Difference between revisions of "NP/Source Code"
< NP
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(update 1.0) |
m (update the code) |
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}} | }} | ||
− | Below is the code for | + | Below is the code for overextended code of NP, cost 759 bytes. |
<pre> | <pre> | ||
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static final int BINS = 31; // 31 bins is fine for non-smoothed array. | static final int BINS = 31; // 31 bins is fine for non-smoothed array. | ||
static final int MIDDLE_BIN = 15; // middle gin | static final int MIDDLE_BIN = 15; // middle gin | ||
− | static final double MEA = 0.694498266; // hard-coded for 2.5 bullet power | + | static final double MEA = 0.694498266 / MIDDLE_BIN; // hard-coded for 2.5 |
+ | // bullet power | ||
static double _enemyX; // enemy location | static double _enemyX; // enemy location | ||
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// Segment: Lateral Velocity | // Segment: Lateral Velocity | ||
+ | //static int[][][] _gunStats = new int[6][4][BINS]; | ||
static int[][][][] _gunStats = new int[6][4][2][BINS]; | static int[][][][] _gunStats = new int[6][4][2][BINS]; | ||
+ | //static int[][][][][] _gunStats = new int[6][4][2][3][BINS]; | ||
// Gun | // Gun | ||
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* Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing))) != 0) | * Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing))) != 0) | ||
_enemyDirection = direction; | _enemyDirection = direction; | ||
− | |||
− | |||
− | |||
// Radar - add here due the codesize shrinking | // Radar - add here due the codesize shrinking | ||
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- getRadarHeadingRadians()) * 2); | - getRadarHeadingRadians()) * 2); | ||
− | // Segment: lateralVelocity | + | // Segment: lateralVelocity and forwardWall |
+ | // wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math | ||
+ | // .log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0]; | ||
wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math | wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math | ||
.log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0][gunWallDistance(-0.36494734735) ? 0 : 1]; | .log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0][gunWallDistance(-0.36494734735) ? 0 : 1]; | ||
Line 158: | Line 160: | ||
setTurnGunRightRadians(Utils | setTurnGunRightRadians(Utils | ||
.normalRelativeAngle((NP.absBearing = enemyAbsoluteBearing) | .normalRelativeAngle((NP.absBearing = enemyAbsoluteBearing) | ||
− | - getGunHeadingRadians() + wave.wBearingDirection | + | - getGunHeadingRadians() |
+ | + (wave.wBearingDirection = (MEA * _enemyDirection)) | ||
* (mostVisited - MIDDLE_BIN))); | * (mostVisited - MIDDLE_BIN))); | ||
− | + | if (setFireBullet(BULLET_POWER) != null) | |
+ | wave.weight = 4; | ||
// ///////////////////////////////////////// | // ///////////////////////////////////////// | ||
_distance = (int) (Math.min((distance + 50) / 200, 3)); | _distance = (int) (Math.min((distance + 50) / 200, 3)); | ||
_myLatVel = (int) ((Math.abs(getVelocity() | _myLatVel = (int) ((Math.abs(getVelocity() | ||
− | * Math.sin( | + | * Math.sin(e.getBearingRadians())) + 1) / 2); |
} | } | ||
Line 174: | Line 178: | ||
double wBearingDirection; | double wBearingDirection; | ||
double wDistance; | double wDistance; | ||
− | + | int weight = 1; | |
int[] stats; | int[] stats; | ||
Line 183: | Line 187: | ||
- wGunX, _enemyY - wGunY) | - wGunX, _enemyY - wGunY) | ||
- wBearing)) / wBearingDirection) | - wBearing)) / wBearingDirection) | ||
− | + MIDDLE_BIN]+ | + | + MIDDLE_BIN] += weight; |
// removeCustomEvent(this); | // removeCustomEvent(this); | ||
} | } | ||
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} | } | ||
} | } | ||
− | |||
</pre> | </pre> |
Revision as of 06:11, 21 June 2009
- NP Sub-pages:
- NP - Version History - Source Code
Below is the code for overextended code of NP, cost 759 bytes.
