Difference between revisions of "SuperWalls"

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SuperWalls is a part of the [[Super Sample Bots]] set by CrazyBassoonist. It is intended to provide new robocoders with a new challenge after beating all of the sample robots.
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SuperWalls is a part of the [[Super Sample Bots]] set by CrazyBassoonist. It is intended to provide new robocoders with a new challenge after beating all of the sample robots.
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Thanks to [[nat]] for cleaning up the bad coding caused by my horrible coding skills.
  
  

Revision as of 20:51, 1 March 2009

SuperWalls is a part of the Super Sample Bots set by CrazyBassoonist. It is intended to provide new robocoders with a new challenge after beating all of the sample robots.

Thanks to nat for cleaning up the bad coding caused by my horrible coding skills.


Movement

SuperWalls uses the exact same movement as Walls.


Targeting

SuperWalls uses two guns, a Linear Targeting gun and a Head-On Targeting gun. It keeps track of the number and of shots and hits of each gun, and uses whichever gun works better.

Code

package wiki.SuperSampleBot;

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

/**
 * SuperWalls - a sample robot by CrazyBassoonist based on the sample robot Walls by Mathew Nelson and maintained by Flemming N. Larsen
 * Moves around the outer edge with two targeting systems
 */
public class SuperWalls extends AdvancedRobot {
	static int HGShots;     //Number of shots with Head-On Targeting
	static int LGShots;     //Number of shots with Linear Targeting
	static int HGHits;      //Number of hits with Head-On Targeting
	static int LGHits;      //Number of hits with Linear Targeting
	boolean gunIdent;       //Used to tell which gun we are using
	double moveAmount;      // How much to move

	public void run() {
		setAdjustRadarForRobotTurn(true);
		setAdjustRadarForGunTurn(true);
		setBodyColor(Color.black);
		setGunColor(Color.black);
		setRadarColor(Color.orange);
		setBulletColor(Color.cyan);
		setScanColor(Color.cyan);

		// Initialize moveAmount to the maximum possible for this battlefield.
		moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight());

		setTurnRadarRight(Double.POSITIVE_INFINITY);

		// turnLeft to face a wall.
		// getHeading() % 90 means the remainder of
		// getHeading() divided by 90.
		turnLeft(getHeading() % 90);
		ahead(moveAmount);

		// Turn the gun to turn right 90 degrees.
		turnRight(90);
		while (true) {
			// Move up the wall
			ahead(moveAmount);
			// Turn to the next wall
			turnRight(90);
		}
	}

	/**
	 * onHitRobot:  Move away a bit.
	 */
	public void onHitRobot(HitRobotEvent e) {
		// If he's in front of us, set back up a bit.
		if (e.getBearing() > -90 && e.getBearing() < 90) {
			back(100);
		} // else he's in back of us, so set ahead a bit.
		else {
			ahead(100);
		}
	}

	/**
	 * onScannedRobot: Fire!
	 */
	public void onScannedRobot(ScannedRobotEvent e) {
		double absBearing = e.getBearingRadians()+getHeadingRadians();// The enemies location relative to us
		double latVel = e.getVelocity()*Math.sin(e.getHeadingRadians()-absBearing);// The enemies lateral velocity
		double radarTurn = absBearing - getRadarHeadingRadians();// The amount to turn our radar

		double HGRating = (double) HGHits / HGShots;
		double LGRating = (double) LGHits / LGShots;

		if (getRoundNum() == 0 || LGRating>HGRating){ // In the first round use linear targeting
			double bulletPower = Math.min(3, e.getEnergy() / 4);
			setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians() + Math.asin(latVel / (20 - 3 * bulletPower))));// Turn our gun
			LGShots++;
			gunIdent = true;
			setFire(bulletPower);// Fire the minimum amount of energy needed to finish off the other robot
		} else { //in the second use head-on
			setTurnGunRightRadians(Utils.normalRelativeAngle(absBearing - getGunHeadingRadians()));
			HGShots++;
			gunIdent = false;
			setFire(e.getEnergy() / 4);// Fire the minimum amount of energy needed to finish off the other robot
		}
		setTurnRadarRightRadians(Utils.normalRelativeAngle(radarTurn) * 2);// Make the radar lock on
	}

	public void onBulletHit(BulletHitEvent e){//add a hit to the ranking of whatever gun we were using
		if(gunIdent){
			LGHits = LGHits+1;
		}
		else{
			HGHits = HGHits+1;
		}
	}
}