Yatagan/Source

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< Yatagan
Revision as of 07:45, 27 May 2013 by Skilgannon (talk | contribs) (→‎Development Version: changes made, one byte saved)
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Development Version

Codesize: 247

/*
Yatagan 1.1.5 by Skilgannon & Sheldor;  Release date:  2013/05/19
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
Codesize:  248 bytes without any colors
 
Credits: 
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
 
Yatagan 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 jk.sheldor.nano;
 
import robocode.*;
import robocode.util.Utils;
 
public class Yatagan extends AdvancedRobot{
 
   public static final double DESIRED_BULLET_POWER = 2.0;
 
   //round to nearest multiple of 0.33333...
   public static final int BULLET_POWER = 2;//(int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0;
   public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER);

 //Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found.
   public static final int MAX_MATCH_LENGTH = 81;  //Keep this under 128 to save a byte.

   public static final int ORBIT_DISTANCE = 220; 
   public static final double DISTANCE_FACTOR = 3000; 

   public static final int ANTI_RAMBOT_DISTANCE = 127;  //Keep this under 128 to save a byte.

//NB! Generate new RANDOM when changing ORBIT_DISTANCE! 
/*public static void main(String[] args){
System.out.println("RANDOM = " + (int)Math.round(3.0/(0.6*Math.sqrt((20 - 3*2.5)/ORBIT_DISTANCE) - 0.04)));
}//*/
 
   public static final char ONE_WAY_ORBIT = 65535;
   public static final char REVERSE_ON_ENEMY_FIRE = 0;
   public static final char RANDOM = 29;
 
   //Global variables.
   static double direction;
   static double enemyEnergy;
 
   static int deathCount;
 
   public void run()
   {
      //Skilgannon: sacrifice this for anti-rambot code
      //setAdjustGunForRobotTurn(true);
   
      //Start spinning radar and initialize direction to infinity.
      setTurnRadarRightRadians(direction = Double.POSITIVE_INFINITY);
   }
 
   public void onScannedRobot(ScannedRobotEvent e)
   {
      //Local variables.
      int integer = MAX_MATCH_LENGTH;
      double absoluteBearing;
      int matchPosition;
   
      //Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with.
      //Use the unsigned feature of chars to make the enemy fire detection more accurate.  Credit to Miked0801.
      if(
      (char) ( chancesOfReversing.charAt(deathCount)*Math.random() 
      + enemyEnergy - (enemyEnergy = e.getEnergy()) - (1.1 - 1e-8) ) <= 1)
      {
         //Reverse direction.
         //Calling the onHitWall event to reverse direction saves two bytes.  Credit to Simonton.
         onHitWall(null);
      }		
      setAhead(direction);     
   
      //Record the current enemy lateral velocity.
      enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory);   
   
      //Pattern Matching.
      //Find the longest match allowable in the enemy history.
      //Credit to Nz.jdc for the idea to reduce match length by two instead of one.
      while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (integer -= 2)), 64)) < 0);
   
      //Stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels. 
      //If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small.
      setTurnRightRadians(Math.cos(e.getBearingRadians() + 
         ((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * (getVelocity()  / DISTANCE_FACTOR))
         ));
   
      //Fire BULLET_POWER power bullets most of the time, but use higher power bullets when the distance is less than ANTI_RAMBOT_DISTANCE.
      //This greatly improves scores against rambots and other extremely aggressive bots.
      setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer));

      //Assume that the enemy will repeat their movements in the ticks following the recording of the original pattern.
      //Generate a firing angle based on that assumption.
      do
      { 
         //Go through the log of enemy movements right after the original pattern was recorded.
	 //Add the Angular Velocities directly to the absoluteBearing variable.
         absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) /  e.getDistance();
      }
      while ((integer -= BULLET_VELOCITY) > 0); //Keep projecting the enemy's movement forward until our bullet would reach their predicted location.
   
