my RRobots submission

M

Maurizio Monge

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Hi,
this is a robot that i wrote for fun some time ago.
I'm no ruby expert, and i'd quite sure most of you would have
done it in a better way, but I'm very curious to see how it will
perform vs some other serious robot.
The name is also stupid, but i choosed it to tease a friend of mine
who called his robots "Guybrush" :)

--
Ciao
Maurizio

"Well we all shine on
Like the moon and the stars and the sun" (John Lennon)

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require 'robot'

History = Struct.new:)x, :y, :t, :prec)

class GayRush
Margin = 100
MinRefl = 30
FlurryAngle=0
include Robot

def clamp(val, min, max)
return val < min ? min : (val > max ? max : val)
end

def turn_to(dir)
unless dir
return 0
end

delta2 = (dir + 360 - @heading) % 360
delta1 = (@heading + 360 - dir) % 360
if(delta1 < delta2)
if delta1 <= 10
return -delta1
else
return -10
end
else
if delta2 <= 10
return delta2
else
return 10
end
end
end

def turn_gun_to(dir)
unless dir
return 0
end

delta2 = (dir + 360 - @gun_heading) % 360
delta1 = (@gun_heading + 360 - dir) % 360
if(delta1 < delta2)
if delta1 <= 20
return -delta1
else
return -20
end
else
if delta2 <= 20
return delta2
else
return 20
end
end
end



def tick(events)
if time==0
# - obsolete heuristic
#@oldavx = battlefield_height/2
#@avx = battlefield_height/2
#@oldavy = battlefield_width/2
#@avy = battlefield_width/2

@radarstep=30
@flurry=0
@last_not_f = 0
@dist = 0
puts "GayRush> Do you think you are stronger than me?"
@h = Array.new(3) { History.new(800.to_f,800.to_f,0.to_f,0.to_f) }
end


guntrn = 0

# check if the enemy was detected
if events['robot_scanned'].empty?

#update the radar position
if @radarstep.abs<60
if not @was_seen
#look alternatively left and right with 2x bigger windows
@radarstep*=-2
else
# if we did not find the robot (but the prev tick it had
# been found) simply move forward the radar
@radarstep*=1.2
end
end

@radarstep = clamp( @radarstep, -60, 60)

if not @was_seen
@escape_to = nil
end
@was_seen = nil

@last_not_f = time

else #seen
# get the distance of the robot
@dist = events['robot_scanned'].flatten.min

# this is the average angle we are looking at
angle = @radar_heading - @radarstep * 0.5

#invert the direction of the radar if we have seen something
@radarstep*=-0.5

# mark that we have seen something
@was_seen = true

# choose the direction to move to try to escape enemy hits
dir = @dist>700 ? 75 : (@dist < 400 ? 135 : (@dist < 550 ? 105 : 90) )
@escape_to = angle + (((time / 100) % 2 == 0) ? dir : -dir)

# where we guess that the enemy is
guess_x = x + @dist * Math.cos( angle * (Math::pI / 180.0))
guess_y = y + @dist * -Math.sin( angle * (Math::pI / 180.0))

#update the history, of the radar step is small enough
prec = @radarstep.abs
if prec <= 4
if (@h[2].t>time-8) and (prec<@h[2].prec) and
@h[2].prec > 1
# replace the last entry with a more accurate one
@h[2] = History.new( guess_x.to_f, guess_y.to_f,
@time.to_f, prec.to_f )
else
# set the new last entry
@h.shift
@h << History.new( guess_x.to_f, guess_y.to_f,
@time.to_f, prec.to_f )
end
end

# - update the heuristic (obsolete)
#fact1 = 0.7
#fact2 = 0.3
#@avx = @avx * (1-fact1) + guess_x * fact1
#@avy = @avy * (1-fact1) + guess_y * fact1
#@oldavx = @oldavx * (1-fact2) + guess_x * fact2
#@oldavy = @oldavy * (1-fact2) + guess_y * fact2


#if gun_heat == 0
# fire 0.5
#end
end

##########################################################################
# Take the aim
##########################################################################

# - obsolete heuristic aiming
#advfact = @dist * 0.008
#shx = (@avx - @oldavx)*advfact + @avx
#shy = (@avy - @oldavy)*advfact + @avy

# take the aim linearly
# guess the time at which the cannonball will reach the enemy
sht = @time + @dist / 30
ratio = (sht-@h[2].t) / (@h[2].t-@h[1].t).to_f
# this is the delta position vector
vx = @h[2].x - @h[1].x;
vy = @h[2].y - @h[1].y;
# this is the linear guess
shx = @h[2].x + vx*ratio
shy = @h[2].y + vy*ratio

# add a correction to be better vrt non linear robots (optional)
# this is the delta position vector
dx = @h[1].x - @h[0].x;
dy = @h[1].y - @h[0].y;
ratio2 = (sht-@h[2].t) / (@h[1].t-@h[0].t).to_f
# apply Gram-Schmidt to orthogonalize relatively to v[xy]
fact = (dx*vx+dy*vy) / (vx*vx+vy*vy).to_f
latx = dx - fact*vx;
laty = dy - fact*vy;
# subtract a section of the orthogonal vector proportional to the time
shx = shx - latx*ratio2
shy = shy - laty*ratio2

#calculate the angle at which the cannon should be aiming
angle2 = Math::atan2( -shy+y, shx-x ) * (180.0 / Math::pI);
guntrn = turn_gun_to(angle2)

##########################################################################
# Reflect against the borders
##########################################################################
if @target_angle.nil?
if @x<Margin and (@heading>=90 and @heading<=270)
@target_angle = rand(180 - MinRefl*2) + 270 + MinRefl
elsif @y<Margin and (@heading<=180)
@target_angle = rand(180 - MinRefl*2) + 180 + MinRefl
elsif @x>(battlefield_width-Margin) and (@heading<=90 or @heading>=270)
@target_angle = rand(180 - MinRefl*2) + 90 + MinRefl
elsif @y>(battlefield_height-Margin) and (@heading>=180)
@target_angle = rand(180 - MinRefl*2) + MinRefl
end
end

turnangle = 0
if @target_angle
turnangle = turn_to(@target_angle)
if turnangle == 0
@target_angle = nil
end
else
turnangle = turn_to(@escape_to)
end

oldflurry=@flurry #adjust
@flurry=rand(2*FlurryAngle+1)-FlurryAngle
@flurry=0 if @radarstep.abs >20
turn turnangle
turn_gun guntrn+@flurry-oldflurry-turnangle
#radar movement should be flurry independent
turn_radar @radarstep-guntrn-@flurry+oldflurry
#XXX: adjust aim when strafing

accelerate(8)

#fire small bullets
fire 0.1

if not events['got_hit'].empty?
puts "GayRush> Ouch!"
end
end #tick
end #class


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