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Mmmm............ I'm a lazy boy
package SuperMan;
import robocode.*;
import java.awt.Color;
import java.util.*;
import java.lang.Math.*;
/**
 * SuperMan----DAYDream  ONLY A SAMPLE
 */
public class SuperMan extends AdvancedRobot
{
	
    
    
          private Vector trackVector;//target vector
 	  double previousEnergy = 100;
          int movementDirection = 1;
          int gunDirection = 1;
          int hurt=0;
          int hurtEnemy=0;
          static final int NORMAL = 0;
          static final int CRAZY = 1;
          static final int FIRE = 2;
          static final int RAMFIRE = 3;
          static final int TRACKFIRE = 4;
          static final int TRACKER = 5;
          static final int CORNER = 6;
          static final int SPINBOT = 7;
          static final int WALL = 8;
          //<Corner FIRE RamFire Spinbot Tracker TrackFire>
          
          static int corner = 0; // Which corner we are currently using
      	  boolean stopWhenSeeRobot = false; // See goCorner()
      	  boolean movingForward;//CRAZY METHOD NEEDED
      	  int turnDirection = 1;//RAMFIRE
      	  String trackName=null;//TRACKER
      	  double gunTurnAmt=10;//TRACKER
      	  int count = 0;
      	  int others; // Number of other robots in the game
      	  boolean peek; // Don't turn if there's a robot there
    	  double moveAmount; // How much to move
    	
          //END <Corner FIRE RamFire Spinbot Tracker TrackFire>

	public void run() {
		// After trying out your robot, try uncommenting the import at the top,
		// and the next line:
		
		//设置颜色
		setBodyColor(Color.black);
		setGunColor(Color.black);
		setRadarColor(Color.black);
		setScanColor(Color.red);
		// and the next line:
		//setColors(Color.red,Color.blue,Color.green);
		trackVector=new Vector();
		 setTurnGunRight(99999);
		 do 
			{
			    RunMethod(NORMAL);
			}   while (true);
	
	}
	public void RunMethod(int x)
	{
		switch(x){
		case NORMAL: {	setAhead(100);
        				execute();
        				break;}
		case CRAZY: {setAhead(40000);
		            movingForward = true;
		            setTurnRight(90);
		            waitFor(new TurnCompleteCondition(this));
		     		setTurnLeft(180);
	        		waitFor(new TurnCompleteCondition(this));
		     		setTurnRight(180);
		    		waitFor(new TurnCompleteCondition(this));
		    		break;}
		case FIRE: 	{turnGunRight(5);
		            break;}
		case RAMFIRE:{turnRight(5 * turnDirection);
		            break;}
		case TRACKFIRE:{turnGunRight(10); // Scans automatically            
                       break;}
		case TRACKER: 	{turnGunRight(gunTurnAmt);
						count++;
						if (count > 2)
						{
			              	gunTurnAmt = -10;
			            }
						if (count > 5)
						{
			             	gunTurnAmt = 10;
			            }
						if (count > 11)
						{
			             	trackName = null;               
		                }
						break;}
		case CORNER:	{goCorner();
		                int gunIncrement = 3;	
		                for (int i = 0; i < 30; i++) {
		    				turnGunLeft(gunIncrement);
		    			}
		    			gunIncrement *= -1;
		    		break;}
		case SPINBOT:   	{setTurnRight(10000);
		                    // Limit our speed to 5
		                    setMaxVelocity(5);
		                    // Start moving (and turning)
		                    ahead(10000);
		                  break;}
		case WALL:    {	moveAmount = Math.max(getBattleFieldWidth(), getBattleFieldHeight());
		                // Initialize peek to false
		                peek = false;
		
		// turnLeft to face a wall.
		// getHeading() % 90 means the remainder of 
		// getHeading() divided by 90.
		                turnLeft(getHeading() % 90);
		                ahead(moveAmount);
		// Turn the gun to turn right 90 degrees.
		                peek = true;
		                turnGunRight(90);
		                turnRight(90);  
		              break;}
					
		}
 						
	}
	public void HitMethod(int x,HitRobotEvent e)
	{
		switch(x){
		case NORMAL: {//NULL 
                     break;}
		case CRAZY: {// If we're moving the other robot, reverse!
			          if (e.isMyFault())
			          {
				         reverseDirection();
			          }
		    		  break;}
		case FIRE: 	{
			          double turnGunAmt = normalRelativeAngle(e.getBearing() + getHeading() - 

getGunHeading());
                      turnGunRight(turnGunAmt);
		              fire(3);
		              break;}
		case RAMFIRE:{	if (e.getBearing() >= 0)
		                {
			                turnDirection = 1;
		                }
		                else
		                {
			                turnDirection = -1;
		                }
		                turnRight(e.getBearing());
		        		if (e.getEnergy() > 16) {
			            fire(3);
		                } else if (e.getEnergy() > 10) {
			            fire(2);
		                } else if (e.getEnergy() > 4) {
			            fire(1);
		                } else if (e.getEnergy() > 2) {
			            fire(.5);
		                } else if (e.getEnergy() > .4) {
			            fire(.1);
		                }
		                ahead(40); // Ram him again!
		                break;}
		case TRACKFIRE:{ // NULL       
                       break;}
		case TRACKER: {	
			               if (trackName != null && !trackName.equals(e.getName())) {
			               out.println("Tracking " + e.getName() + " due to collision");
		                   }
		                   // Set the target
		                   trackName = e.getName();
		                   // Back up a bit.
		                   // Note:  We won't get scan events while we're doing this!
		                   // An AdvancedRobot might use setBack(); execute();
		                   gunTurnAmt = normalRelativeAngle(e.getBearing() + (getHeading() - 

getRadarHeading()));
		                   turnGunRight(gunTurnAmt);
		                   fire(3);
		                   back(50);
						   break;}
		case CORNER:	goCorner();
		                int gunIncrement = 3;	
		                for (int i = 0; i < 30; i++) {
		    				turnGunLeft(gunIncrement);
		    			}
		    			gunIncrement *= -1;
		    			break;
		case SPINBOT:   {		if (e.getBearing() > -10 && e.getBearing() < 10)
		                        {
			                       fire(3);
		                        }
		                        if (e.isMyFault())
		                        {
			                       turnRight(10);
		                        }
		                    break;}
		case WALL:    	{	
			                 if (e.getBearing() > -90 && e.getBearing() < 90)
			                 {
			                     back(100);
		                     } // else he's in back of us, so set ahead a bit.
		                     else 
		                     {
			                     ahead(100);
		                     } 
		                     break;}
					
		}
 						
	}
	public void goCorner() {
		// We don't want to stop when we're just turning...
		stopWhenSeeRobot = false;
		// turn to face the wall to the "right" of our desired corner.
		turnRight(normalRelativeAngle(corner - getHeading()));
		// Ok, now we don't want to crash into any robot in our way...
		stopWhenSeeRobot = true;
		// Move to that wall
		ahead(5000);
		// Turn to face the corner
		turnLeft(90);
		// Move to the corner
		ahead(5000);
		// Turn gun to starting point
		turnGunLeft(90);
	}
	/**
	 *onHitWall:撞墙反应事件
	 */
	public void onHitWall(HitWallEvent e) {
		if(hurt<5)
		{
			reverseDirection();
		}
	    else
	    {
		   RunMethod(RAMFIRE);
	    }
	}
	/**
	 * reverseDirection:  Switch from ahead to back & vice versa
	 */	
	public void reverseDirection() {
		if (movingForward) {
			setBack(40000);
			movingForward = false;
		} else {
			setAhead(40000);
			movingForward = true;
		}
	}
	/**
	 * normalRelativeAngle:  Returns angle such that -180 < angle <= 180
	 */
	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;
	}
	/**
	 * normalAbsoluteAngle:  Returns angle such that 0 <= angle < 360
	 */	
	public double normalAbsoluteAngle(double angle) {
		if (angle >= 0 && angle < 360) {
			return angle;
		}
		double fixedAngle = angle;

