Difference between revisions of "SuperWalls"
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(update the code) |
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static int LGHits; //Number of hits with Linear Targeting | static int LGHits; //Number of hits with Linear Targeting | ||
boolean gunIdent; //Used to tell which gun we are using | boolean gunIdent; //Used to tell which gun we are using | ||
− | double | + | int dir = 1; |
+ | double energy; | ||
+ | |||
public void run() { | public void run() { | ||
Line 50: | Line 52: | ||
while (true) { | while (true) { | ||
− | if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { | + | //if (getDistanceRemaining() == 0) { |
− | + | // turnRight(90 * dir); | |
− | + | if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { | |
− | + | ahead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir); | |
− | + | } else { | |
− | turnRight(90); | + | ahead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir); |
+ | } | ||
+ | turnRight(90 * dir); | ||
+ | //} | ||
} | } | ||
} | } | ||
Line 69: | Line 74: | ||
double HGRating = (double) HGHits / HGShots; | double HGRating = (double) HGHits / HGShots; | ||
double LGRating = (double) LGHits / LGShots; | double LGRating = (double) LGHits / LGShots; | ||
+ | |||
+ | if (energy > (energy = e.getEnergy()) && Math.random() > 0.9) { | ||
+ | dir = -dir; | ||
+ | if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { | ||
+ | setAhead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir); | ||
+ | } else { | ||
+ | setAhead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir); | ||
+ | } | ||
+ | } | ||
if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting | if ((getRoundNum() == 0 || LGRating > HGRating) && getRoundNum() != 1){ // In the first round or when linear gun got more hitting percentage use linear targeting |
Revision as of 20:58, 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 int dir = 1; double energy; 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 (getDistanceRemaining() == 0) { // turnRight(90 * dir); if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { ahead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir); } else { ahead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir); } turnRight(90 * dir); //} } } /** * 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 (energy > (energy = e.getEnergy()) && Math.random() > 0.9) { dir = -dir; if (Utils.isNear(getHeadingRadians(), 0D) || Utils.isNear(getHeadingRadians(), Math.PI)) { setAhead((Math.max(getBattleFieldHeight() - getY(), getY()) - 28) * dir); } else { setAhead((Math.max(getBattleFieldWidth() - getX(), getX()) - 28) * dir); } } 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; } } }