Difference between revisions of "SuperCrazy"

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[[Category:Bots|SuperCrazy]]
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[[Category:Super Sample Bots]]

Revision as of 01:14, 22 September 2010

SuperCrazy isn't to much like the usual crazy. Though it is very very random. Its movement is bound to certain rules, but within those rules it tries to be as random as possible. It completely obliterates Walls.

Movement

It uses a mostly orbital movement, limited by bounding off walls before it hits them, thanks to wall smoothing detector. Its actual orbital offset it moves at can vary from directly towards to directly away, but it rarely reaches these extremes as it is changed every round.

Targeting

It aims randomly in the direction the enemy is moving.

Code

package supersample;

import robocode.*;
import robocode.util.Utils;
import java.awt.*;
import java.awt.geom.*;

/**
 * SuperCrazy - a sample robot by Chase
 * <p/>
 * This robot moves around in a crazy pattern
 * and it fires randomly within the escape angle of the enemy
 */
public class SuperCrazy extends AdvancedRobot {
	public int sameDirectionCounter = 0;
	public long moveTime = 1;
	public static int moveDirection = 1;
	public static double lastBulletSpeed = 15.0;
	
	public double wallStick = 120;
	/**
	 * run: SuperCrazy's main run function
	 */
	public void run() {
		/* Set some crazy colors! */
		setBodyColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
		setGunColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
		setRadarColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
		setBulletColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
		setScanColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
		
		setAdjustGunForRobotTurn(true);
		setAdjustRadarForGunTurn(true);

		/* Loop forever */
		
		/* Simple Radar Code */
		while (true) {
			if (getRadarTurnRemaining() == 0.0)
            	setTurnRadarRightRadians(Double.POSITIVE_INFINITY);
	        execute();
		}
	}

	/**
	 * onScannedRobot:  Fire!
	 */
	public void onScannedRobot(ScannedRobotEvent e) {
		/* For effect only, doing this every turn could cause seizures. */
		if(e.getTime() % 32 == 0) {
			/* Set some crazy colors! */
			setBodyColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
			setGunColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
			setRadarColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
			setBulletColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
			setScanColor(new Color((float)Math.random(),(float)Math.random(),(float)Math.random()));
			
			wallStick = 120 + Math.random()*40;
		}
		
		
		double absBearing = e.getBearingRadians() + getHeadingRadians();
		double distance = e.getDistance() + (Math.random()-0.5)*5.0;

		/* Radar Turn */
	    	double radarTurn = Utils.normalRelativeAngle(absBearing
	    	// Subtract current radar heading to get turn required
			- getRadarHeadingRadians() );

		double baseScanSpan = (18.0 + 36.0*Math.random());
		// Distance we want to scan from middle of enemy to either side
		double extraTurn = Math.min(Math.atan(baseScanSpan / distance), Math.PI/4.0);
			setTurnRadarRightRadians(radarTurn + (radarTurn < 0 ? -extraTurn : extraTurn));
		
		/* Movement */
		if(--moveTime <= 0) {
			distance = Math.max(distance, 100 + Math.random()*50) * 1.25;
			moveTime = 50 + (long)(distance / lastBulletSpeed * Math.random());
			
			++sameDirectionCounter;
			if(Math.random() < 0.5 || sameDirectionCounter > 16) {
				moveDirection = -moveDirection;
				sameDirectionCounter = 0;
			}
		}
		
		
		/* Move perpendicular to our enemy, based on our movement direction */
		double goalDirection = absBearing-Math.PI/2.0*moveDirection;
		
		/* This is too clean for crazy! Add some real randomness. */
		goalDirection += (Math.random()-0.5) * (Math.random()*2.0 + 1.0);
		
		/* Smooth around the walls, if we smooth too much, reverse direction! */
		double x = getX(), y = getY(), smooth = 0;
		Rectangle2D fieldRect = new Rectangle2D.Double(18, 18, getBattleFieldWidth()-36, getBattleFieldHeight()-36);
		while (!fieldRect.contains(x+Math.sin(goalDirection)*wallStick, y+ Math.cos(goalDirection)*wallStick)) {
			goalDirection += moveDirection*0.1;	//turn a little toward enemy and try again
			smooth += 0.1;
		}
	
		if(smooth > 0.5 + Math.random()*0.125) {
			moveDirection = -moveDirection;
		}
	
		double turn = Utils.normalRelativeAngle(goalDirection - getHeadingRadians());
		
		if (Math.abs(turn) > Math.PI/2) {
			turn = Utils.normalRelativeAngle(turn + Math.PI);
			setBack(100);
		} else {
			setAhead(100);
		}
	
		setTurnRightRadians(turn);
		
		
		/* Gun */
		double bulletPower = 1.0 + Math.random()*2.0;
		double bulletSpeed = 20 - 3 * bulletPower;
		
		/* Aim at a random offset in the general direction the enemy is heading. */
		double enemyLatVel = e.getVelocity()*Math.sin(e.getHeadingRadians() - absBearing);
		double angleOffset = Math.asin(8.0 / bulletSpeed) * Math.signum(enemyLatVel) * Math.random();
		setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing + angleOffset - getGunHeadingRadians()));
	
		if(getEnergy() > bulletPower) {
			setFire(bulletPower);
		}
	}

	public void onHitByBullet(HitByBulletEvent e) {
		lastBulletSpeed = e.getVelocity();
	}
}