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/*
* ----------------------------------------------------------------------------------
* "THE BEER-WARE LICENSE" (Revision 42):
* <martinv@students.zcu.cz> wrote this file. As long as you retain this notice you
* can do whatever you want with this stuff. If we meet some day, and you think
* this stuff is worth it, you can buy me a beer in return. Martin Vítek
* ----------------------------------------------------------------------------------
*/
package cz.zcu.martinv.MyRobocodeRobots;
import robocode.*;
import static robocode.util.Utils.normalRelativeAngleDegrees;
/**
* Simple robot, which is realy bad.
* Robots bahaviour is based on hard-coded behaviour and state machine.
*
* @author Martin Vítek
*/
public class BadBot extends AdvancedRobot
{
/**
* All posible states of BadBot.
*/
SCANNING, APROACHING, FIGHTING, RUNNING, RAMMING;
}
private RobotStatus status;
private States state;
private ArrayList<EnemyRobotStatus> enemyRobots;
private int target;
private int radarTurnDirection = 1;
private int fightDirection = 1;
private double previousEnergy;
private String lastHitBy;
/**
* Main method - here is all robot logic.
* It's called by RoboCode.
*/
@Override
public void run()
{
out.format("Hi, I'm your bad robot!%n");
//Robot initialization
setBodyColor(Color.GREEN);
setRadarColor(Color.WHITE);
setGunColor(Color.BLACK);
setScanColor(Color.YELLOW);
setAdjustGunForRobotTurn(true); //Gun movement is independent on body
setAdjustRadarForGunTurn(true); //Radar movement is independent on body
setAdjustRadarForRobotTurn(true); //Radar movement is independent on gun
enemyRobots = new ArrayList<EnemyRobotStatus>(2);
state = States.SCANNING;
while(true)
{
switch(state)
{
case SCANNING: scanning();
break;
case APROACHING: aproaching();
break;
}
}
/**
* This method is called when another robot is scanned.
* It's called by RoboCode.
* @param e passed by RoboCode
*/
@Override
public void onScannedRobot(ScannedRobotEvent e)
{
switch(state)
{
case SCANNING: scanningOnScannedRobot(e);
case APROACHING: aproachingOnScannedRobot(e);
break;
case FIGHTING: fightingOnScannedRobot(e);
break;
case RUNNING: runningOnScannedRobot(e);
case RAMMING: rammingOnScannedRobot(e);
break;
}
@Override
public void onHitByBullet(HitByBulletEvent e)
{
//state = States.RUNNING;
//findNewTarget();
}
@Override
public void onHitRobot(HitRobotEvent e)
{
turnGunRight(normalRelativeAngleDegrees(getHeading() - getGunHeading() + e.getBearing()));
setFire(3.0);
setAhead(-100);
setTurnRight(90.0);
}
@Override
public void onHitWall(HitWallEvent e)
{
turnRight(180.0);
ahead(250);
}
@Override
public void onRobotDeath(RobotDeathEvent e)
{
findNewTarget();
}
/**
* This method is called when this robot wins.
* It's called by RoboCode.
* @param e passed by RoboCode
*/
@Override
public void onWin(WinEvent e)
{
out.format("I'm not so bad after all :)%n");
}
private void scanningOnScannedRobot(ScannedRobotEvent e)
{
if (enemyRobots.contains(new EnemyRobotStatus(e))) return;
enemyRobots.add(new EnemyRobotStatus(e));
//We have scaned all robots in current battle
if (enemyRobots.size() == getOthers())
{
out.format("We have scanned all (%d) enemy robots%n", enemyRobots.size());
//Select weakest weakest (od nearest) robot as target
target = getNearest();
out.format("Selected: %s%n", enemyRobots.get(target).getName());
state = States.APROACHING;
}
}
private void aproaching()
{
}
private void aproachingOnScannedRobot(ScannedRobotEvent e)
{
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updateEnemyRobots(e);
if (enemyRobots.size() == 0) return;
EnemyRobotStatus enemy = enemyRobots.get(target);
//Turn to enemy
double turnAngle = enemy.getBearing();
turnRight(turnAngle);
turnGunRight(turnAngle);
if (enemy.getDistance() > 600.0)
{
