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That's what I assume.
Here's the current developmental code with all the debug code (I realize that it's quite a bit larger than 730 bytes.):
/*
EpeeistMicro v1.9.1 by Sheldor. 05/02/2013
A MicroBot with Stop and Go/Random movement and a guess factor gun.
Codesize: 730 Bytes without any colors.
Epee (pronounced ey-PEY) is one of the three forms of modern sport fencing,
along with Foil and Sabre. http://en.wikipedia.org/wiki/Epee
Credits:
Thanks go to the authors of the following bots:
Targeting: Falcon, pez.micro.Aristocles, voidious.mini.Komarious, kc.micro.Thorn, jam.micro.RaikoMicro, jk.mini.CunobelinDC, mld.LittleBlackBook, jk.micro.Connavar.
Movement : jk.micro.Toorkild, kc.micro.Thorn, wiki.nano.RaikoNano.
Special thanks to Jdev and Voidious for helping me with a math error.
And a general thanks to all open source bot authors and contributors to the RoboWiki.
EpeeistMicro 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 sheldor.micro;
import robocode.*;
import robocode.util.Utils;
import java.awt.geom.*;
public class EpeeistMicro extends AdvancedRobot
{
//Constants.
static final int GUESS_FACTORS = 25;
static final int MIDDLE_FACTOR = (GUESS_FACTORS - 1) / 2;
static final double MAXIMUM_ESCAPE_ANGLE = 0.72727272727272727272727272727273; //8 / 11
static final double FACTOR_ANGLE = MAXIMUM_ESCAPE_ANGLE / MIDDLE_FACTOR;
//Global variables.
static double averageLateralVelocity;
static double direction = 1;
static double enemyBulletSpeed;
static double enemyEnergy;
static double enemyHeading;
static double enemyVelocity;
static double enemyX;
static double enemyY;
static double hits;
static int absoluteEnemyLateralVelocity;
static int movementMode;
static int timeSinceVelocityChange;
static int ticks;
//Array to store the number of times the enemy has visited each guess factor.
//Segmented on acceleration, time since velocity change, absolute enemy lateral velocity, near wall, and distance.
static int[][][][][][] guessFactors = new int[3][4][5][2][5][GUESS_FACTORS];
//En garde!
public void run()
{
//Set the radar and gun to turn independently.
setAdjustRadarForGunTurn(true);
setAdjustGunForRobotTurn(true);
}
public void onStatus(StatusEvent e)
{
//Turn the radar every tick.
//Putting the code here instead of in the run() method saves one byte.
//I believe Wompi discovered this.
setTurnRadarRightRadians(1);
}
public void onScannedRobot(ScannedRobotEvent e)
{
//Local variables.
//Declare most used integer before most used double to save several bytes.
int antiRam;
double enemyDistance;
double absoluteBearing;
double enemyDirection;
double lateralVelocity;
double offset;
double theta;
int acceleration;
ticks = (int)getTime();
//Fire a wave.
Wave wave;
addCustomEvent(wave = new Wave());
enemyX = (wave.sourceX = getX()) + Math.sin(wave.absoluteBearing = absoluteBearing =
(e.getBearingRadians() + getHeadingRadians())) * (enemyDistance = e.getDistance());
enemyY = (wave.sourceY = getY()) + Math.cos(absoluteBearing) * enemyDistance;
/*********************************************
*---------------MOVEMENT CODE---------------*
*********************************************/
//Retreat very heavily when the enemy is ramming.
offset = 2 + (antiRam = (int)(100 / (wave.enemyDistance = enemyDistance = e.getDistance())));
//Wall smoothing based on Toorkild's.
//Subtract current coordinates from lower wall bounds instead of adding
//current coordinates to every fieldRectangle.contains() projection to save six bytes. Thanks go to Skilgannon.
Rectangle2D.Double fieldRectangle;
while(!(fieldRectangle = new Rectangle2D.Double(18 - getX(), 18 - getY(), 764, 564)).
contains(160 * Math.sin(theta = (wave.absoluteBearing = absoluteBearing =
(e.getBearingRadians() + getHeadingRadians())) + direction * (offset -= .02)), 160 * Math.cos(theta)));
setTurnRightRadians(Math.tan(theta -= getHeadingRadians()));
//Stop and Go movement based on Toorkild's.
//Move when the enemy fires, or when the robot is moving randomly, or when the enemy is ramming.
double energyDelta;
if ((energyDelta = (enemyEnergy - (enemyEnergy = e.getEnergy()))) > movementMode - antiRam)
{
//Calculate the length of Stop and Go movement based on enemy bullet power.
setAhead(((3 + (int)(energyDelta / 0.5000001)) << 3) * Math.signum(Math.cos(theta)));
}
//Random movement from Toorkild.
//Don't move randomly if the enemy is ramming, or if the bot is in Stop and Go mode.