package nat.micro; import robocode.AdvancedRobot; import robocode.BulletHitEvent; import robocode.Condition; import robocode.HitByBulletEvent; import robocode.HitWallEvent; import robocode.ScannedRobotEvent; import robocode.util.Utils; import java.awt.geom.Point2D; import java.awt.geom.Rectangle2D; /** * * NP - Nat Pavasant * * A micro-bot by Nat Pavasant; named after the author. This robot perform a * Wave Surfing-like movement called Velocity Surfing and fire using a very * simple GuessFactor targeting. * * Gun base on Falcon, by PEZ and Kawigi; Movement base on WaveSnake, by Kev. */ public class NP extends AdvancedRobot { // ////////////////////////////////////////// // Falcon's Gun static final double BULLET_POWER = 2.5; // 2.5 is the best by the way =) static final double BULLET_VELOCITY = 12.5; // bullet velocity for 2.5-size // bullet static final int BINS = 31; // 31 bins is fine for non-smoothed array. static final int MIDDLE_BIN = 15; // middle gin static final double MEA = 0.694498266 / MIDDLE_BIN; // hard-coded for 2.5 // bullet power static double _enemyX; // enemy location static double _enemyY; // enemy location static int _enemyDirection = 1; static double distance, absBearing; // Segment: Lateral Velocity //static int[][][] _gunStats = new int[6][4][BINS]; static int[][][][] _gunStats = new int[6][4][2][BINS]; //static int[][][][][] _gunStats = new int[6][4][2][3][BINS]; // Gun // ////////////////////////////////////////// // ////////////////////////////////////////// // Movement // Distance controller constant static final double PREFERRED_DISTANCE = 180d; static final double CLOSING_FACTOR = 10000d; static double _moveFactor = 20; // length to move, story the direction as // sign static double _enemyEnergy; // keep track of enemy energy static int _currentVelocity; static int _myLateralVelocity; static int _myLatVel, _distance; static int[][][] _surfStats = new int[4][5][9]; public void run() { setAdjustRadarForGunTurn(true); setAdjustGunForRobotTurn(true); do { turnRadarRightRadians(1); } while (true); } public void onScannedRobot(ScannedRobotEvent e) { Wave wave; double enemyAbsoluteBearing; // ///////////////////////////////////// // Wave (Velocity) Surfing movement // Base loosly on WaveSnake, by Kev // // Turn Perpendicular with distance controller setTurnRightRadians(Math.cos((enemyAbsoluteBearing = e .getBearingRadians()) - ((distance = e.getDistance()) - PREFERRED_DISTANCE) * _moveFactor / CLOSING_FACTOR)); if (_enemyEnergy > (_enemyEnergy = e.getEnergy())) { int testVel = 8; do { if (_surfStats[_distance][_myLatVel][testVel] < _surfStats[_distance][_myLatVel][_currentVelocity]) { _currentVelocity = testVel; } if (testVel == 5) testVel = 3; } while (testVel-- > 0); if (_currentVelocity < 4) { onHitWall(null); } } setMaxVelocity(2 * (_currentVelocity - 4)); setAhead(_moveFactor); // ///////////////////////////////////// // ///////////////////////////////////// // GuessFactor targeting gun // Base loosly on Falcon gun. // addCustomEvent(wave = new Wave()); _enemyX = (wave.wGunX = getX()) + Math.sin(enemyAbsoluteBearing += getHeadingRadians()) * distance; _enemyY = (wave.wGunY = getY()) + Math.cos(enemyAbsoluteBearing) * distance; double enemyLatVel; // check for enemy movement direction, preserve old direction if current // velocity is 0 int direction; if ((direction = (int) Math.signum(enemyLatVel = e.getVelocity() * Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing))) != 0) _enemyDirection = direction; // Radar - add here due the codesize shrinking setTurnRadarRightRadians(Utils .normalRelativeAngle((wave.wBearing = enemyAbsoluteBearing) - getRadarHeadingRadians()) * 2); // Segment: lateralVelocity and forwardWall // wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math // .log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0]; wave.stats = _gunStats[(Math.abs(enemyLatVel) >= 7.75) ? 4 : (int) (1.4427 * Math .log(Math.abs(enemyLatVel) + 1.75))][gunWallDistance(0.18247367367) ? (gunWallDistance(0.36494734735) ? (gunWallDistance(0.63865785787) ? 3 : 2) : 1) : 0][gunWallDistance(-0.36494734735) ? 0 : 1]; int mostVisited = MIDDLE_BIN; // default at head-on int i = BINS; do { i--; if (wave.stats[i] > wave.stats[mostVisited]) mostVisited = i; } while (i > 0); setTurnGunRightRadians(Utils .normalRelativeAngle((NP.absBearing = enemyAbsoluteBearing) - getGunHeadingRadians() + (wave.wBearingDirection = (MEA * _enemyDirection)) * (mostVisited - MIDDLE_BIN))); if (setFireBullet(BULLET_POWER) != null) wave.weight = 4; // ///////////////////////////////////////// _distance = (int) (Math.min((distance + 50) / 200, 3)); _myLatVel = (int) ((Math.abs(getVelocity() * Math.sin(e.getBearingRadians())) + 1) / 2); } static class Wave extends Condition { double wGunX; double wGunY; double wBearing; double wBearingDirection; double wDistance; int weight = 1; int[] stats; public boolean test() { if (Math.abs((wDistance += BULLET_VELOCITY) - Point2D.distance(wGunX, wGunY, _enemyX, _enemyY)) <= BULLET_VELOCITY / 2) { stats[(int) ((Utils.normalRelativeAngle(Math.atan2(_enemyX - wGunX, _enemyY - wGunY) - wBearing)) / wBearingDirection) + MIDDLE_BIN] += weight; // removeCustomEvent(this); } return false; } } public void onBulletHit(BulletHitEvent e) { _enemyEnergy -= 12.5; } public void onHitByBullet(HitByBulletEvent e) { _surfStats[_distance][_myLatVel][_currentVelocity]++; } public void onHitWall(HitWallEvent e) { _moveFactor = -_moveFactor; } // UTIL private static Point2D.Double project(double a, double b, double angle, double length) { return new Point2D.Double(a + Math.sin(angle) * length, b + Math.cos(angle) * length); } private static boolean gunWallDistance(double wallDistance) { return (new Rectangle2D.Double(18, 18, 764, 564)).contains(project( _enemyX, _enemyY, absBearing + (_enemyDirection * wallDistance), distance)); } }