Beispiel #1
0
 public void onScannedRobot(ScannedRobotEvent event) {
   a = Utils.normalRelativeAngle(getHeadingRadians() + event.getBearingRadians());
   e = event.getEnergy();
   d = event.getDistance();
   x = d * Math.sin(a);
   y = d * Math.cos(a);
   h = event.getHeadingRadians();
   dh = -Utils.normalRelativeAngle(getGunHeadingRadians() - a);
 }
Beispiel #2
0
  public void onScannedRobot(ScannedRobotEvent e) {
    robotLocation = new Point2D.Double(getX(), getY());
    enemyAbsoluteBearing = getHeadingRadians() + e.getBearingRadians();
    enemyDistance = e.getDistance();
    enemyLocation = vectorToLocation(enemyAbsoluteBearing, enemyDistance, robotLocation);

    // Change direction at random
    if (Math.random() < 0.015) {
      movementLateralAngle *= -1;
    }
    move();
    execute();

    // radar
    setTurnRadarRightRadians(
        Utils.normalRelativeAngle(enemyAbsoluteBearing - getRadarHeadingRadians()) * 2);

    /*
     * Circular Gun from wiki
     */
    double absBearing = e.getBearingRadians() + getHeadingRadians();

    // Finding the heading and heading change.
    double enemyHeading = e.getHeadingRadians();
    double enemyHeadingChange = enemyHeading - oldEnemyHeading;
    oldEnemyHeading = enemyHeading;

    double deltaTime = 0;
    double predictedX = getX() + e.getDistance() * Math.sin(absBearing);
    double predictedY = getY() + e.getDistance() * Math.cos(absBearing);
    while ((++deltaTime) * BULLET_SPEED
        < Point2D.Double.distance(getX(), getY(), predictedX, predictedY)) {

      // Add the movement we think our enemy will make to our enemy's current X and Y
      predictedX += Math.sin(enemyHeading) * (e.getVelocity());
      predictedY += Math.cos(enemyHeading) * (e.getVelocity());

      // Find our enemy's heading changes.
      enemyHeading += enemyHeadingChange;

      // If our predicted coordinates are outside the walls, put them 18
      // distance units away from the walls as we know
      // that that is the closest they can get to the wall (Bots are
      // non-rotating 36*36 squares).
      predictedX = Math.max(Math.min(predictedX, getBattleFieldWidth() - 18), 18);
      predictedY = Math.max(Math.min(predictedY, getBattleFieldHeight() - 18), 18);
    }
    // Find the bearing of our predicted coordinates from us.
    double aim = Utils.normalAbsoluteAngle(Math.atan2(predictedX - getX(), predictedY - getY()));

    // Aim and fire.
    setTurnGunRightRadians(Utils.normalRelativeAngle(aim - getGunHeadingRadians()));
    setFire(BULLET_POWER);

