BrokenSword/Code
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The source code for BrokenSword 2.0.0. Code size is 1499.
package voidious.mini;
import java.awt.Color;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import robocode.AdvancedRobot;
import robocode.Condition;
import robocode.RobotDeathEvent;
import robocode.Rules;
import robocode.ScannedRobotEvent;
import robocode.util.Utils;
/**
* Copyright (c) 2012 - Voidious
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
/**
* A MiniBot melee specialist. Uses Minimum Risk movement and Shadow/Melee Gun.
* Movement based on its little brother, BlitzBat.
*/
public class BrokenSword extends AdvancedRobot {
private static final double TWO_PI = Math.PI * 2;
private static Rectangle2D.Double _battleField;
private static Point2D.Double _destination;
private static String _nearestName;
private static double _nearestDistance;
private static Map<String, EnemyData> _enemies =
new HashMap<String, EnemyData>();
private static List<Point2D.Double> _recentLocations;
public void run() {
setAdjustGunForRobotTurn(true);
setAdjustRadarForGunTurn(true);
setColors(Color.black, Color.black, new Color(141, 220, 175));
_battleField = new Rectangle2D.Double(50, 50,
getBattleFieldWidth() - 100, getBattleFieldHeight() - 100);
_recentLocations = new ArrayList<Point2D.Double>();
_nearestDistance = Double.POSITIVE_INFINITY;
_destination = null;
do {
Point2D.Double myLocation = myLocation();
_recentLocations.add(0, myLocation);
//***********************************************************************
// Gun
double bulletPower = 3 - ((20 - getEnergy()) / 6);
if (getGunTurnRemaining() == 0) {
setFire(bulletPower);
}
List<MeleeFiringAngle> firingAngles = new ArrayList<MeleeFiringAngle>();
for (EnemyData enemyData : _enemies.values()) {
if (enemyData.alive) {
double enemyDistance = enemyData.distance(myLocation);
int bulletTicks =
(int) (enemyDistance / Rules.getBulletSpeed(bulletPower));
for (Point2D.Double vector : enemyData.lastVectors) {
if (vector != null) {
Point2D.Double projectedLocation = project(enemyData,
enemyData.heading + vector.x, vector.y * bulletTicks);
if (_battleField.contains(projectedLocation)) {
firingAngles.add(new MeleeFiringAngle(
absoluteBearing(myLocation, projectedLocation),
enemyDistance, 18 / enemyDistance));
}
}
}
}
}
try {
double bestDensity = 0;
for (int x = 0; x < 160; x++) {
double angle = Math.PI * x / 80;
double density = 0;
for (MeleeFiringAngle meleeAngle : firingAngles) {
double ux =
Math.abs(Utils.normalRelativeAngle(angle - meleeAngle.angle))
/ meleeAngle.bandwidth;
if (ux < 1) {
density += square(1 - square(ux)) / meleeAngle.distance;
}
}
if (density > bestDensity) {
bestDensity = density;
setTurnGunRightRadians(
Utils.normalRelativeAngle(angle - getGunHeadingRadians()));
}
}
} catch (NullPointerException npe) {
// expected before any scans
}
//***********************************************************************
// Movement
double bestRisk;
try {
bestRisk = evalDestinationRisk(_destination) * .85;
} catch (NullPointerException ex) {
bestRisk = Double.POSITIVE_INFINITY;
}
try {
for (double d = 0; d < TWO_PI; d += 0.1) {
Point2D.Double newDest = project(myLocation, d,
Math.min(_nearestDistance, 100 + Math.random() * 500));
double thisRisk = evalDestinationRisk(newDest);
if (_battleField.contains(newDest) && thisRisk < bestRisk) {
bestRisk = thisRisk;
_destination = newDest;
}
}
double angle = Utils.normalRelativeAngle(
absoluteBearing(myLocation, _destination) - getHeadingRadians());
setTurnRightRadians(Math.tan(angle));
setAhead(Math.cos(angle) * Double.POSITIVE_INFINITY);
} catch (NullPointerException ex) {
// expected before we have a _destination
}
//***********************************************************************
// Radar
setTurnRadarRightRadians(1);
try {
