# What type of wave surfing is this?

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I made this for a micro bot. It is wave surfing but it is not Goto or True wave surfing. It is something more like gravity surfing.Is there a name for this? Sorry for pasting the all code.

```
public static double[][] m = new double[3][5];
double enemyEnergy = 100;
ArrayList<Wave> waves = new ArrayList<>();
public void run() {
setTurnRadarRightRadians(Double.POSITIVE_INFINITY);
}
public void onScannedRobot(robocode.ScannedRobotEvent e) {
double bulletPower;
double absoluteBearing = e.getBearingRadians() + getHeadingRadians();
double lateralVelocity = getVelocity() * Math.sin(getHeadingRadians() - absoluteBearing + Math.PI);
if ((bulletPower = (enemyEnergy - (enemyEnergy = e.getEnergy()))) <= 3 && bulletPower >= 0.09) {
waves.add(new Wave(bulletPower, getHeadingRadians() + e.getBearingRadians() + Math.PI, e.getDistance(), (int)Math.round(lateralVelocity / 8)));
}
double max = 0;
double dir = 0;
for (int i = 0; i < waves.size(); i++) {
Wave w = waves.get(i);
w.move += getVelocity();
w.time--;
if (w.time <= 0) {
waves.remove(w);
i--;
} else {
dir -= w.dir / w.time;
max += 1 / w.time;
}
}
dir /= max;
setAhead(Math.max(-1, Math.min(dir, 1)) * 36);
setTurnRightRadians(normalRelativeAngle(wallSmoothing(getX(), getY(), getHeadingRadians() + e.getBearingRadians() + Math.PI / 2, (int)Math.signum(dir)) - getHeadingRadians())); //Staying perpendicular to the enemy to have a large escape angle
setTurnRadarLeftRadians(getRadarTurnRemaining());
System.out.println(Arrays.deepToString(m));
}
public void onHitByBullet(robocode.HitByBulletEvent e) {
if (!waves.isEmpty()) {
Wave w = waves.get(0);
m[w.segment][w.segment2] += Math.signum(w.move);
}
}
public void onHitWall(robocode.HitWallEvent e) {
onHitByBullet(null);
}
public double wallSmoothing(double x, double y, double currentAngle, int dir) {
if (dir != 0) {
currentAngle += Math.PI / 20 * dir;//This is optional. I use it to get away from the enemy
Rectangle2D battleField = new Rectangle(25, 25, 775, 575);
while (!battleField.contains(x + Math.sin(currentAngle) * 160 * dir, y + Math.cos(currentAngle) * 160 * dir)) {
currentAngle -= Math.PI / 45 * dir;
}
}
return currentAngle;
}
public class Wave {
double speed;
double mea;
double time;
int segment;
int segment2;
double dir;
double move = 0;
public Wave(double power, double angle, double distance, int segment) {
time = distance / (speed = (20 - 3 * power));
mea = 8 / speed;
this.segment = segment + 1;
dir = (int)Math.signum(m[segment + 1][segment2 = (int)Math.round(time / 91 * 5)]);
if(dir == 0) {
dir = Math.random() < 0.5 ? -1: 1;
}
}
}
```

Dsekercioglu (talk)

I'm not sure I follow your logic with this. Could you explain how the pieces are meant to work?

Also, there might be a bug with *w.move += getVelocity();*, since that is the velocity of the robot not the wave.

Skilgannon (talk)

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Return to Thread:Talk:Wave Surfing/What type of wave surfing is this/reply (2).

Sorry if the weighted sum is positive, it moves back.

Dsekercioglu (talk)