount; // How much to move | ||
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public void run() { | public void run() { | ||
setAdjustRadarForRobotTurn(true); | setAdjustRadarForRobotTurn(true); | ||
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setScanColor(Color.cyan); | setScanColor(Color.cyan); | ||
− | + | setTurnRadarRight(Double.POSITIVE_INFINITY); | |
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// turnLeft to face a wall. | // turnLeft to face a wall. | ||
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// getHeading() divided by 90. | // getHeading() divided by 90. | ||
turnLeft(getHeading() % 90); | turnLeft(getHeading() % 90); | ||
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while (true) { | while (true) { | ||
− | + | if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { | |
− | + | ahead(Math.max(getBattleFieldHeight() - getY(), getY()) - 28); | |
− | + | } else { | |
− | + | ahead(Math.max(getBattleFieldWidth() - getX(), getX()) - 28); | |
− | + | } | |
− | + | turnRight(90); | |
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} | } | ||
} | } | ||
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*/ | */ | ||
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 = absBearing - getRadarHeadingRadians();// The amount to turn our radar | + | double radarTurn = absBearing - getRadarHeadingRadians(); // The amount to turn our radar |
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double HGRating = (double) HGHits / HGShots; | double HGRating = (double) HGHits / HGShots; | ||
double LGRating = (double) LGHits / LGShots; | double LGRating = (double) LGHits / LGShots; | ||
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− | + | if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting | |
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double bulletPower = Math.min(3, e.getEnergy() / 4); | double bulletPower = Math.min(3, e.getEnergy() / 4); | ||
− | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower)))); | + | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower)))); |
LGShots++; | LGShots++; | ||
gunIdent = true; | gunIdent = true; | ||
− | setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot | + | setFire(bulletPower); // Fire the minimum amount of energy needed to finish off the other robot |
− | + | } else { // in second round or when the head-on gun got more hitting percentage, use head-on gun. | |
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setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians())); | setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians())); | ||
HGShots++; | HGShots++; | ||
gunIdent = false; | 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){ | + | public void onBulletHit(BulletHitEvent e) { |
− | if(gunIdent){ | + | if(gunIdent) { |
LGHits = LGHits+1; | LGHits = LGHits+1; | ||
− | } | + | } else { |
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HGHits = HGHits+1; | HGHits = HGHits+1; | ||
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} | } | ||
} | } | ||
} | } | ||
</pre> | </pre> | ||
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+ | __NOTOC__ __NOEDITSECTION__ |
Revision as of 20:45, 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.
Thanks to Nat for cleaning up the bad coding caused by my horrible coding skills.
UPDATE: I guaranteed that this robot will not hit walls over than 2 times per round (when no hit-robot, too) » Nat | Talk » 19:45, 1 March 2009 (UTC)
Movement
SuperWalls moves like Walls, but without a constant speed and it changes directions every now and then.
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 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); setTurnRadarRight(Double.POSITIVE_INFINITY); // turnLeft to face a wall. // getHeading() % 90 means the remainder of // getHeading() divided by 90. turnLeft(getHeading() % 90); while (true) { if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { ahead(Math.max(getBattleFieldHeight() - getY(), getY()) - 28); } else { ahead(Math.max(getBattleFieldWidth() - getX(), getX()) - 28); } turnRight(90); } } /** * 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; double LGRating = (double) LGHits / LGShots; if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting double bulletPower = Math.min(3, e.getEnergy() / 4); setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower)))); LGShots++; gunIdent = true; setFire(bulletPower); // Fire the minimum amount of energy needed to finish off the other robot } else { // in second round or when the head-on gun got more hitting percentage, use head-on gun. 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) { if(gunIdent) { LGHits = LGHits+1; } else { HGHits = HGHits+1; } } }