    setTurnRadarRightRadians(Utils.normalRelativeAngle(absBearing - getRadarHeadingRadians()) * 2);
  }
 /** onScannedRobot: What to do when you see another robot */
 public void onScannedRobot(ScannedRobotEvent e) {
   if (isFriend(e.getName())) {
     return;
   }
   Enemy en;
   if (targets.containsKey(e.getName())) {
     en = (Enemy) targets.get(e.getName());
   } else {
     en = new Enemy();
     targets.put(e.getName(), en);
   }
   // the next line gets the absolute bearing to the point where the bot is
   double absbearing_rad = (getHeadingRadians() + e.getBearingRadians()) % (2 * PI);
   // this section sets all the information about our target
   en.name = e.getName();
   double h = normaliseBearing(e.getHeadingRadians() - en.heading);
   h = h / (getTime() - en.ctime);
   en.changehead = h;
   en.x = getX() + Math.sin(absbearing_rad) * e.getDistance(); // works out
   // the x
   // coordinate
   // of where
   // the
   // target is
   en.y = getY() + Math.cos(absbearing_rad) * e.getDistance(); // works out
   // the y
   // coordinate
   // of where
   // the
   // target is
   en.bearing = e.getBearingRadians();
   en.heading = e.getHeadingRadians();
   en.ctime = getTime(); // game time at which this scan was produced
   en.speed = e.getVelocity();
   en.distance = e.getDistance();
   en.live = true;
   if ((en.distance < target.distance) || (target.live == false)) {
     target = en;
   }
 }
Beispiel #4
0
 public void update(ScannedRobotEvent sre, double self_h, double self_x, double self_y) {
   if (sre.getName().equals(name)) {
     tc.update(
         sre.getTime(),
         sre.getEnergy(),
         tm.predict_gun_heading(sre, tc),
         tm.predict_gun_heat(sre, tc),
         correct_angle(sre.getHeadingRadians()),
         sre.getVelocity(),
         getX(sre, self_h, self_x),
         getY(sre, self_h, self_y));
     mm.update(sre);
   }
 }
Beispiel #5
0
 public RobotModel(ScannedRobotEvent fs, AdvancedRobot parent) { // firstScan
   this(
       fs.getName(),
       parent.getHeight(),
       parent.getWidth(),
       fs.getEnergy(),
       // TODO update parent. if a more intelligent method is found
       parent.getGunCoolingRate(),
       parent.getGunHeadingRadians(),
       parent.getGunHeat(),
       parent.getRadarHeadingRadians(),
       fs.getHeadingRadians(),
       fs.getVelocity(),
       // adjusted locations
       getX(fs, parent.getHeadingRadians(), parent.getX()),
       getY(fs, parent.getHeadingRadians(), parent.getY()));
   this.parent = parent;
 }
Beispiel #6
0
  public void onScannedRobot(ScannedRobotEvent e) {

    /*-------- setup data -----*/
    if (enemyName == null) {

      enemyName = e.getName();
    }
    Point2D.Double robotLocation = new Point2D.Double(bot.getX(), bot.getY());
    double theta;
    final double enemyAbsoluteBearing = bot.getHeadingRadians() + e.getBearingRadians();
    final double enemyDistance = e.getDistance();
    enemyLocation = projectMotion(robotLocation, enemyAbsoluteBearing, enemyDistance);
    final double enemyEnergy = e.getEnergy();

    Rectangle2D.Double BF = new Rectangle2D.Double(18, 18, 764, 564);

    /*
        To explain the below; if the enemy's absolute acceleration is
        zero then we segment on time since last velocity change, lateral
        acceleration and lateral velocity.
        If their absolute acceleration is non zero then we segment on absolute
        acceleration and absolute velocity.
        Regardless we segment on walls (near/far approach to walls) and distance.
        I'm trying to have my cake and eat it, basically. :-)
    */
    MicroWave w = new MicroWave();

    final double lastLatVel = enemyLatVel;
    double lastVelocity = enemyVelocity;
    enemyLatVel =
        (enemyVelocity = e.getVelocity()) * Math.sin(e.getHeadingRadians() - enemyAbsoluteBearing);

    int distanceIndex = (int) enemyDistance / 140;

    double bulletPower = distanceIndex == 0 ? 3 : 2;
    theta = Math.min(bot.getEnergy() / 4, Math.min(enemyEnergy / 4, bulletPower));
    if (theta == bulletPower) bot.addCustomEvent(w);
    bulletPower = theta;
    w.bulletVelocity = 20D - 3D * bulletPower;

    int accelIndex = (int) Math.round(Math.abs(enemyLatVel) - Math.abs(lastLatVel));

    if (enemyLatVel != 0) bearingDirection = enemyLatVel > 0 ? 1 : -1;
    w.bearingDirection = bearingDirection * Math.asin(8D / w.bulletVelocity) / GF_ZERO;

    double moveTime = w.bulletVelocity * lastVChangeTime++ / enemyDistance;
    int bestGF = moveTime < .1 ? 1 : moveTime < .3 ? 2 : moveTime < 1 ? 3 : 4;

    int vIndex = (int) Math.abs(enemyLatVel / 3);

    if (Math.abs(Math.abs(enemyVelocity) - Math.abs(lastVelocity)) > .6) {
      lastVChangeTime = 0;
      bestGF = 0;

      accelIndex = (int) Math.round(Math.abs(enemyVelocity) - Math.abs(lastVelocity));
      vIndex = (int) Math.abs(enemyVelocity / 3);
    }

    if (accelIndex != 0) accelIndex = accelIndex > 0 ? 1 : 2;

