[Home]CrazyTrackerSource

Robo Home | Changes | Preferences | AllPages

Difference (from prior major revision) (no other diffs)

Removed: 13,14d12
boolean ally = true; //will we work together with other
//Crazy? robots?

Removed: 17,19d14
static int targetStrategy = 1; //1 is Linear
//2 is Head On Targeting
int misscount; //how many times my shots missed

Changed: 25,26c20,21
setAdjustGunForRobotTurn(true);//allow gun to move
//freely
setAdjustGunForRobotTurn(true);//allow gun and radar
setAdjustRadarForGunTurn(true);//free movement

Removed: 36,45d30
//ensure that we don't fire upon other
//Crazy? robots
if(e.getName().length() >= 5 && getOthers() > 1){
if((getName().subSequence(0,5))
.equals(e.getName().subSequence(0,5))){
if(ally==true){//if they have fired at us, we will
return; //not ally with them
}
}
}

Removed: 56d40
if(targetStrategy == 1){

Changed: 93c77,78
double theta = Utils.normalAbsoluteAngle?(Math.atan2(predictedX
double theta =
Utils.normalAbsoluteAngle?(Math.atan2(predictedX

Removed: 104,170d88
if(targetStrategy==2||getOthers()>3){
// Calculate exact location of the robot
double absoluteBearing =
getHeading() + e.getBearing();
double bearingFromGun? =
normalRelativeAngle(absoluteBearing -
getGunHeading?());
// If it's close enough, fire!
if (Math.abs(bearingFromGun?) <= 3) {
turnGunRight?(bearingFromGun?);
// We check gun heat here, because calling fire()
// uses a turn, which could cause us to lose track
// of the other robot.
if (getGunHeat() == 0)
fire (Math.min(3
- Math.abs(bearingFromGun?),getEnergy()
- .1));
}
// otherwise just set the gun to turn.
// Note: This will have no effect until we call scan()
else {
turnGunRight?(bearingFromGun?);
}
// Generates another scan event if we see a robot.
// We only need to call this if the gun (and therefore radar)
// are not turning. Otherwise, scan is called automatically.
if (bearingFromGun? == 0)
scan();
}
}
public void onWin(WinEvent? e)
{
//My? favorite little victory dance.
setAdjustRadarForRobotTurn?(true);
setAdjustRadarForGunTurn(true);
setAdjustGunForRobotTurn(true);
for(;;){
setTurnRadarRight(360);
setTurnGunLeft?(180);
setTurnLeft?(90);
if(getEnergy() > 0.1)
fire(0.1);
}
}
// Helper function
public double normalRelativeAngle(double angle) {
if (angle > -180 && angle <= 180)
return angle;
double fixedAngle = angle;
while (fixedAngle <= -180)
fixedAngle += 360;
while (fixedAngle > 180)
fixedAngle -= 360;
return fixedAngle;
}
/**
* onHitByBullet?: Randomize my movement
*/
public void onBulletMissed?(BulletMissedEvent? e) {
misscount++;
if(misscount > 5){
if(targetStrategy==1)
targetStrategy=2;
if(targetStrategy==2)
targetStrategy=1;
}
}

Changed: 177,185c95,96
//make sure my allies aren't firing on me, and if
//they are, I will cut short our alliance
if(e.getName().length() >= 5 && getOthers() > 1){
if((getName().subSequence(0,5))
.equals(e.getName().subSequence(0,5))){
if(ally==true){ally = false;}}}

}}
</pre>
}
}</pre>

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;
}
}

Robo Home | Changes | Preferences | AllPages
Edit text of this page | View other revisions
Last edited December 28, 2005 22:52 EST by Bayen (diff)
Search: