BulletSimBot/Current Code

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< BulletSimBot
Revision as of 21:51, 4 May 2009 by Awesomeness (talk | contribs) (Showing my messed up code)
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This is big, but here it is...

package awesomeness;

import robocode.*;
import robocode.util.*;
import java.util.Random;
import java.util.ArrayList;
import java.awt.*;

/**
 * PwnBot - a robot by (your name here)
 */
public class PwnBot extends AdvancedRobot {
	
	double previousEnergy = 100d;
	double changeInEnergy;
	double scannedRobotX, scannedRobotY;
	
	
	int movementDirection = 50;
	
	long lastTime; //The last time known, used to track bullets
	
	
	Random generator = new Random(); //This makes random numbers
	ArrayList<VirtualBullet> bullets = new ArrayList<VirtualBullet>();
	VirtualBullet newBullet, bullet;
	AntiGravEngine engine;
	
	public void run() {
		
		engine = new AntiGravEngine(getBattleFieldWidth(), getBattleFieldHeight());
		engine.setWallForce(300);
		
		scannedRobotX = -1;
		scannedRobotY = -1;
		
		setBodyColor(Color.red);
		setGunColor(Color.darkGray);
		setRadarColor(Color.red.darker());
		setBulletColor(Color.red);
		
		lastTime = 0;
		setAdjustGunForRobotTurn(true);
		setAdjustRadarForGunTurn(true);
		setAdjustRadarForRobotTurn(true);
		while(true)
		turnRadarRightRadians(Double.POSITIVE_INFINITY);
	}

	/**
	 * onScannedRobot: What to do when you see another robot
	 */
	public void onScannedRobot(ScannedRobotEvent e) {
		
		//The absolute bearing, this is used a lot
		double absoluteBearing = e.getBearingRadians() + getHeadingRadians();
		
		///////////////////////////////////////////////////////
		////////////////////Movement Code//////////////////////
		
		/////////////////////Bullet Code///////////////////////
		
		scannedRobotX = getX() + Math.sin(absoluteBearing) * e.getDistance();
		scannedRobotY = getY() + Math.cos(absoluteBearing) * e.getDistance();
		
		//If there's a change in energy, it probably fired

		if ((changeInEnergy = previousEnergy - (previousEnergy = e.getEnergy())) > 0d && changeInEnergy<=3) {
			
			newBullet = new VirtualBullet(scannedRobotX, scannedRobotY, 20 - 3 * changeInEnergy, Utils.normalRelativeAngle(absoluteBearing +  Math.PI + Math.asin((Math.sin(e.getBearingRadians()) * getVelocity())/(20 - 3 * changeInEnergy))));
			engine.addPoint(new GravPoint(newBullet, -300));
			bullets.add(newBullet);
		
		}
		
		
		for (int i = 0; i < bullets.size(); i++) {
			bullet = bullets.get(i);
			bullet.tick(getTime() - lastTime);
			bullets.set(i, bullet);
			
			if (bullets.get(i).checkCollide(getX(), getY())) {
				// I think this will work
				// bullets.remove(i--);
				// but usually I do
				bullets.remove(i);
				i--;
			}
			
		}
		engine.update(getX(), getY(),getTime() - lastTime);
		
		///////////////////End Bullet Code/////////////////////
		
		

		System.out.print(engine.getXForce());
		System.out.print(" ");
		System.out.println(engine.getYForce());
		
		
		
		////////////////////Movement Code//////////////////////
		///////////////////////////////////////////////////////
		
		///////////////////////////////////////////////////////
		///////////////////////Gun Code////////////////////////
		
		
		
		///////////////////////Gun Code////////////////////////
		///////////////////////////////////////////////////////
		
		
		
		///////////////////////////////////////////////////////
		/////////////////////Radar Code////////////////////////
		
		
		setTurnRadarRightRadians(2 * Utils.normalRelativeAngle(absoluteBearing - getRadarHeadingRadians()));
		
		
		/////////////////////Radar Code////////////////////////
		///////////////////////////////////////////////////////	
		
		
		lastTime = getTime();
		