//Reverse direction if the bot gets too close to a wall.
if (Math.random() + antiRam < (-0.6 * Math.sqrt(enemyBulletSpeed / enemyDistance) + 0.04) * movementMode || offset < Math.PI/3.5)
{
direction = -direction;
}
/********************************************
*--------------TARGETING CODE--------------*
********************************************/
//Determine the enemy's lateral velocity and movement direction.
//Use a simple rolling average to store the previous lateral direction
//if enemy lateral velocity == 0. Inspired by LittleBlackBook.
wave.enemyDirection = enemyDirection = (averageLateralVelocity = ((averageLateralVelocity * .01) +
(lateralVelocity = ((enemyVelocity = e.getVelocity()) * Math.sin((enemyHeading = e.getHeadingRadians()) - absoluteBearing))))) < 0 ? -FACTOR_ANGLE : FACTOR_ANGLE;
//Determine if the enemy is accelerating or decelerating.
if ((acceleration = (int)Math.signum(absoluteEnemyLateralVelocity - (absoluteEnemyLateralVelocity = (int)Math.abs(lateralVelocity)))) != 0)
{
timeSinceVelocityChange = 0;
}
//Determine the current situation.
//Declaring a local array saves two bytes.
double angle;
int[] guessFactorsLocal = wave.guessFactors = guessFactors
[1 + acceleration] //Acceleration.
[Math.min(3, (int)(Math.pow(280 * timeSinceVelocityChange++ / enemyDistance, .7)))] //Ticks since velocity change.
[absoluteEnemyLateralVelocity / 2] //Absolute enemy lateral velocity.
[(int)Math.signum(fieldRectangle.outcode(Math.sin(angle = (absoluteBearing +
enemyDirection * MIDDLE_FACTOR)) * enemyDistance, Math.cos(angle) * enemyDistance))] //Near wall. Many thanks go to Skilgannon for the outcode trick.
[(int)enemyDistance / 200]; //Distance.
//Find the most visited guess factor for the current situation.
//Looping like this is ugly, but it saves two bytes over the proper way.
int mostVisited = MIDDLE_FACTOR;
int i = 0;
try
{
while (true)
{
if (guessFactorsLocal[i] > guessFactorsLocal[mostVisited])
{
mostVisited = i;
}
i++;
}
}
catch(Exception ex)
{
}
//Turn the gun to the most visited guess factor.
//The slight offset helps to defeat simple bullet shielding.
setTurnGunRightRadians(0.0005 + Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()
+ (enemyDirection * (mostVisited - MIDDLE_FACTOR))));
//Fire medium power bullets most of the time, but use full power at very close range.
//If the enemy is weak, fire the minimum power needed to destroy them.
setFire(Math.min(2 + antiRam, enemyEnergy / 4));
//Narrow lock radar.
setTurnRadarRightRadians(2 * Utils.normalRelativeAngle(absoluteBearing - getRadarHeadingRadians()));
}
public void onBulletHit(BulletHitEvent e)
{
//Adjust enemy energy variable when the bot hits the enemy.
//This makes a big difference against linear targeting.
enemyEnergy -= 10;
}
public void onHitByBullet(HitByBulletEvent e)
{
//Adjust enemy energy variable when the bot gets hit.
//Store the velocity of the enemy bullet for the random movement.
enemyEnergy += 20 - (enemyBulletSpeed = e.getVelocity());
//If the bot takes a lot of damage on average in Stop and Go mode, switch to Random Movement.
//Thanks go to Skilgannon.
if ((hits += (4.25 / enemyBulletSpeed)) > getRoundNum() + 2)
{
movementMode = -1;
}
}
static class Wave extends Condition
{
//Global variables.
double absoluteBearing;
double bearingOffset;
double enemyDirection;
double enemyDistance;
double sourceX;
double sourceY;
double waveDistanceTraveled;
double distanceTraveled;
int[] guessFactors;
public boolean test()
{
//Update the bearing offset with angular velocities.
bearingOffset += (enemyVelocity * Math.sin(enemyHeading -= absoluteBearing)) / (enemyDistance += (enemyVelocity * Math.cos(enemyHeading/* - absoluteBearing*/)));
//Check if the wave has passed the enemy's current location.
if (Math.abs((waveDistanceTraveled += 14) - enemyDistance) <= 7)
{
//Calculate the guess factor that would have hit the enemy.
//Increment the bin that represents that guess factor.
guessFactors[(int)Math.round((bearingOffset / enemyDirection) + MIDDLE_FACTOR)]++;
System.out.println("New Method - Tick: " + ticks + " - " + bearingOffset);
}
if (Math.abs((distanceTraveled += 14) - Point2D.distance(sourceX, sourceY, enemyX, enemyY)) <= 7)
{
//Calculate the guess factor that would have hit the enemy.
//Increment the bin that represents that guess factor.
System.out.println("Old Method - Tick: " + ticks + " - " + Utils.normalRelativeAngle(Math.atan2(enemyX - sourceX,
enemyY - sourceY) - absoluteBearing));
}
return false;
}
}
}
Thanks