Difference between revisions of "Sabreur/Code"
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(Created page with "<syntaxhighlight> /* Sabreur v1.1.2 by Sheldor. 05/27/2013 A NanoBot with multimode movement and linear targeting. Codesize: 245 Bytes with three colors. Sabre is one of the...") |
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Sabreur v1.1.2 by Sheldor. 05/27/2013 | Sabreur v1.1.2 by Sheldor. 05/27/2013 |
Latest revision as of 13:49, 19 May 2024
/*
Sabreur v1.1.2 by Sheldor. 05/27/2013
A NanoBot with multimode movement and linear targeting.
Codesize: 245 Bytes with three colors.
Sabre is one of the three forms of modern sport fencing,
along with Epee and Foil. http://en.wikipedia.org/wiki/Sabre_%28fencing%29
Credits:
Thanks go to the authors of the following bots:
oog.nano.Caligula, mz.NanoDeath, dz.MostlyHarmlessNano, gh.micro.GrubbmThree.
Also, a general thanks to all open source bot authors and contributors to the RoboWiki.
Sabreur 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 sheldor.nano;
import robocode.*;
import robocode.util.Utils;
import java.awt.Color;
public class Sabreur extends AdvancedRobot
{
//Global variables
static double direction;
static double enemyEnergy;
static int deathCount;
//En garde!
public void run()
{
//Set the bot's colors.
setColors(Color.white, Color.black, Color.white);
//Start spinning radar and initialize movement direction.
setTurnRadarRightRadians(direction = 100000);
}
public void onScannedRobot(ScannedRobotEvent e)
{
//Local variables
double absoluteBearing;
double bearing;
double lead;
//Linear targeting
setTurnGunRightRadians(Utils.normalRelativeAngle((absoluteBearing = getHeadingRadians() + (bearing = e.getBearingRadians())) +
(lead = Math.asin(e.getVelocity() / 14 * Math.sin(e.getHeadingRadians() - absoluteBearing))) - getGunHeadingRadians()));
//One-way orbit/Oscillating movement
//These modes alternate when the bot dies.
if(enemyEnergy > (enemyEnergy = e.getEnergy()) && (deathCount % 2) != 0)
{
onHitWall(null);
}
setAhead(direction);
//Stay mostly perpendicular to the enemy, but try to maintain a distance of 160 pixels.
//The absolute bearing variable is re-used here to represent the enemy distance. This saves one byte.
setTurnRightRadians(Math.cos(bearing - ((absoluteBearing = e.getDistance()) - 160) * (direction / 35000000)));
//If the bot has died more than four times in the first twelve rounds, switch to ramming the enemy.
//Notice that I use the same linear lead for ramming as I use in the gun code.
if (deathCount > 3)
{
setTurnRightRadians(Math.tan(bearing += lead));
setAhead(Math.cos(bearing) / 0);
}
//Fire medium power bullets most of the time, but use full power at very close range.
//If the enemy is weak, fire the minimum power needed to destroy them.
setFire(Math.min(2 + (100 / (int)absoluteBearing), enemyEnergy / 4));
//Pseudo-infinite radar lock
setTurnRadarLeftRadians(getRadarTurnRemaining());
}
public void onBulletHit (BulletHitEvent e)
{
//Adjust enemy energy variable when the bot hits the enemy.
//This makes a big difference against linear targeting.
enemyEnergy -= 10;
}
public void onDeath(DeathEvent e)
{
//If the bot dies in the first twelve rounds, increment the deathCount variable.
if (getRoundNum() < 12)
{
deathCount++;
}
}
public void onHitWall(HitWallEvent e)
{
//Reverse movement direction when the bot hits a wall.
direction = -direction;
}
}