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Hrm. I released this as an experiment, but I think I'm going to pull it. How does it score better against all the top 10 general bots than it does against ruc.nano.zealot? This is probably the only bot I've seen with a PBI of over 50, and multiple PBIs of over 30. -- Kuuran


Converted to a nano testbed/playground. Check out all the neat stuff this code does (other than, you know, win...):


package arthord;
import robocode.*;
import robocode.util.Utils;
import java.awt.geom.Rectangle2D;

/**
* MannyPacquiao
*/
public class MannyPacquiao extends AdvancedRobot
{
static int direction = 1; // Direction of movement
static boolean flat; // Flattener active?
static double bulletVelocity; // Velocity of enemy bullets

/**
* run: MannyPacquiao's default behavior
*/
public void run()
{
// Start round with flattener off
flat = false;

// Constantly block, while also ensuring the radar can re-lock if it slips
do
{
turnRadarRightRadians(1);
}
while(true);
}

/**
* onScannedRobot: What to do when you see another robot
*/
public void onScannedRobot(ScannedRobotEvent e)
{
double absoluteBearing; // The target enemy's absolute bearing in radians
double robotHeading; // The robot's absolute heading in radians
double enemyDistance = e.getDistance(); // Distance to the enemy

// Flattener
// 0.055 is about equal to NanoSatan's old movement
if(flat && Math.random() < 0.1)
{
direction = -direction;
}

// Wall smoother
// Note the initial angle is + 0.2 not + 0.02,
// this forces the robot to back off when possible.
double turnAngle = (absoluteBearing = e.getBearingRadians()) + Math.PI/2 + direction * 0.2;
while(!new Rectangle2D.Double(18, 18, 764, 564).contains(getX() + 170 * direction * Math.sin((robotHeading = getHeadingRadians()) + (turnAngle -= direction * 0.02)), getY() + 170 * direction * Math.cos(robotHeading + turnAngle)));

// Move
setAhead(direction * 100);

// Turn robot perpendicular to opponent
setTurnRightRadians(Utils.normalRelativeAngle(turnAngle));

// Lock onto opponent with radar
setTurnRadarRightRadians(Utils.normalRelativeAngle((absoluteBearing += robotHeading) - getRadarHeadingRadians()) * 2);

// Lock onto opponent with gun
// Note the method I use here to achieve random aim, the tuning factor is the multiplier
setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()) * (e.getEnergy() > 0 ? 5 : 1) );

// Fire
setFire(2);
}

/**
* onHitByBullet: What to do when you're hit by a bullet
*/
public void onHitByBullet(HitByBulletEvent e)
{
// Switch to flattener
flat = true;

// Record bullet velocity
bulletVelocity = e.getVelocity();
}
}



Comments:

Hrm. I released this as an experiment, but I think I'm going to pull it. How does it score better against all the top 10 general bots than it does against ruc.nano.zealot? This is probably the only bot I've seen with a PBI of over 50, and multiple PBIs of over 30. -- Kuuran
Converted to a nano testbed/playground. Check out all the neat stuff this code does (other than, you know, win...):

package arthord;
import robocode.*;
import robocode.util.Utils;
import java.awt.geom.Rectangle2D;

/**
 * MannyPacquiao
 */
public class MannyPacquiao extends AdvancedRobot
{
	static int direction = 1; // Direction of movement
	static boolean flat; // Flattener active?
	static double bulletVelocity; // Velocity of enemy bullets

	/**
	 * run: MannyPacquiao's default behavior
	 */
	public void run()
	{
		// Start round with flattener off
		flat = false;

		// Constantly block, while also ensuring the radar can re-lock if it slips
		do
		{
			turnRadarRightRadians(1);
		}
		while(true);
	}

	/**
	 * onScannedRobot: What to do when you see another robot
	 */
	public void onScannedRobot(ScannedRobotEvent e)
	{
		double absoluteBearing; // The target enemy's absolute bearing in radians
		double robotHeading; // The robot's absolute heading in radians
		double enemyDistance = e.getDistance(); // Distance to the enemy

		// Flattener
		// 0.055 is about equal to NanoSatan's old movement
		if(flat && Math.random() < 0.1)
		{
			direction = -direction;
		}

		// Wall smoother
		// Note the initial angle is + 0.2 not + 0.02,
		// this forces the robot to back off when possible.
		double turnAngle = (absoluteBearing = e.getBearingRadians()) + Math.PI/2 + direction * 0.2;
		while(!new Rectangle2D.Double(18, 18, 764, 564).contains(getX() + 170 * direction * Math.sin((robotHeading = getHeadingRadians()) + (turnAngle -= direction * 0.02)), getY() + 170 * direction * Math.cos(robotHeading + turnAngle)));

		// Move
		setAhead(direction * 100);

		// Turn robot perpendicular to opponent
		setTurnRightRadians(Utils.normalRelativeAngle(turnAngle));

		// Lock onto opponent with radar
		setTurnRadarRightRadians(Utils.normalRelativeAngle((absoluteBearing += robotHeading) - getRadarHeadingRadians()) * 2);

		// Lock onto opponent with gun
		// Note the method I use here to achieve random aim, the tuning factor is the multiplier
		setTurnGunRightRadians(Utils.normalRelativeAngle(absoluteBearing - getGunHeadingRadians()) * (e.getEnergy() > 0 ? 5 : 1) );

		// Fire
		setFire(2);
	}

	/**
	 * onHitByBullet: What to do when you're hit by a bullet
	 */
	public void onHitByBullet(HitByBulletEvent e)
	{
		// Switch to flattener
		flat = true;

		// Record bullet velocity
		bulletVelocity = e.getVelocity();
	}
}

Comments:

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Last edited May 5, 2006 0:00 EST by GrubbmGait (diff)
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