BrokenSword/Code

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BrokenSwordVersion History - Code

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;
    }
  }
}