SuperWalls
Revision as of 19:47, 1 March 2009 by CrazyBassoonist (talk | contribs)
SuperWalls is a part of the Super Sample Bots set by CrazyBassoonist. It is intended to provide new robocoders with a new challenge after beating all of the sample robots.
Movement
SuperWalls uses the exact same movement as Walls.
Targeting
SuperWalls uses two guns, a Linear Targeting gun and a Head-On Targeting gun. It keeps track of the number and of shots and hits of each gun, and uses whichever gun works better.
Code
package wiki.SuperSampleBot; import robocode.*; import robocode.util.*; import java.awt.*; /** * SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen * Moves around the outer edge with two targeting systems */ public class SuperWalls extends AdvancedRobot { static int HGShots; //Number of shots with Head-On Targeting static int LGShots; //Number of shots with Linear Targeting static int HGHits; //Number of hits with Head-On Targeting static int LGHits; //Number of hits with Linear Targeting boolean gunIdent; //Used to tell which gun we are using double moveAmount; // How much to move public void run() { setAdjustRadarForRobotTurn(true); setAdjustRadarForGunTurn(true); setBodyColor(Color.black); setGunColor(Color.black); setRadarColor(Color.orange); setBulletColor(Color.cyan); setScanColor(Color.cyan); // Initialize moveAmount to the maximum possible for this battlefield. moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight()); setTurnRadarRight(Double.POSITIVE_INFINITY); // turnLeft to face a wall. // getHeading() % 90 means the remainder of // getHeading() divided by 90. turnLeft(getHeading() % 90); ahead(moveAmount); // Turn the gun to turn right 90 degrees. turnRight(90); while (true) { // Move up the wall ahead(moveAmount); // Turn to the next wall turnRight(90); } } /** * onHitRobot: Move away a bit. */ public void onHitRobot(HitRobotEvent e) { // If he's in front of us, set back up a bit. if (e.getBearing() > -90 && e.getBearing() < 90) { back(100); } // else he's in back of us, so set ahead a bit. else { ahead(100); } } /** * onScannedRobot: Fire! */ public void onScannedRobot(ScannedRobotEvent e) { double absBearing = e.getBearingRadians()+getHeadingRadians();// The enemies location relative to us double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);// The enemies lateral velocity double radarTurn = absBearing - getRadarHeadingRadians();// The amount to turn our radar double HGRating = (double) HGHits / HGShots; double LGRating = (double) LGHits / LGShots; if (getRoundNum() == 0 || LGRating>HGRating){ // In the first round use linear targeting double bulletPower = Math.min(3, e.getEnergy() / 4); setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));// Turn our gun LGShots++; gunIdent = true; setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot } else { //in the second use head-on setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians())); HGShots++; gunIdent = false; setFire(e.getEnergy() / 4);// Fire the minimum amount of energy needed to finish off the other robot } setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn) * 2);// Make the radar lock on } public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using if(gunIdent){ LGHits = LGHits+1; } else{ HGHits = HGHits+1; } } }