    w.firePosition = robotLocation;
    w.enemyAbsBearing = enemyAbsoluteBearing;
    // now using PEZ' near-wall segment
    w.waveGuessFactors =
        guessFactors[accelIndex][bestGF][vIndex][
            BF.contains(
                    projectMotion(
                        robotLocation,
                        enemyAbsoluteBearing + w.bearingDirection * GF_ZERO,
                        enemyDistance))
                ? 0
                : BF.contains(
                        projectMotion(
                            robotLocation,
                            enemyAbsoluteBearing + .5 * w.bearingDirection * GF_ZERO,
                            enemyDistance))
                    ? 1
                    : 2][
            distanceIndex];

    bestGF = GF_ZERO;

    for (int gf = GF_ONE; gf >= 0 && enemyEnergy > 0; gf--)
      if (w.waveGuessFactors[gf] > w.waveGuessFactors[bestGF]) bestGF = gf;

    bot.setTurnGunRightRadians(
        Utils.normalRelativeAngle(
            enemyAbsoluteBearing
                - bot.getGunHeadingRadians()
                + w.bearingDirection * (bestGF - GF_ZERO)));

    if (bot.getEnergy() > 1 || distanceIndex == 0) bot.setFire(bulletPower);

    bot.setTurnRadarRightRadians(
        Utils.normalRelativeAngle(enemyAbsoluteBearing - bot.getRadarHeadingRadians()) * 2);
  }
  /** onScannedRobot: What to do when you see another robot */
  public void onScannedRobot(ScannedRobotEvent e) {
    System.out.println("START at : " + getTime() + " onScannedRobot----------------------------");
    String nnn = e.getName();
    System.out.println("scan " + nnn);
    double eneX =
        getX() + Math.sin(e.getBearingRadians() + Math.toRadians(getHeading())) * e.getDistance();
    double eneY =
        getY() + Math.cos(e.getBearingRadians() + Math.toRadians(getHeading())) * e.getDistance();
    Enemy_info enem = null;
    if (!isTeammate(nnn)) {
      // 味方への情報送信
      try {
        broadcastMessage(
            nnn
                + ", "
                + e.getBearing()
                + ", "
                + e.getBearingRadians()
                + ", "
                + e.getDistance()
                + ", "
                + e.getEnergy()
                + ", "
                + e.getHeading()
                + ", "
                + e.getHeadingRadians()
                + ", "
                + e.getVelocity()
                + ", "
                + eneX
                + ", "
                + eneY);
      } catch (IOException ignored) {
      }
      // スキャンした車両がLocal敵リストにいるかどうかのフラグ
      boolean flag = false;
      System.out.println("send scanned info");
      // スキャンした敵がLocal敵リストの中に存在するか
      for (Enemy_info temp : enes) {
        if (nnn.equals(temp.get_en_name())) {
          flag = true;
          enem = temp;
          // Local敵リストのアップデート
          temp.updateInformation(
              e.getBearing(),
              e.getBearingRadians(),
              e.getDistance(),
              e.getEnergy(),
              e.getHeading(),
              e.getHeadingRadians(),
              e.getVelocity(),
              eneX,
              eneY);
          System.out.println("	update scanned Info");
        }
      }
      // スキャンした敵がLocal敵リストの中に存在しない場合
      if (!flag) {
        // Local敵リストに新規追加
        enem =
            new Enemy_info(
                nnn,
                e.getBearing(),
                e.getBearingRadians(),
                e.getDistance(),
                e.getEnergy(),
                e.getHeading(),
                e.getHeadingRadians(),
                e.getVelocity(),
                eneX,
                eneY);
        enes.add(enem);
        System.out.println("	add scanned info");
      }
      if (enemy_detected == false) {
        // 共通の敵が設定されていない場合
        enemy_detected = true;
        target_enemy = enem;
        try {
          broadcastMessage("Kill , " + target_enemy.get_en_name() + ", !!");
        } catch (IOException ignored) {
        }
      }

      if (enemy_detected == true) {
        try {
          double enemyX = target_enemy.get_en_expX();
          double enemyY = target_enemy.get_en_expY();
          setTurnRadarLeftRadians(getRadarTurnRemainingRadians());

          System.out.println("abs : eX " + enemyX + " : " + "eY " + enemyY);