      //Aim at the predicted target.
      setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));      
   
      //Infinite radar lock.
      setTurnRadarLeftRadians(getRadarTurnRemainingRadians());
   }
 
   public void onDeath(DeathEvent e)
   {
      //When the bot dies, move to the next cell in the table.
      deathCount++;
   }
 
   public void onHitWall(HitWallEvent e)
   {
      //Reverse movement direction when the bot hits a wall.
      direction = -direction;
   }
 
//The chance that Yatagan will reverse direction when the enemy fires.
//values are referenced by number of deaths experienced
//when chancesOfReversing is 0, reverse on enemy fire only
//when chancesOfReversing is very large, almost never reverse (unless Math.random() is very small)
//when chancesOfReversing is > 3, reverse with probability 3/chancesOfReversing
   private static final String chancesOfReversing = ""
   + (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT
   + (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   ;
 
 
 
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking.
//Skilgannon - this didn't need to be quite as long as it was, only max bullet flight time + one of each possible character
//unless we want to try pre-loading some common movement patterns?
   static String enemyHistory = ""
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char)-1 + (char)-2 + (char)-3 + (char)-4 + (char)-5 + (char)-6 
   + (char)-7 + (char)-8 + (char) 8 + (char) 7 + (char) 6 + (char) 5 
   + (char) 4 + (char) 3 + (char) 2 + (char) 1 + (char) 0 + (char) 0
   ;
}

Latest Released Version (1.1.5)

/*
Yatagan 1.1.5 by Skilgannon & Sheldor;  Release date:  2013/05/19
The yatagan is a short sabre which was used extensively in the Ottoman Empire.
Codesize:  248 bytes without any colors
 
Credits: 
Pattern Matching code from simonton.WeekendObsession_S and mld.Moebius, heavily modified.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
 
Yatagan 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 jk.sheldor.nano;
 
import robocode.*;
import robocode.util.Utils;
 
public class Yatagan extends AdvancedRobot{
 
   public static final double DESIRED_BULLET_POWER = 2.0;
 
   //round to nearest multiple of 0.33333...
   public static final double BULLET_POWER = (int)(DESIRED_BULLET_POWER*3 + 0.5)/3.0;
   public static final int BULLET_VELOCITY = (int)(20 - 3 * BULLET_POWER);

 //Skilgannon: make this odd otherwise we can get errors in the beginning when a match of length 2 isn't found.
   public static final int MAX_MATCH_LENGTH = 81;  //Keep this under 128 to save a byte.

   public static final int ORBIT_DISTANCE = 220; 
   public static final int DISTANCE_FACTOR = 3000; 

   public static final int ANTI_RAMBOT_DISTANCE = 127;  //Keep this under 128 to save a byte.

//NB! Generate new RANDOM when changing ORBIT_DISTANCE! 
/*public static void main(String[] args){
System.out.println("RANDOM = " + (int)Math.round(3.0/(0.6*Math.sqrt((20 - 3*2.5)/ORBIT_DISTANCE) - 0.04)));
}//*/
 
   public static final char ONE_WAY_ORBIT = 65535;
   public static final char REVERSE_ON_ENEMY_FIRE = 0;
   public static final char RANDOM = 29;
 
   //Global variables.
   static double direction;
   static double enemyEnergy;
 
   static int deathCount;
 
   public void run()
   {
      //Skilgannon: sacrifice this for anti-rambot code
      //setAdjustGunForRobotTurn(true);
   
      //Start spinning radar and initialize direction to infinity.
      setTurnRadarRightRadians(direction = Double.POSITIVE_INFINITY);
   }
 
   public void onScannedRobot(ScannedRobotEvent e)
   {
      //Local variables.
      int integer = MAX_MATCH_LENGTH;
      double absoluteBearing;
      int matchPosition;
   
