[Home]SuperMyFirstRobot

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Look at the WhiteWhales page. Several people say that they can't hit MyFirstRobot from long range with any gun simpler than a pattern matcher. It follows that an upgrade of MyFirstRobot might perform very well. So I created SuperMyFirstRobot.

Bot Name

SuperMyFirstRobot

Author

AaronR

Extends

AdvancedRobot

What's special about it?

It is MyFirstRobot, except that it has things like PerpendicularMovement, Radar locks, WallSmoothing...

How competitive is it?

It is very effective at dodging simpler targeting methods. It also is fairly good in melee.

How does it move?

It oscillates back and forth, using WallSmoothing to avoid hitting the walls. Sometimes it takes off on a mad dash to the opposite side of the battlefield.

How does it fire?

It uses CircularTargeting.

How does the melee strategy differ from one-on-one strategy?

No difference, except it uses a radar lock in 1v1.

What does it save between rounds and matches?

Nothing.

Where did you get the name?

Well, it was originally based on MyFirstRobot, and I think it is a pun on Super Mario. On the OceansOfSpareTime page, I put a comment about how if you attached a GuessFactorTargeting gun to MyFirstRobot, it could probably beat Dookious...

Can I use your code?

Sure, here it is:

package ar.tests;

import static java.lang.Math.*;
import static ar.tests.Util.*;

import java.awt.Color;
import java.awt.geom.*;

import robocode.*;

public class SuperMyFirstRobot extends AdvancedRobot {
	private static final double WALL_STICK = 250.0;

	private Rectangle2D.Double fieldRectangle;
	private double angle;
	private int direction = 1;
	private double lastEnemyHeading;

	public void run() {
		setColors(null, null, Color.RED, Color.YELLOW, Color.RED);

		setAdjustGunForRobotTurn(true);
		setAdjustRadarForRobotTurn(true);
		setAdjustRadarForGunTurn(true);
		setTurnRadarRightRadians(Double.POSITIVE_INFINITY);
		
		fieldRectangle = new Rectangle2D.Double(ROBOT_CENTER, ROBOT_CENTER / 2,
				getBattleFieldWidth() - ROBOT_CENTER, getBattleFieldHeight()
						- ROBOT_CENTER);

		do {
			direction = 1;
			scan();
			setBackAsFront(angle);
			for (int i = 0; i < 18; i++) {
				doNothing();
			}

			direction = -1;
			scan();
			setBackAsFront(angle);
			for (int i = 0; i < 18; i++) {
				doNothing();
			}
		} while (true);
	}

	public void onScannedRobot(ScannedRobotEvent e) {
		double absoluteBearing = getHeadingRadians() + e.getBearingRadians();

		// Radar lock.
		if (getOthers() == 1) {
			setTurnRadarLeftRadians(getRadarTurnRemainingRadians());
		}

		// Perpendicular movement.
		angle = normalRelativeAngle(wallSmoothing(new Point2D.Double(getX(), getY()),
				absoluteBearing + PI / 2, direction));

		// Circular targeting.
		double relativeX = e.getDistance() * Math.sin(absoluteBearing);
		double relativeY = e.getDistance() * Math.cos(absoluteBearing);
		double db = 0;
		double ww = lastEnemyHeading; // enemy's starting heading

		do {
			db += getBulletSpeed(3);
			double dx = e.getVelocity() * Math.sin(ww);
			double dy = e.getVelocity() * Math.cos(ww);
			ww += e.getHeadingRadians() - lastEnemyHeading;
			relativeX += dx;
			relativeY += dy;
		} while (db < Util.distance(0, 0, relativeX, relativeY));
		lastEnemyHeading = e.getHeadingRadians();

		setTurnGunRightRadians(Math.asin(Math.sin(Math.atan2(relativeX,
				relativeY)
				- getGunHeadingRadians())));
		setFire(3);
	}

	private double wallSmoothing(Point2D.Double botLocation, double angle,
			int orientation) {
		while (!fieldRectangle.contains(project(botLocation, angle, WALL_STICK))) {
			angle += orientation * 0.1;
		}
		return angle;
	}

	private void setBackAsFront(double goAngle) {
		double angle = normalRelativeAngle(goAngle - getHeadingRadians());
		if (abs(angle) > (PI / 2)) {
			if (angle < 0) {
				setTurnRightRadians(PI + angle);
			} else {
				setTurnLeftRadians(PI - angle);
			}
			setBack(100);
		} else {
			if (angle < 0) {
				setTurnLeftRadians(-angle);
			} else {
				setTurnRightRadians(angle);
			}
			setAhead(100);
		}
	}
}


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Last edited May 7, 2007 19:23 EST by AaronR (diff)
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