	}		

	public void onHitWall(HitWallEvent e) {
		i();
	}
	
	public void i() {
		movementDirection = -movementDirection;
	}
	
	///////////////////////////Painting////////////////////////
	
	// Paint a transparent square on top of the last scanned robot
	public void onPaint(Graphics2D g) {
		
		g.setColor(new Color(255, 255, 0));
		


		for (int i = 0; i < bullets.size(); i++) { //Draw all the bullets
			bullet = bullets.get(i);
			
			g.fillOval( (int) bullet.getX() - 3, (int) (getBattleFieldHeight() - bullet.getY() - 3), 6, 6);
			
		}
	
		if(scannedRobotX == -1 && scannedRobotY == -1) { //If we have no target
			g.setColor(Color.green); //Draw the target
			g.drawString("No target", (int) getBattleFieldWidth()/80, (int) getBattleFieldHeight()/60);
		}
		else { //If we do have a target
			g.setColor(new Color(255, 96, 0)); //Draw the target
			g.drawString("Target locked", (int) getBattleFieldWidth()/80, (int) getBattleFieldHeight()/60);
			g.setColor(new Color(255, 32, 0)); //Draw the target
			g.drawLine( (int) scannedRobotX, (int) getBattleFieldHeight(), (int) scannedRobotX, 0);
			g.drawLine( (int) getBattleFieldWidth(), (int) (getBattleFieldHeight()-scannedRobotY), 0, (int) (getBattleFieldHeight()-scannedRobotY));
			g.drawRect( (int) scannedRobotX-30, (int) (getBattleFieldHeight()-scannedRobotY-30), 60, 60);
			g.drawRect( (int) scannedRobotX-10, (int) (getBattleFieldHeight()-scannedRobotY-10), 20, 20);
			g.setColor(new Color(255, 32, 0, 64));
			g.fillRect( (int) scannedRobotX-30, (int) (getBattleFieldHeight()-scannedRobotY-30), 60, 60);
		}
	}
	
	///////////////////////////Painting////////////////////////
	
	
	public void onHitByBullet(HitByBulletEvent e) { previousEnergy += 3 * e.getBullet().getPower(); }
	public void onBulletHit(BulletHitEvent e) { previousEnergy -= 4 * e.getBullet().getPower() + Math.max(0,2 * (e.getBullet().getPower() - 1)); }
	public void onHitRobot(HitRobotEvent e) { previousEnergy -= 0.6; }
	
	
	
	
	///////////////////////////Bullets////////////////////////
	
	public class VirtualBullet {  //A class to simulate bullets.  Basically flying GravPoints.
		
		
		double x, y, speed, angle;
		
		
		VirtualBullet(double startX, double startY, double velocity, double trajectory) {
			x = startX;
			y = startY;
			speed = velocity/2;
			angle = trajectory;
			
		}
		
		public void tick(long ticks) {  //Moves the bullet the amount it would
			while(ticks > 0) {
				x += Math.sin(angle)*speed;
				y += Math.cos(angle)*speed;
				ticks --;
			}
		}
		
		public double getX() {
			return x;
		}
		
		public double getY() {
			return y;
		}
		
		public double getDistance(double botX, double botY) {
			return Math.sqrt(Math.pow(botX-x, 2)+Math.pow(botY-y, 2));
		}
		
		
		public boolean checkCollide(double botX, double botY) {
			if (x < 0 || y < 0 || x > getBattleFieldWidth() || y > getBattleFieldHeight()) {
				return true;
			}
			if(botX-18<x && botX+18>x && botY-18<y && botY+18>y) {
				return true;
			}
			return false;
		}
	}
	
	///////////////////////////Bullets////////////////////////
	
	
	//////////////////////////Anti-Grav///////////////////////
	
	// I learned anti-gravity from Hangi.  A huge credit goes to him.
	
	public class AntiGravEngine {
		
		/**
		* All the points.
		**/
		protected ArrayList<GravPoint> gravPoints = new ArrayList<GravPoint>();
		
		/**
		* The forces of x and y.
		**/
		protected double xForce = 0.0;
		protected double yForce = 0.0;
		
		/**
		* Size of battlefield.
		**/
		protected double width, height;
		
		/**
		* The repulsion power of the walls- default 0, you really should
		* change this, otherwise your robot will inevitably crash into
		* the walls.
		**/
		protected double wallForce = 0.0;
		
		/**
		* The exponent used in cacluating a point's effect on a location.
		* The effect is proportionate to distance^pointDropoff. This field 
		* has an initial value of 2.0.  Accoding to the laws of physics,
		* gravity would be 2, and magnets would be 3.
		**/
		protected double pointDropoff = 2.0;
		