		while (fixedAngle < 0) {
			fixedAngle += 360;
		}
		while (fixedAngle >= 360) {
			fixedAngle -= 360;
		}
		return fixedAngle;
	}
	//根据距离判断火力 
	public void smartFire(double robotDistance) {
		if (robotDistance > 200 || getEnergy() < 15) {
			fire(1);
		} else if (robotDistance > 50) {
			fire(2);
		} else {
			fire(3);
		}
	}
	public void onHitRobot(HitRobotEvent e) {
		hurtEnemy=hurtEnemy+1;
		if(hurtEnemy==1)
		{
			HitMethod(FIRE,e);
		}
		if(hurtEnemy==2)
		{
			HitMethod(RAMFIRE,e);
		}
		if(hurtEnemy==3)
		{
			HitMethod(FIRE,e);
		}
		if(hurtEnemy==4)
		{
			HitMethod(SPINBOT,e);
		}
		if(hurtEnemy>=5)
		{
			HitMethod(TRACKER,e);
		}
		if(hurtEnemy==6 && hurt>3)
		{
			HitMethod(CRAZY,e);
			hurtEnemy=0;
		}
	}
	
	/**
     * 自定义函数:显示当前敌人的距离
     */
    public void showTrack()
    {
   		int i=0;
		out.println("This Time is "+getTime());   	
		out.println("Track's count is "+trackVector.size());	
		
		while(i<trackVector.size())
		{
			Track myTrack=(Track)trackVector.get(i);
			out.println(myTrack.Name+"'s Distance is "+myTrack.Distance);
			i++;
		}		
    }

	/**
	 * onScannedRobot: What to do when you see another robot
	 */
	public void onScannedRobot(ScannedRobotEvent e) {
		if(!isInVector(e))
		{
			Track myTrack=new Track();
			myTrack.update(e);
			trackVector.add(myTrack);
		}
		if(isInVector(e))
		{
		      // Stay at right angles to the opponent
             setTurnRight(e.getBearing()+90-30*movementDirection); 
              // If the bot has small energy drop,
              // assume it fired
             double changeInEnergy = previousEnergy-e.getEnergy();
             if (changeInEnergy>0 && changeInEnergy<=3) 
	         {
                 // Dodge!
                 movementDirection =-movementDirection;
                 setAhead((e.getDistance()/4+25)*movementDirection);
              }
          // When a bot is spotted,
          // sweep the gun and radar
          gunDirection = -gunDirection;
          setTurnGunRight(99999*gunDirection);
    
          // Fire directly at target
          fire(3);
    
          // Track the energy level
          previousEnergy = e.getEnergy();

	    }
	}

	/**
	 * onHitByBullet: What to do when you're hit by a bullet
	 */
	public void onHitByBullet(HitByBulletEvent e) {
		turnLeft(90 - e.getBearing());
	}
	
	/**
     * isInVector:自定义方法,判断该机器人是否已存在于队列中
     */
	public boolean isInVector(ScannedRobotEvent e)
	{
		int i=0;
		while(i<trackVector.size())
		{
			Track myTrack=(Track)trackVector.get(i);
			if(myTrack.Name==e.getName())
			{
				myTrack.update(e);
				return true;	
			}
			i++;
		}	
		return false;
	}
	
	/**
     * onScannedRobot:有机器人被消灭时产生该事件
     */
	public void onRobotDeath(RobotDeathEvent event)
	{
		int i=0;
		while(i<trackVector.size())
		{
			Track myTrack=(Track)trackVector.get(i);
			if(myTrack.Name==event.getName())
			{
				trackVector.remove(i);
			}
			i++;
		}				
	}
}


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Last edited June 5, 2008 15:01 EST by DAYDream (diff)
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