This method basicaly uses CircularTargeting, but instead of using the current enemy's velocity, you keep a log of all of its recorded velocities: and shooting at the "highest" point in the graph.
This is achieved throught the use of a vector and array pair.
static Vector velocityMap; double[] vArray = new double[321]; Velocity enemyV = new Velocity(e.getVelocity()); velocityMap.addElement(enemyV); for(int flush=0;flush<321;flush++){ vArray[flush]=0; } Velocity temp = new Velocity(0); double temp2=0; out.println(velocityMap.size()); for(int index=0; index < velocityMap.size(); index++){ temp = (Velocity)velocityMap.get(index); temp2 = (temp.v+8)*20; vArray[(int)temp2]++; } Count target = new Count(); for(int scan=0; scan < 321; scan++){ if(vArray[scan]>target.threshHold){ target.value = (scan/20)-8; target.threshHold=vArray[scan]; } } double power = (2200/Math.pow(e.getDistance(),1.15)); if(power>=getEnergy()){ power = getEnergy()-.1; } if(power>3) power=3; if(power<.1) power=.1; double dist = e.getDistance(); double playerX = getX(); double playerY = getY(); double bearing = (Math.toRadians(getHeading())+e.getBearingRadians())%(2*Math.PI); double enemyX = playerX + (dist * Math.sin(bearing)); double enemyY = playerY + (dist * Math.cos(bearing)); double bulletV = 20 - 3 * power; double enemyH = e.getHeadingRadians(); enemyH += (enemyH-lastH)/(getTime()-lastScanT); double gunH = getGunHeading(); double predictD = e.getDistance(); double predictX = enemyX; double predictY = enemyY; double rawV = target.value; double theta = 0; double time2 = 0; double t=0; double timeTheta = 0; double time0=dist/bulletV; int deltaT = 0; int others = getOthers(); double lastDiff=Double.POSITIVE_INFINITY; for(deltaT=-1000;deltaT<=1000;deltaT++){ t = time0 + deltaT; predictX = enemyX+((rawV*t)*Math.sin(enemyH)); predictY = enemyY+((rawV*t)*Math.cos(enemyH)); if (predictX < 20){ predictX = 20; }else if(predictX > battleFieldWidth-20){ predictX = battleFieldWidth-20; } if (predictY < 20){ predictY = 20; }else if(predictY > battleFieldHeight-20){ predictY = battleFieldHeight-20; } predictD = Point2D.Double.distance(playerX,playerY,predictX,predictY); timeTheta = Utils.absoluteBearing(playerX, playerY, predictX, predictY); timeTheta = Utils.normalizeBearing(timeTheta - gunH); time2 = (predictD / bulletV) + (timeTheta / 20); if(Math.abs(t-time2) <= lastDiff){ theta = Utils.absoluteBearing(playerX, playerY, predictX, predictY); theta = Utils.normalizeBearing(theta-gunH); lastDiff = Math.abs(t-time2); } } turnGunRight(Utils.normalizeBearing(theta)); lastH = enemyH; lastScanT = getTime(); if(getEnergy()>0.2) fire(power);
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