		/**
		* Same as pointDropOff but for the walls.
		**/
		protected double wallDropoff = 3.0;
		
		/**Initializes the dimensions to the specified values**/
		AntiGravEngine(double width, double height) {
			this.width = width;
			this.height = height;
		}
		
		
		
		
		// Now for a bunch of gets and sets I was too lazy to do myself,
		// all credit goes to Hanji
		
		/**Adds a point to the list.**/
		public void addPoint(GravPoint g) {
			gravPoints.add(g);
		}
		
		/**Removes a point from the list.**/
		public boolean removePoint(GravPoint g) {
			return gravPoints.remove(g);
		}
		
		/**Returns the number of points currently contained.**/
		public long getNumPoints() {
			return gravPoints.size();
		}
		
		/**Returns the force with which the walls repel.**/
		public double getWallForce() {
			return wallForce;
		}
	
		/**Sets the force with which the walls repel.**/
		public void setWallForce(double wf) {
			wallForce = wf;
		}
		
		/**Returns the value of the point dropoff exponent.**/
		public double getPointDropoff() {
			return pointDropoff;
		}
		
		/**Sets the value of the point dropoff exponent.**/
		public void setPointDropoff(double pdf) {
			pointDropoff = pdf;
		}
		
		/**Returns the value of the wall dropoff exponent.**/
		public double getWallDropoff() {
			return wallDropoff;
		}
	
		/**Sets the value of the wall dropoff exponent.**/
		public void setWallDropoff(double wdf) {
			wallDropoff = wdf;
		}
	
		/**Removes all points from the list.**/
		public void reset() {
			gravPoints = new ArrayList();
		}
		
		
		/**return the distance between (x1,y1) and (x2,y2)*/
		public double dist(double x1, double y1, double x2, double y2) {
			return Math.sqrt((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
		}
		
		/**returns the bearing from (x1,y1) to (x2,y2) in the range -pi to pi*/
		public double getBearing( double x1,double y1, double x2,double y2 ) {
			double xo = x2-x1;
			double yo = y2-y1;
			return Math.atan2(xo,yo);
		}
		
		
		// End gets and sets //
		
		// And now the hard part... Most of it's the same, but it is
		// a bit different in a few places.
		public void update(double curX, double curY, long ticks) {
			xForce = 0.0;
			yForce = 0.0;
			ArrayList deadPoints = new ArrayList();
			GravPoint point;
			double force;
			double angle;
			for(int i=0;i<gravPoints.size();i++) {
				point = (GravPoint) gravPoints.get(i);
				if(point.update(ticks)) {
					deadPoints.add(point);
					continue;
				}
				force = point.force/Math.pow(
									dist(curX, curY, point.x, point.y),
									pointDropoff);		
				angle = getBearing(curX, curY, point.x, point.y);
				xForce += force * Math.sin(angle);
				yForce += force * Math.cos(angle);
			}
			xForce += wallForce/Math.pow(curX, wallDropoff);
			xForce -= wallForce/Math.pow(width-curX, wallDropoff);
			yForce -= wallForce/Math.pow(height-curY, wallDropoff);
			yForce += wallForce/Math.pow(curY, wallDropoff);
				
			for(int i=0;i<deadPoints.size();i++) {
				gravPoints.remove(deadPoints.get(i));
			}
		}
		
		/**
		 * Returns the force in the X direction (calculated in
		 * update())
		 **/
		public double getXForce() {
			return xForce;
		}
		
		/**
	 	* Returns the force in the Y direction (calculated in
		 * update())
		 **/
		public double getYForce() {
			return yForce;
		}	
		
	}
	
	public class GravPoint {
		
		// Location
		public double x, y;
		
		// Force
		public double force;
		
		
		
		GravPoint(/*double startX, double startY,*/ VirtualBullet bullet, double mass) {
			x = bullet.getX();
			y = bullet.getY();
			force = mass;
		}
		
		
		public boolean update(long ticks) {
			bullet.tick(ticks);
			x = bullet.getX();
			y = bullet.getY();
			if(bullet.checkCollide(getX(), getY()) == true) {
				return true;
			}
			else {  // The "else {" isn't needed, but makes it clearer
				return false;
			}
		}
	}
}