Talon/source
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package cs;
import java.awt.Color;
import java.awt.geom.Point2D;
import robocode.AdvancedRobot;
import robocode.HitWallEvent;
import robocode.ScannedRobotEvent;
import robocode.util.Utils;
/**
* Talon - a robot by Chase Nano Melee bot
*
* The idea is to avoid driving toward enemy robots, nearer ones are more
* dangerous to drive towards.
*
* Codesize: 248
*/
public class Talon extends AdvancedRobot {
private static Point2D.Double[] map = new Point2D.Double[10];
private static int n = 0, direction = 1;
/*Sheldor: private static int n = 0, direction = 90;*/
public void run() {
setAdjustGunForRobotTurn(true);
setAllColors(Color.RED);
double angle, bestDanger, danger;
while(true) {
setAhead((bestDanger = angle = 360)*direction);
setFire(1);
while(angle-- > 0) {
int t = getOthers();
danger = 0;
try {
while(true) {
// our most recent scans, unfortunately not enough room
// to project them
Point2D.Double v = map[--t];
// set our gun to face this nearest enemy
setTurnGunRight(Utils.normalRelativeAngleDegrees(v.y - getGunHeading()));
// the difference between current angle we are
// considering and the enemy
// multiply it by how close they are, closer is more
// dangerous to move towards
danger += 1 / (Math.abs(Utils.normalRelativeAngleDegrees(angle - v.y)) + 1) * (1 / v.x);
}
} catch(Exception e) {
// We don't have room for any kind of sanity checks, also
// the only way to get out of the loop without
// having to have a comparison, saves us some code size
}
if(danger < bestDanger) {
bestDanger = danger;
setTurnRight(Utils.normalRelativeAngleDegrees(angle + ((direction < 0) ? 180 : 0) - getHeading()));
/*Sheldor: setTurnRight(Utils.normalRelativeAngleDegrees(angle + (direction - 90) - getHeading()));*/
}
}
// Turning it by only 1 saves us some code size but in radians this
// value > PI/4 the maximum
// turn the radar can turn, meaning it will cover the full arc as
// long as we call it every turn.
turnRadarRightRadians(1);
}
}
public void onScannedRobot(ScannedRobotEvent e) {
try {
// Set the most recent scan into our map of enemies
map[--n] = new Point2D.Double(e.getDistance(), getHeading() + e.getBearing());
// map[--n] = new double[]{e.getDistance(),getHeading() +
// e.getBearing()};
}
catch(Exception ex) {
// attempted to scan but it failed, set the number of enemies again
// we miss a enemy scan but we gain some code size here
n = getOthers();
}
}
public void onHitWall(HitWallEvent event) {
ahead(20*(direction = -direction));
/*Sheldor: ahead(direction = -direction);*/
}
}