      //Orbiting/Oscillating/Random movement, all depending on the size of the number you multiply the random with.
      //Use the unsigned feature of chars to make the enemy fire detection more accurate.  Credit to Miked0801.
      if(
      (char) ( chancesOfReversing.charAt(deathCount)*Math.random() 
      + enemyEnergy - (enemyEnergy = e.getEnergy()) - (1.1 - 1e-8) ) <= 1)
      {
         //Reverse direction.
         //Calling the onHitWall event to reverse direction saves two bytes.  Credit to Simonton.
         onHitWall(null);
      }		
      setAhead(direction);     
   
      //Record the current enemy lateral velocity.
      enemyHistory = String.valueOf((char) (e.getVelocity() * (Math.sin(e.getHeadingRadians() - (absoluteBearing = e.getBearingRadians() + getHeadingRadians()))))).concat(enemyHistory);   
   
      //Pattern Matching.
      //Find the longest match allowable in the enemy history.
      //Credit to Nz.jdc for the idea to reduce match length by two instead of one.
      while((matchPosition = enemyHistory.indexOf(enemyHistory.substring(0, (integer -= 2)), 64)) < 0);
   
      //Stay mostly perpendicular to the enemy, but try to maintain a distance of ORBIT_DISTANCE pixels. 
      //If DISTANCE_FACTOR is smaller it tries harder to get to the desired distance, but may 'SpinBot' if it is too small.
      setTurnRightRadians(Math.cos(e.getBearingRadians() + 
         ((ORBIT_DISTANCE - (integer = (int)(e.getDistance()))) * (getVelocity()  / DISTANCE_FACTOR))
         ));
   
      //Fire BULLET_POWER power bullets most of the time, but use higher power bullets when the distance is less than ANTI_RAMBOT_DISTANCE.
      //This greatly improves scores against rambots and other extremely aggressive bots.
      setFire(BULLET_POWER + (ANTI_RAMBOT_DISTANCE / integer));

      //Assume that the enemy will repeat their movements in the ticks following the recording of the original pattern.
      //Generate a firing angle based on that assumption.
      do
      { 
         //Go through the log of enemy movements right after the original pattern was recorded.
	 //Add the Angular Velocities directly to the absoluteBearing variable.
         absoluteBearing += ((short) enemyHistory.charAt(--matchPosition)) /  e.getDistance();
      }
      while ((integer -= BULLET_VELOCITY) > 0); //Keep projecting the enemy's movement forward until our bullet would reach their predicted location.
   
      //Aim at the predicted target.
      setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()));      
   
      //Infinite radar lock.
      setTurnRadarLeftRadians(getRadarTurnRemainingRadians());
   }
 
   public void onDeath(DeathEvent e)
   {
      //When the bot dies, move to the next cell in the table.
      deathCount++;
   }
 
   public void onHitWall(HitWallEvent e)
   {
      //Reverse movement direction when the bot hits a wall.
      direction = -direction;
   }
 
//The chance that Yatagan will reverse direction when the enemy fires.
//values are referenced by number of deaths experienced
//when chancesOfReversing is 0, reverse on enemy fire only
//when chancesOfReversing is very large, almost never reverse (unless Math.random() is very small)
//when chancesOfReversing is > 3, reverse with probability 3/chancesOfReversing
   private static final String chancesOfReversing = ""
   + (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT
   + (char)REVERSE_ON_ENEMY_FIRE + (char)ONE_WAY_ORBIT + (char)REVERSE_ON_ENEMY_FIRE
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM + RANDOM
   ;
 
 
 
//Preloaded log of enemy movements for pattern matcher so it doesn't need error checking.
//Skilgannon - this didn't need to be quite as long as it was, only max bullet flight time + one of each possible character
//unless we want to try pre-loading some common movement patterns?
   static String enemyHistory = ""
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 + (char) 0 
   + (char)-1 + (char)-2 + (char)-3 + (char)-4 + (char)-5 + (char)-6 
   + (char)-7 + (char)-8 + (char) 8 + (char) 7 + (char) 6 + (char) 5 
   + (char) 4 + (char) 3 + (char) 2 + (char) 1 + (char) 0 + (char) 0
   ;
}