/* Copyright (c) Xerox Corporation 1998-2002. All rights reserved. Use and copying of this software and preparation of derivative works based upon this software are permitted. Any distribution of this software or derivative works must comply with all applicable United States export control laws. This software is made available AS IS, and Xerox Corporation makes no warranty about the software, its performance or its conformity to any specification. |<--- this code is formatted to fit into 80 columns --->| |<--- this code is formatted to fit into 80 columns --->| |<--- this code is formatted to fit into 80 columns --->| Robot.java Part of the Spacewar system. */ package spacewar; import java.util.Random; /** * Robot is an automatic pilot that now has quite a bit of intelligence. * So, beware ! */ class Robot extends Pilot implements Runnable { private static final int FIRE_INTERVAL = 60; private static final int REBIRTH_DELAY = 900; private final Random random = new Random(); private Thread runner; private boolean runnable = true; Robot(Game theGame, int number) { super(theGame, number); } void start() { if (runner == null) { runner = new Thread(this); runner.start(); } } void destroy() { if (runner != null) { runnable = false; runner = null; } } // A Robot tracks User-controlled ships and fires at them public void run() { Ship target = null; while(runnable) { // find target ship do { Ship[] potentials = getGame().getRegistry().getShips(); if(potentials.length != 0) target = potentials[Math.abs(random.nextInt() % potentials.length)]; sleepForABit(25); } while (target == ship); // main loop int currentRotation = Ship.STOP; int time; boolean currentlyAccelerating = false; double dx, dy, angleA, angleB, theta, dtheta, d, targetVel, a, b, c, targetXVel, targetYVel; while(true) { sleepForABit(FIRE_INTERVAL); // if my ship is destroyed, give me a new one if (!ship.isAlive()) { sleepForABit(REBIRTH_DELAY); getGame().newShip(this); } // find direction and distance from target to me dx = ship.getXPos() - target.getXPos(); if (dx < - getGame().getWidth() / 2) dx += getGame().getWidth(); if (dx > getGame().getWidth() / 2) dx -= getGame().getWidth(); dy = ship.getYPos() - target.getYPos(); if (dy < - getGame().getHeight() / 2) dy += getGame().getHeight(); if (dy > getGame().getHeight() / 2) dy -= getGame().getHeight(); d = Math.sqrt(dx * dx + dy * dy); angleA = Math.atan(dy / dx); if (dx < 0) angleA += Math.PI; // find relative velocity and trajectory of target targetXVel = target.getXVel() - ship.getXVel(); targetYVel = target.getYVel() - ship.getYVel(); targetVel = Math.sqrt(targetXVel * targetXVel + targetYVel * targetYVel); angleB = Math.atan(targetYVel / targetXVel); if (targetXVel < 0) angleB+=Math.PI; // find angle between line to target and taget's direction of travel theta = (angleA - angleB) % (2 * Math.PI); if (theta < -Math.PI) theta += 2 * Math.PI; if (theta > Math.PI) theta -= 2 * Math.PI; // calculate time to bullet impact using law of cosines a = targetVel * targetVel + Ship.BULLET_SPEED * Ship.BULLET_SPEED; b = d * targetVel * Math.cos(theta); c = - d * d; time = (int)((-b + Math.sqrt(b * b - 4 * a * c)) / 2 / a); // calculate angle and distance to bullet impact location dx = targetXVel * time - dx; dy = targetYVel * time - dy; theta = Math.atan(dy / dx); if(dx < 0) theta += Math.PI; // find desired change in rotation dtheta = (theta - ship.getOrientation()) % (2 * Math.PI); // find the shortest path to the desired orientation; if(dtheta < - Math.PI) dtheta += 2 * Math.PI; if(dtheta > Math.PI) dtheta -= 2 * Math.PI; // turn if nessecary if (dtheta > Ship.DEFAULT_ANGULAR_VELOCITY / 2) { if (currentRotation != Ship.CLOCKWISE) ship.rotate(currentRotation = Ship.CLOCKWISE); } else if (dtheta < -Ship.DEFAULT_ANGULAR_VELOCITY / 2) { if (currentRotation != Ship.COUNTERCLOCKWISE) ship.rotate(currentRotation = Ship.COUNTERCLOCKWISE); } // otherwise, fire, maybe even a burst else { if(currentRotation != Ship.STOP) ship.rotate(currentRotation = Ship.STOP); if (random.nextInt() % 40 == 0) { ship.fire(); } } // randomly accelerate if (currentlyAccelerating && random.nextInt() % 2 == 0) ship.thrust(currentlyAccelerating = false); else { if (ship.getXVel() == 0) angleA = 0; else angleA = Math.atan(ship.getYVel() / ship.getXVel()); if (ship.getXVel() < 0) angleA+=Math.PI; angleB = (angleA - ship.getOrientation()) % (2 * Math.PI); if (angleB < -Math.PI) angleB += 2 * Math.PI; if (angleB > Math.PI) angleB -= 2 * Math.PI; angleB = Math.abs(angleB); // angleB now represents the angle between the ship's // orientation and velocity vector. This will be used to // determine the probably that the ship will thrust to // prevent ships from accelerating too much in one direction if (random.nextInt() % (int)(12 * (Math.PI - angleB) + 1) == 0) ship.thrust(currentlyAccelerating = true); } // switch targets if current one has been destroyed if (target.getDamage() == 100) break; // randomly switch targets if (random.nextInt() % 4000 == 0) break; } } } void sleepForABit (int time) { try { runner.sleep(time); } catch (InterruptedException e) {} } }