setAhead(enemy.getDistance()-150.0);
}
else if (enemy.getDistance() < 100.0)
{
setAhead(enemy.getDistance()-200.0);
}
else
{
setTurnRight(90.0);
state = States.FIGHTING;
}
}
private void fighting()
{
scanning();
Random rand = new Random();
setAhead(rand.nextInt(150)-75);
setTurnRight((double)(rand.nextInt(30)-15));
private void fightingOnScannedRobot(ScannedRobotEvent e)
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updateEnemyRobots(e);
if (enemyRobots.size() == 0) return;
EnemyRobotStatus enemy = enemyRobots.get(target);
//If we have low energy, go to running mode
if (getEnergy() < 20.0)
{
state = States.RUNNING;
return;
}
//Fire
setTurnGunRight(normalRelativeAngleDegrees(getHeading() - getGunHeading() + enemy.getBearing()));
waitFor(new TurnCompleteCondition(this));
if (getGunHeat() == 0.0)
{
double firePower;
if (enemy.getVelocity() < 0.2) firePower = 3.0;
else firePower = Math.min(300.0/enemy.getDistance(), 3.0);
setBulletColorWrapper(firePower);
setFire(firePower);
}
double energyChange = previousEnergy - enemy.getEnergy();
previousEnergy = enemy.getEnergy();
//Dodge bullet
if ((energyChange > 0.0) && (energyChange <= 3.0))
ahead(100.0 * fightDirection);
fightDirection *= -1;
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//Ram if enemy have low energy
if (enemy.getEnergy() < 15.0)
{
state = States.RAMMING;
return;
}
//Face at 90° if difference is > 45°
setTurnRight(normalRelativeAngleDegrees(enemy.getBearing()+90.0));
//Get closer or leave space
if ((enemy.getDistance() < 40.0) || (enemy.getDistance() > 700.0))
{
state = States.APROACHING;
return;
}
}
private void ramming()
{
scanning();
}
private void rammingOnScannedRobot(ScannedRobotEvent e)
{
updateEnemyRobots(e);
if (enemyRobots.size() == 0) return;
EnemyRobotStatus enemy = enemyRobots.get(target);
//Face enemy
setTurnRight(normalRelativeAngleDegrees(enemy.getBearing()));
setTurnGunRight(normalRelativeAngleDegrees(getHeading() - getGunHeading() + enemy.getBearing()));
execute();
setAhead(enemy.getDistance() + 10);
waitFor(new MoveCompleteCondition(this));
fire(3.0);
}
private void running()
{
scanning();
setTurnRight(360);
setAhead(10000);
}
private void runningOnScannedRobot(ScannedRobotEvent e)
{
updateEnemyRobots(e);
for (EnemyRobotStatus enemy : enemyRobots)
{
turnGunRight(normalRelativeAngleDegrees(getHeading() - getGunHeading() + enemy.getBearing()));
fire(2.0);
}
if (getEnergy() > 40.0)
{
findNewTarget();
state = States.SCANNING;
}
}
private void updateEnemyRobots(ScannedRobotEvent e)
{
EnemyRobotStatus robotToUpdate = new EnemyRobotStatus(e);
int index = enemyRobots.indexOf(robotToUpdate);
if (index < 0) return;
enemyRobots.set(index, robotToUpdate);
}
private void findNewTarget()
{
target = 0;
enemyRobots.clear();
state = States.SCANNING;
}
private int getWeakest()
{
if (enemyRobots.size() < 2) return 0;
int weakest = 0;
boolean allSame = false;
for(int i=1; i<enemyRobots.size(); i++)
{
if (enemyRobots.get(weakest).getEnergy() > enemyRobots.get(i).getEnergy())
{
weakest = i;
}
if (enemyRobots.get(weakest).getEnergy() != enemyRobots.get(i).getEnergy())
{
allSame = true;
}
}
if (allSame) return getNearest();
else return weakest;
}
private int getNearest()
{
int nearest = 0;
for(int i=1; i<enemyRobots.size(); i++)
{
if (enemyRobots.get(nearest).getDistance() > enemyRobots.get(i).getDistance())
{
nearest = i;
}
}
return nearest;
}
/**
* Wrapper for setBulletColor().
* Sets bullet color based on power.
* @param power bullet power in range 0.0 - 3.0
*/
private void setBulletColorWrapper(double firePower)
{
if ((firePower >= 0.0) && (firePower < 1.0)) setBulletColor(Color.WHITE);
else if ((firePower >= 1.0) && (firePower < 2.0)) setBulletColor(Color.YELLOW);
else if ((firePower >= 2.0) && (firePower <= 3.0)) setBulletColor(Color.RED);
else return;