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boolean ally = true; //will we work together with other //Crazy? robots? |
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static int targetStrategy = 1; //1 is Linear //2 is Head On Targeting int misscount; //how many times my shots missed |
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setAdjustGunForRobotTurn(true);//allow gun to move //freely |
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setAdjustGunForRobotTurn(true);//allow gun and radar setAdjustRadarForGunTurn(true);//free movement |
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//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 } } } |
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if(targetStrategy == 1){ |
|
double theta = Utils.normalAbsoluteAngle?(Math.atan2(predictedX |
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double theta = Utils.normalAbsoluteAngle?(Math.atan2(predictedX |
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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; } } |
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//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> |
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} }</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;
}
}