GITS/Targeting/Source

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< GITS‎ | Targeting
Revision as of 18:27, 15 May 2009 by J Litewski (talk | contribs) (Updated Source)
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GITS Targeting (Source) - from version 0.5-051509


public void onScannedRobot(ScannedRobotEvent e) {
	double rSweep = 0.99; //RadarSweep tweak
	double myX = getX();
	double myY = getY();
	double aBearing = (getHeadingRadians() + e.getBearingRadians());
	double hisX = (getX() + e.getDistance() * Math.sin(aBearing));
	double hisY = (getY() + e.getDistance() * Math.cos(aBearing));
	double eAbsBearing = e.getBearingRadians() + getHeadingRadians(); //Enemy Absolute Bearing
	double eHeading = e.getHeadingRadians();
	double eHeadingChange = eHeading - _eHeading; //Heading data for later
	_eHeading = eHeading; //Update the enemy heading
	double eVelocity = e.getVelocity();
	double eLatVel = eVelocity*Math.sin(eHeading - eAbsBearing); //Enemy Lateral Velocity
	double eDistance = e.getDistance();
	double eEnergy = e.getEnergy();
	double dTime = 0;
	double fHeight = getBattleFieldHeight(),
	fWidth = getBattleFieldWidth();
	double aHisX = hisX, aHisY = hisY;
	int GBM = (eVelocity < 0 ? -1 : 1); //Going Backwards Multiplier
	int MCV = 0; //Most Common Velocity
	int eAbsVelocity = (int)Math.round(Math.abs(eVelocity));
	_vCounts[eAbsVelocity]++;
	int _MCV = _vCounts[0];
	//A bunch of bullet calulations
	double MBP = (eEnergy > 15.9 ? 3.0 : //If Enemy's Energy is at or over 16 points
			(eEnergy > 7.9 ? 2.0 : //If Enemy's Energy is at or over 8 points
			(eEnergy > 3.9 ? 1.0 : 0.5))); //Everything else, basically
	double bPower = Math.min(MBP,getEnergy()); //Figure out the max you can spend on firing a bullet
	double bVelocity = (20 - (3 * bPower));
	//Historical Velocity Recall
	for (int i = 1; i < 9; i++) {
		if(_vCounts[i] > _MCV) {
			_MCV = _vCounts[i];
			MCV = i;
		}
	}
		
	while((++dTime) * bVelocity < Point2D.Double.distance(myX, myY, aHisX, aHisY)) {
		aHisX += (Math.sin(eHeading) * eVelocity);
		aHisY += (Math.cos(eHeading) * eVelocity);
		eHeading += eHeadingChange;
		if(aHisX < 20.0 || aHisX > (fWidth - 20.0) || aHisY < 20.0 || aHisY > (fHeight - 20.0)) {
			aHisX = Math.min(Math.max(20.0, aHisX), (fWidth - 20.0));
			aHisY = Math.min(Math.max(20.0, aHisY), (fHeight - 20.0));
			break;
		}
	}
	double theta = Utils.normalAbsoluteAngle(Math.atan2((aHisX - getX()), (aHisY - getY())));
		
	//Set and Execute Things
	setTurnGunRightRadians(Utils.normalRelativeAngle(theta - getGunHeadingRadians()));
	setTurnRadarRightRadians((rSweep)*Utils.normalRelativeAngle(aBearing - getRadarHeadingRadians()));
	execute();
		
	if(eEnergy >= (0.025 * eDistance)) { setFire(bPower); } //PowerConserve tweak
}

Currently, this targeting formula works for simple robots 90% of the time. It's rubbish against most advanced robots. Feel free to improve/comment on it so I can learn (since tutorials are utterly useless on me, I need visual aids).