BasicSurfer/Code
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- BasicSurfer - Code
package wiki; import robocode.*; import robocode.util.Utils; import java.awt.geom.*; // for Point2D's import java.lang.*; // for Double and Integer objects import java.util.ArrayList; // for collection of waves public class BasicSurfer extends AdvancedRobot { public static int BINS = 47; public static double _surfStats[] = new double[BINS]; // we'll use 47 bins public Point2D.Double _myLocation; // our bot's location public Point2D.Double _enemyLocation; // enemy bot's location public ArrayList _enemyWaves; public ArrayList _surfDirections; public ArrayList _surfAbsBearings; // We must keep track of the enemy's energy level to detect EnergyDrop, // indicating a bullet is fired public static double _oppEnergy = 100.0; // This is a rectangle that represents an 800x600 battle field, // used for a simple, iterative WallSmoothing method (by Kawigi). // If you're not familiar with WallSmoothing, the wall stick indicates // the amount of space we try to always have on either end of the tank // (extending straight out the front or back) before touching a wall. public static Rectangle2D.Double _fieldRect = new java.awt.geom.Rectangle2D.Double(18, 18, 764, 564); public static double WALL_STICK = 160; public void run() { _enemyWaves = new ArrayList(); _surfDirections = new ArrayList(); _surfAbsBearings = new ArrayList(); setAdjustGunForRobotTurn(true); setAdjustRadarForGunTurn(true); do { // basic mini-radar code turnRadarRightRadians(Double.POSITIVE_INFINITY); } while (true); } public void onScannedRobot(ScannedRobotEvent e) { _myLocation = new Point2D.Double(getX(), getY()); double lateralVelocity = getVelocity()*Math.sin(e.getBearingRadians()); double absBearing = e.getBearingRadians() + getHeadingRadians(); setTurnRadarRightRadians(Utils.normalRelativeAngle(absBearing - getRadarHeadingRadians()) * 2); _surfDirections.add(0, new Integer((lateralVelocity >= 0) ? 1 : -1)); _surfAbsBearings.add(0, new Double(absBearing + Math.PI)); double bulletPower = _oppEnergy - e.getEnergy(); if (bulletPower < 3.01 && bulletPower > 0.09 && _surfDirections.size() > 2) { EnemyWave ew = new EnemyWave(); ew.fireTime = getTime() - 1; ew.bulletVelocity = bulletVelocity(bulletPower); ew.distanceTraveled = bulletVelocity(bulletPower); ew.direction = ((Integer)_surfDirections.get(2)).intValue(); ew.directAngle = ((Double)_surfAbsBearings.get(2)).doubleValue(); ew.fireLocation = (Point2D.Double)_enemyLocation.clone(); // last tick _enemyWaves.add(ew); } _oppEnergy = e.getEnergy(); // update after EnemyWave detection, because that needs the previous // enemy location as the source of the wave _enemyLocation = project(_myLocation, absBearing, e.getDistance()); updateWaves(); doSurfing(); // gun code would go here... } public void updateWaves() { for (int x = 0; x < _enemyWaves.size(); x++) { EnemyWave ew = (EnemyWave)_enemyWaves.get(x); ew.distanceTraveled = (getTime() - ew.fireTime) * ew.bulletVelocity; if (ew.distanceTraveled > _myLocation.distance(ew.fireLocation) + 50) { _enemyWaves.remove(x); x--; } } } public EnemyWave getClosestSurfableWave() { double closestDistance = 50000; // I juse use some very big number here EnemyWave surfWave = null; for (int x = 0; x < _enemyWaves.size(); x++) { EnemyWave ew = (EnemyWave)_enemyWaves.get(x); double distance = _myLocation.distance(ew.fireLocation) - ew.distanceTraveled; if (distance > ew.bulletVelocity && distance < closestDistance) { surfWave = ew; closestDistance = distance; } } return surfWave; } // Given the EnemyWave that the bullet was on, and the point where we // were hit, calculate the index into our stat array for that factor. public static int getFactorIndex(EnemyWave ew, Point2D.Double targetLocation) { double offsetAngle = (absoluteBearing(ew.fireLocation, targetLocation) - ew.directAngle); double factor = Utils.normalRelativeAngle(offsetAngle) / maxEscapeAngle(ew.bulletVelocity) * ew.direction; return (int)limit(0, (factor * ((BINS - 1) / 2)) + ((BINS - 1) / 2), BINS - 1); } // Given the EnemyWave that the bullet was on, and the point where we // were hit, update our stat array to reflect the danger in that area. public void logHit(EnemyWave ew, Point2D.Double targetLocation) { int index = getFactorIndex(ew, targetLocation); for (int x = 0; x < BINS; x++) { // for the spot bin that we were hit on, add 1; // for the bins next to it, add 1 / 2; // the next one, add 1 / 5; and so on... _surfStats[x] += 1.0 / (Math.pow(index - x, 2) + 1); } } public void onHitByBullet(HitByBulletEvent e) { // If the _enemyWaves collection is empty, we must have missed the // detection of this wave somehow. if (!