long stalestTime = Long.MAX_VALUE;
for (EnemyData enemyData : _enemies.values()) {
if (getTime() > 20 && enemyData.alive
&& enemyData.lastScanTime < stalestTime) {
stalestTime = enemyData.lastScanTime;
setTurnRadarRightRadians(Math.signum(Utils.normalRelativeAngle(
absoluteBearing(myLocation, enemyData)
- getRadarHeadingRadians())));
}
}
} catch (NullPointerException npe) {
// expected before we have any scans
}
//***********************************************************************
execute();
} while (true);
}
public void onScannedRobot(ScannedRobotEvent e) {
double distance = e.getDistance();
String botName = e.getName();
if (!_enemies.containsKey(botName)) {
_enemies.put(botName, new EnemyData());
}
DisplacementTimer timer;
addCustomEvent(timer = new DisplacementTimer());
EnemyData enemyData = timer.enemyData = _enemies.get(botName);
enemyData.energy = e.getEnergy();
enemyData.alive = true;
enemyData.lastScanTime = getTime();
timer.displacementVector = (enemyData.lastVectors = enemyData.gunVectors
[(int) (distance / 300)]
[(int) (Math.abs(e.getVelocity()) / 4)])
[enemyData.nextIndex++ % 200] = new Point2D.Double(0, 0);
enemyData.setLocation(timer.targetLocation = project(
myLocation(), e.getBearingRadians() + getHeadingRadians(),
distance));
timer.bulletTicks = (int) (distance / 11);
timer.targetHeading = enemyData.heading = e.getHeadingRadians()
+ (e.getVelocity() < 0 ? Math.PI : 0);
if (distance < _nearestDistance || botName.equals(_nearestName)) {
_nearestDistance = distance;
_nearestName = botName;
}
}
public void onRobotDeath(RobotDeathEvent e) {
_enemies.get(e.getName()).alive = false;
_nearestDistance = Double.POSITIVE_INFINITY;
}
private double evalDestinationRisk(Point2D.Double destination) {
double risk = 0;
for (EnemyData enemy1 : _enemies.values()) {
double distSq = enemy1.distanceSq(destination);
int closer = 0;
for (EnemyData enemy2 : _enemies.values()) {
if (enemy1.distanceSq(enemy2) < distSq) {
closer++;
}
}
java.awt.geom.Point2D.Double myLocation = myLocation();
risk += Math.max(0.5, Math.min(enemy1.energy / getEnergy(), 2))
* (1 + Math.abs(Math.cos(absoluteBearing(myLocation, destination)
- absoluteBearing(myLocation, enemy1))))
/ closer
/ distSq
/ (200000 + destination.distanceSq(
getBattleFieldWidth() / 2, getBattleFieldHeight() / 2));
}
for (int x = 1; x < 6; x++) {
try {
risk *= 1 + (500 / x
/ _recentLocations.get(x * 10).distanceSq(destination));
} catch (Exception ex) {
// ok
}
}
return risk;
}
public static double absoluteBearing(
Point2D.Double source, Point2D.Double target) {
return Math.atan2(target.x - source.x, target.y - source.y);
}
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);
}
public static double square(double x) {
return x * x;
}
private Point2D.Double myLocation() {
return new Point2D.Double(getX(), getY());
}
public class DisplacementTimer extends Condition {
EnemyData enemyData;
Point2D.Double targetLocation;
double targetHeading;
Point2D.Double displacementVector;
int bulletTicks;
int timer;
public boolean test() {
if (++timer > bulletTicks && enemyData.alive) {
displacementVector.setLocation(
absoluteBearing(targetLocation, enemyData) - targetHeading,
targetLocation.distance(enemyData) / bulletTicks);
removeCustomEvent(this);
}
return false;
}
}
@SuppressWarnings("serial")
public static class EnemyData extends Point2D.Double {
public double energy;
public boolean alive;
public Point2D.Double[][][] gunVectors = new Point2D.Double[5][5][200];
public Point2D.Double[] lastVectors;
public int nextIndex = 0;
public double heading;
public long lastScanTime;
}
public static class MeleeFiringAngle {
public double angle;
public double distance;
public double bandwidth;
public MeleeFiringAngle(double angle, double distance, double bandwidth) {
this.angle = angle;
this.distance = distance;
this.bandwidth = bandwidth;
}
}
}