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220 lines (185 loc) · 5.38 KB
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package Doidao;
import robocode.*;
import java.awt.Color;
import static robocode.util.Utils.normalRelativeAngleDegrees;
import static robocode.util.Utils.normalRelativeAngle;
import static robocode.util.Utils.normalAbsoluteAngle;
import java.awt.geom.*;
public class Doidao2 extends AdvancedRobot
{
private int state;
private int fireLevel;
private int count = 0;
private int beatUp = 0;
public void run() {
setBodyColor(Color.black);
setState(1); //Inicia rodopiando.
while(true) {
if (getState() == 0) {
turnGunRight(10);
} else if (getState() == 1) {
setTurnRight(200);
setAhead(200);
count++;
if (count == 5) {
count = 0;
setAhead(30);
}
execute();
}
}
}
/**
* Propriedades do robô em estado de loop
*/
public void loop()
{
this.fireLevel = 2;
}
/**
* Propriedades do robô em estado de tower
*/
public void tower()
{
this.fireLevel = 4;
}
public int getState()
{
return this.state;
}
/**
* state = 0; Torre
* state = 1; Crazy
*/
public void setState(int state)
{
this.state = state;
switch(state) {
case 0:
tower();
break;
case 1:
loop();
break;
}
}
/**
* Altera o estado do robô de acordo com a distância
*/
private void verifyState(double distance)
{
if (distance < 150 && getState() == 1) {
setState(0);
} else if (distance > 200 && getState() == 0) {
setState(1);
}
}
private double getBulletSpeed(double power)
{
return 20.0 - (5.0 * power);
}
/**
* Iterative Linear Targeting
*
* @source: http://robowiki.net/wiki/Linear_Targeting
*/
public void killWall(ScannedRobotEvent e, double enemyX, double enemyY, double absoluteBearing)
{
double bulletPower = Math.min(3.0,getEnergy());
double myX = getX();
double myY = getY();
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 = normalAbsoluteAngle(Math.atan2(predictedX - getX(), predictedY - getY()));
setTurnRadarRightRadians(normalRelativeAngle(absoluteBearing - getRadarHeadingRadians()));
setTurnGunRightRadians(normalRelativeAngle(theta - getGunHeadingRadians()));
fire(bulletPower);
}
public void onBulletMissed(BulletMissedEvent e)
{
beatUp++;
}
public void onBulletHit (BulletHitEvent e)
{
beatUp = 0;
}
/**
* onScannedRobot: What to do when you see another robot
*/
public void onScannedRobot(ScannedRobotEvent e)
{
verifyState(e.getDistance());
if (getState() == 1) { // Estado Loop
double absoluteBearing = getHeadingRadians() + e.getBearingRadians();
double enemyX = getX() + e.getDistance() * Math.sin(absoluteBearing);
double enemyY = getY() + e.getDistance() * Math.cos(absoluteBearing);
if ((enemyX < 25 || enemyY < 25)) {
if (beatUp < 10) {
killWall(e, enemyX, enemyY, absoluteBearing);
} else {
fire(this.fireLevel);
beatUp = 0;
}
} else {
if (count == 4) {
double bearingFromGun = normalRelativeAngleDegrees(getHeading() + e.getBearing() - getGunHeading()); // Obtém a posição exata do tanque adversário
turnGunRight(bearingFromGun);
}
fire(this.fireLevel);
}
} else if (getState() == 0) { // Estado Tower
double bearingFromGun = normalRelativeAngleDegrees(getHeading() + e.getBearing() - getGunHeading()); // Obtém a posição exata do tanque adversário
turnGunRight(bearingFromGun); // Posiciona o canhão na posição do adversário
if (Math.abs(bearingFromGun) <= 3) {
if (getGunHeat() == 0) { // Se o calor do canhão estiver 0... FIRE!!!
fire((this.fireLevel + Math.abs(bearingFromGun)) / (e.getDistance() / 180));
}
}
if (bearingFromGun == 0) { // Canhão apontado pro norte
scan(); // Escaneia novamente
}
}
}
/**
* onHitWall: What to do when you hit a wall
*/
public void onHitWall(HitWallEvent e)
{
turnRight(90); // Vira o robô em 90º
ahead(180); // Anda 100 px para frente
}
/**
* Dispara esse evento quando ele atinge outro robô
*/
public void onHitRobot(HitRobotEvent e)
{
if (getState() == 1) { // Altera para estado de tower, para combate de curta distância
setState(0);
}
// Posição exata do robô adversário
double moveArma = normalRelativeAngleDegrees(e.getBearing() + getHeading() - getGunHeading());
// Posiciona o canhão no adversário
turnGunRight(moveArma);
// FIRE!!!
fire(this.fireLevel);
/// Escaneia a região
scan();
}
}