_enemyWaves.isEmpty()) { Point2D.Double hitBulletLocation = new Point2D.Double( e.getBullet().getX(), e.getBullet().getY()); EnemyWave hitWave = null; // look through the EnemyWaves, and find one that could've hit us. for (int x = 0; x < _enemyWaves.size(); x++) { EnemyWave ew = (EnemyWave)_enemyWaves.get(x); if (Math.abs(ew.distanceTraveled - _myLocation.distance(ew.fireLocation)) < 50 && Math.round(bulletVelocity(e.getBullet().getPower()) * 10) == Math.round(ew.bulletVelocity * 10)) { hitWave = ew; break; } } if (hitWave != null) { logHit(hitWave, hitBulletLocation); // We can remove this wave now, of course. _enemyWaves.remove(_enemyWaves.lastIndexOf(hitWave)); } } } // CREDIT: mini sized predictor from Apollon, by rozu // http://robowiki.net?Apollon public Point2D.Double predictPosition(EnemyWave surfWave, int direction) { Point2D.Double predictedPosition = (Point2D.Double)_myLocation.clone(); double predictedVelocity = getVelocity(); double predictedHeading = getHeadingRadians(); double maxTurning, moveAngle, moveDir; int counter = 0; // number of ticks in the future boolean intercepted = false; do { moveAngle = wallSmoothing(predictedPosition, absoluteBearing(surfWave.fireLocation, predictedPosition) + (direction * (Math.PI/2)), direction) - predictedHeading; moveDir = 1; if(Math.cos(moveAngle) < 0) { moveAngle += Math.PI; moveDir = -1; } moveAngle = Utils.normalRelativeAngle(moveAngle); // maxTurning is built in like this, you can't turn more then this in one tick maxTurning = Math.PI/720d*(40d - 3d*Math.abs(predictedVelocity)); predictedHeading = Utils.normalRelativeAngle(predictedHeading + limit(-maxTurning, moveAngle, maxTurning)); // this one is nice ;). if predictedVelocity and moveDir have // different signs you want to breack down // otherwise you want to accelerate (look at the factor "2") predictedVelocity += (predictedVelocity * moveDir < 0 ? 2*moveDir : moveDir); predictedVelocity = limit(-8, predictedVelocity, 8); // calculate the new predicted position predictedPosition = project(predictedPosition, predictedHeading, predictedVelocity); counter++; if (predictedPosition.distance(surfWave.fireLocation) < surfWave.distanceTraveled + (counter * surfWave.bulletVelocity) + surfWave.bulletVelocity) { intercepted = true; } } while(!intercepted && counter < 500); return predictedPosition; } public double checkDanger(EnemyWave surfWave, int direction) { int index = getFactorIndex(surfWave, predictPosition(surfWave, direction)); return _surfStats[index]; } public void doSurfing() { EnemyWave surfWave = getClosestSurfableWave(); if (surfWave == null) { return; } double dangerLeft = checkDanger(surfWave, -1); double dangerRight = checkDanger(surfWave, 1); double goAngle = absoluteBearing(surfWave.fireLocation, _myLocation); if (dangerLeft < dangerRight) { goAngle = wallSmoothing(_myLocation, goAngle - (Math.PI/2), -1); } else { goAngle = wallSmoothing(_myLocation, goAngle + (Math.PI/2), 1); } setBackAsFront(this, goAngle); } // This can be defined as an inner class if you want. class EnemyWave { Point2D.Double fireLocation; long fireTime; double bulletVelocity, directAngle, distanceTraveled; int direction; public EnemyWave() { } } // CREDIT: Iterative WallSmoothing by Kawigi // - return absolute angle to move at after account for WallSmoothing // robowiki.net?WallSmoothing public double wallSmoothing(Point2D.Double botLocation, double angle, int orientation) { while (!_fieldRect.contains(project(botLocation, angle, 160))) { angle += orientation*0.05; } return angle; } // CREDIT: from CassiusClay, by PEZ // - returns point length away from sourceLocation, at angle // robowiki.net?CassiusClay public static Point2D.Double project(Point2D.Double sourceLocation, double angle, double length) { return new Point2D.Double(sourceLocation.x + Math.sin(angle) * length, sourceLocation.y + Math.cos(angle) * length); } // got this from RaikoMicro, by Jamougha, but I think it's used by many authors // - returns the absolute angle (in radians) from source to target points public static double absoluteBearing(Point2D.Double source, Point2D.Double target) { return Math.atan2(target.x - source.x, target.y - source.y); } public static double limit(double min, double value, double max) { return Math.max(min, Math.min(value, max)); } public static double bulletVelocity(double power) { return (20D - (3D*power)); } public static double maxEscapeAngle(double velocity) { return Math.asin(8.0/velocity); } public static void setBackAsFront(AdvancedRobot robot, double goAngle) { double angle = Utils.normalRelativeAngle(goAngle - robot.getHeadingRadians()); if (Math.abs(angle) > (Math.PI/2)) { if (angle < 0) { robot.setTurnRightRadians(Math.PI + angle); } else { robot.setTurnLeftRadians(Math.PI - angle); } robot.setBack(100); } else { if (angle < 0) { robot.setTurnLeftRadians(-1*angle); } else { robot.setTurnRightRadians(angle); } robot.setAhead(100); } } public void onPaint(java.awt.Graphics2D g) { g.setColor(java.awt.Color.red); for(int i = 0; i < _enemyWaves.size(); i++){ EnemyWave w = (EnemyWave)(_enemyWaves.get(i)); Point2D.Double center = w.fireLocation; //int radius = (int)(w.distanceTraveled + w.bulletVelocity); //hack to make waves line up visually, due to execution sequence in robocode engine //use this only if you advance waves in the event handlers (eg. in onScannedRobot()) //NB! above hack is now only necessary for robocode versions before 1.4.2 //otherwise use: int radius = (int)w.distanceTraveled; //Point2D.Double center = w.fireLocation; if(radius - 40 < center.distance(_myLocation)) g.drawOval((int)(center.x - radius ), (int)(center.y - radius), radius*2, radius*2); } } }