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package crazy;
import robocode.*;
import java.awt.Color;
import java.awt.geom.Point2D;
import robocode.util.Utils;

/**
 * CrazyTracker2 - a robot by Ben Pringle
 */
public class CrazyTracker2 extends AdvancedRobot
{
	static double FORWARD = 1;//choose forward or backward
	static double rand = 185;//a random number that changes
	/**
	 * CrazyTracker2's run method
	 */
	public void run() {
		setColors(Color.blue,Color.black,Color.yellow);
		setAdjustGunForRobotTurn(true);//allow gun and radar
		setAdjustRadarForGunTurn(true);//free movement
		while (true)
		{
			turnRadarRight(360);//scan for enemies
		}
	}
	/**
	 * onScannedRobot:  We have a target.  Go get it.
	 */
	public void onScannedRobot(ScannedRobotEvent e) {
//here I use an oscillating movement pattern, but
//I use a constant "rand" that I change randomly
//so that Patternmatchers can't lock onto me
if (getDistanceRemaining() == 0) { FORWARD =
	-FORWARD; setAhead(rand * FORWARD);}
setTurnRightRadians(e.getBearingRadians()
+Math.PI/2-0.5236*FORWARD
*(e.getDistance()>200?1:-1));
//here I get my enemy's statistics so that I can use
//linear targeting
		double bulletPower = Math.min(3.0,getEnergy());
		double myX = getX();
		double myY = getY();
		double absoluteBearing =
		 getHeadingRadians() + e.getBearingRadians();
		double enemyX = getX() 
		+ e.getDistance() * Math.sin(absoluteBearing);
		double enemyY = getY() 
		+ e.getDistance() * Math.cos(absoluteBearing);
		double enemyHeading = e.getHeadingRadians();
		double enemyVelocity = e.getVelocity();
//now I do my calculations for linear targeting so that
//I know where my enemy will be once my bullet gets there
		double deltaTime = 0;
double battleFieldHeight=
getBattleFieldHeight(),battleFieldWidth=
getBattleFieldWidth();
		double predictedX = enemyX, predictedY = enemyY;
while((++deltaTime)*(20.0
- 3.0*bulletPower)
<Point2D.Double.distance(myX, myY, predictedX, predictedY)){
		predictedX += Math.sin(enemyHeading) 
		* enemyVelocity;	
		predictedY += Math.cos(enemyHeading) 
		* enemyVelocity;
			if(	predictedX < 18.0 
				|| predictedY < 18.0
				|| predictedX > battleFieldWidth - 18.0
				|| predictedY > battleFieldHeight - 18.0){
predictedX = 
Math.min(Math.max(18.0, predictedX), battleFieldWidth 
- 18.0);	
predictedY = 
Math.min(Math.max(18.0, predictedY), battleFieldHeight
- 18.0);
				break;}}
double theta =
Utils.normalAbsoluteAngle(Math.atan2(predictedX
- getX(), predictedY - getY()));
//now I can turn my gun...
setTurnRadarRightRadians
(Utils.normalRelativeAngle(absoluteBearing 
- getRadarHeadingRadians()));
setTurnGunRightRadians(Utils.normalRelativeAngle(theta
- getGunHeadingRadians()));
//...and fire!
		fire(3);
	}
	/**
	 * onHitByBullet: Randomize my movement
	 */
	public void onHitByBullet(HitByBulletEvent e) {
		//change my movement to throw off patternmatchers
		rand += Math.random()*5*FORWARD;
}
}

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Last edited December 28, 2005 22:52 EST by Bayen (diff)
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