Ocnirp/Source Code
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- Ocnirp - Version History - Source Code
package nat.nano; import robocode.AdvancedRobot; import robocode.HitWallEvent; import robocode.ScannedRobotEvent; import robocode.util.Utils; /** * Ocnirp - a robot by Nat Pavasant * * "Battle for the one-on-one nano-bot crown!" * * @version 1.4 * @author Nat Pavasant */ public final class Ocnirp extends AdvancedRobot { /** * Size of pattern to match. 45 is the maximum value or robot will skip a * turn in unacceptable rate. 30 is a standard value. */ private static final int PATTERN_DEPTH = 45; /** * If Math.random() exceed this number, the robot will change the direction. */ private static final double CHANGE_INTERVAL = 0.9454623d; /** * Preferred distance between this robot and enemy. */ private static final double PREFERRED_DISTANCE = 160d; /** * Fire power, it used to be 2.5, but my crazy part of my brain told me to * reduce this a bit. */ private static final double FIRE_POWER = 2.4433565d; /** * Bullet velocity. It should be {@code 20 - 3 * FIRE_POWER}, but my crazy * part of my brain told me to leave this 12.5 */ private static final double BULLET_VELOCITY = 12.5d; /** * Distance offset to turn */ private static final double DISTANCE_OFFSET = 0.38435d; /** * Velocity trick multiplier, make this higher will make more change that * robot will move at max velocity */ private static final double VELOCITY_MULTIPILER = 17.78456345d; /** * Hard-coded bullet fight time make a code much smaller since my distance * controller control all the distance. */ private static final int BFT = (int) (PREFERRED_DISTANCE / BULLET_VELOCITY + 2); /** * A static variable to keep which direction it is moving. */ private static int dir = 100; /** * Main robot method. For nanobot, this contains only radar control. */ public void run() { /* * Performance Enhancing Bug! Have this cost 10 bytes and make me lose * score. */ // setAdjustGunForRobotTurn(true); // setAdjustRadarForGunTurn(true); turnRadarRightRadians(Double.POSITIVE_INFINITY); } /** * What to do when you see another robot. * * Main robot operation method for almost all nano/micro/mini robots. */ public void onScannedRobot(ScannedRobotEvent e) { /* * Variable order here is important. We can save ~3-4 bytes here. since * all math operation must be done on registers. Java virtual machine * has 4 register slot. First register will be taken by {@code this} * object. Then each parameters will take the rest of registers. If * there are any registers left, the variables defined in the method is * filled the register until it full. Every type will take 1 registers * except double, which take 2. If double is the fourth variable * defined, it will overflow to the extra fifth register. * * So, the most * used variable should define first, which will be enemy absolute * bearing in most cases. In this case, we define most used int before * and make double overflow its register. */ int matchLen = PATTERN_DEPTH; // PM Stuff double angle; // enemy absolute bearing double dist; // enemy distance int matchPos; // PM Stuff // /////////////////////////////////////////////////////////////////////////////// // Radar // // Do infinity lock // setTurnRadarLeftRadians(getRadarTurnRemaining()); // // /////////////////////////////////////////////////////////////////////////////// // /////////////////////////////////////////////////////////////////////////////// // Movement (Perpendicular and Random with distance control) // // Turn perpendicular to an enemy, and add/deduct the angle a bit to // control the distance // setTurnRightRadians( Math.cos(angle = e.getBearingRadians()) - Math.signum( getVelocity() * ((dist = e.getDistance()) - PREFERRED_DISTANCE) ) * DISTANCE_OFFSET); // // Move ahead // setAhead(dir); // // If random() exceed the change interval // if (Math.random() > CHANGE_INTERVAL) { // // Reverse direction // onHitWall(null); // // Velocity trick // setMaxVelocity(Math.random() * VELOCITY_MULTIPILER + 1); // // End if // } // // /////////////////////////////////////////////////////////////////////////////// // /////////////////////////////////////////////////////////////////////////////// // Eric Simonton's Lateral Velocity Pattern Matching Gun // // Define counter // int i; // // Append enemy log // enemyHistory = String.valueOf( (char) /* Math.round */(/* 2 * */(e.getVelocity() * Math.sin(e .getHeadingRadians() - (angle += getHeadingRadians()))))).concat( enemyHistory); // // Match the history // while ((matchPos = enemyHistory.indexOf(enemyHistory.substring(0, matchLen--), i = BFT)) < 0) ; // // Get the firing angle // do angle += /* Math.asin */ ((short) enemyHistory.charAt(--matchPos) / dist /* 0.5 */); while (--i > 0); // // Turn the gun // setTurnGunRightRadians(Utils.normalRelativeAngle(angle - getGunHeadingRadians())); // // Fire // setFire(FIRE_POWER); // // /////////////////////////////////////////////////////////////////////////////// } /** * When hit wall, reverse direction */ public void onHitWall(HitWallEvent e) { dir = -dir; } /** * Enemy history string. 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