          // 共通の敵が設定されている場合
          double enemyBearing = Math.atan((enemyX - getX()) / (enemyY - getY()));
          // if(enemyBearing<0){
          // 	System.out.println("change");
          // 	enemyBearing = Math.PI*2 + enemyBearing;
          // }else if (enemyBearing < Math.PI){

          // }
          // System.out.println("atan " + Math.atan((eneY-getY())/(eneX-getX())));
          // System.out.println("atan1 " + Math.atan((eneX-getX())/(eneY-getY())));
          // System.out.println("trueeee " + (e.getBearingRadians() + this.getHeadingRadians()));
          System.out.println(
              "enerad"
                  + enemyBearing
                  + " ?= "
                  + "enemyBearing "
                  + (this.getHeadingRadians() + e.getBearingRadians()));
          System.out.println(enemyBearing + Math.PI);
          double enemyHeading = target_enemy.get_en_heading(); // 敵の向き
          System.out.println("enemy heading:" + enemyHeading);
          // double enemyBearing = this.getHeadingRadians() +
          // target_enemy.get_en_bearingRadians();// 自分と敵の角度

          // double enemyX = target_enemy.get_en_distance() * Math.sin(enemyBearing);
          // double enemyY = target_enemy.get_en_distance() * Math.cos(enemyBearing);

          enemyX = enemyX - getX();
          enemyY = enemyY - getY();
          System.out.println("Relative : eX " + enemyX + " : " + "eY " + enemyY);

          double battlefieldWidh = getBattleFieldWidth(); // フィールド幅
          double battlefieldHeight = getBattleFieldHeight(); // フィールド高さ

          boolean isHeadingToCenter = (int) enemyHeading % 90 == 0; // 中心を向いている
          boolean isOnWall =
              nearlyEquals(enemyX, 18)
                  || nearlyEquals(enemyX + 18, battlefieldWidh)
                  || nearlyEquals(enemyY, 18)
                  || nearlyEquals(enemyY + 18, battlefieldHeight); // 壁に張り付いている

          // 中心を向いている&&壁際にいる(=Walls)なら射撃
          if (isHeadingToCenter && isOnWall) {
            System.out.println("Walls!!");
          }

          double dis = 0;
          double heading = lastEnemyHeading;
          do {
            dis += Rules.getBulletSpeed(power);
            heading += target_enemy.get_en_headingRadians() - lastEnemyHeading;
            enemyX += target_enemy.get_en_velocity() * Math.sin(heading);
            enemyY += target_enemy.get_en_velocity() * Math.cos(heading);
          } while (dis < Point2D.distance(0, 0, enemyX, enemyY)); //

          // 相対角度に変換した上で砲塔の向きを変える
          setTurnGunRightRadians(
              Utils.normalRelativeAngle(Math.atan2(enemyX, enemyY) - getGunHeadingRadians()));
          setFire(power);
          // lastEnemyHeading = e.getHeadingRadians();
          lastEnemyHeading = target_enemy.get_en_headingRadians();
          System.out.println("lastEnemyHeading " + e.getHeadingRadians());
          System.out.println(lastEnemyHeading);

          // 敵の居る方向へターンする
          // setTurnRightRadians(e.getBearingRadians());
          setTurnRightRadians(enemyBearing - this.getHeadingRadians());
          System.out.println("setTurnRightRadians " + e.getBearingRadians());
          System.out.println(enemyBearing - this.getHeadingRadians());

          // 前進する
          setAhead(moveAmount);
        } catch (NullPointerException ee) {
          System.out.println("NullPointerException");
          System.out.println(target_enemy);
        }
      }
    }

    System.out.println("enemy_detected = " + enemy_detected);
    System.out.println("target is " + target_enemy.get_en_name());
    System.out.println(target_enemy.get_en_expX() + " " + target_enemy.get_en_expY());
    System.out.println("END at : " + getTime() + " onScannedRobot----------------------------");
  }
Beispiel #8
-1
  public void aceInTheHole(ScannedRobotEvent e) {
    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();

    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()));

    setTurnRadarRightRadians(Utils.normalRelativeAngle(absoluteBearing - getRadarHeadingRadians()));
    setTurnGunRightRadians(Utils.normalRelativeAngle(theta - getGunHeadingRadians()));
    fire(bulletPower);
  }