Blue Shift
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Named after the Doppler Effect
It is the same as BulletDoubling (Old Wiki)
The picture to the right shows a group of waves clustered together.
How it Works
Fire a group of bullets that reach your target at the same time, either by moving the robot, changing bullet power, or a combination of both.
Concept
Use only on stationary targets (shows concept when farther away).
package wiki;
import robocode.*;
public class BlueShift extends AdvancedRobot
{
double turns;
double time;
public void run()
{
setTurnRadarRightRadians(Double.POSITIVE_INFINITY);
}
public void onScannedRobot(ScannedRobotEvent e)
{
double absoluteBearing = e.getBearingRadians() + getHeadingRadians();
double distance = e.getDistance();
setTurnRightRadians(robocode.util.Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));
turns -= getTime() - time;
time = getTime();
if (turns <= 0) {
time = getTime();
turns = distance / 11;
setFire(3);
} else {
setFire((distance / turns - 20) / -3);
}
}
}
Improved concept
The same concept, but it shots always with bulletdoubles if the distance is long enough. It's also independent from radarsweep, so you can put it in run() to.
package wiki;
import robocode.AdvancedRobot;
import robocode.ScannedRobotEvent;
public class Bilby extends AdvancedRobot
{
double bTurns;
public void run()
{
setTurnRadarRightRadians(Double.POSITIVE_INFINITY);
}
public void onScannedRobot(ScannedRobotEvent e)
{
double absoluteBearing = e.getBearingRadians() + getHeadingRadians();
double distance = e.getDistance();
setTurnGunRightRadians(robocode.util.Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians())); // head-on gun
setTurnRadarLeftRadians(getRadarTurnRemainingRadians()); // just a simple RadarLock
if (getGunTurnRemaining() == 0) // it's usefull to wait with shoting until the gun is in position
{
double timeDiff = bTurns-getTime(); // difference between last shot and now
if (setFireBullet((20 - distance/(timeDiff)) / 3) != null) // shot with bulletPower if ready, bulletPower depends on last shot
{
if (timeDiff <= (bTurns=0)) bTurns = getTime() + distance /11; // if you shot with 3.0 bulletPower, calculate the turns when the bullet hit the target
}
}
//Test this against multiple sample.SittingDuck - then remove it and look what has changed :)
clearAllEvents();
}
}