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if the gun is cool and we're pointed at the target, shoot! TurnGunRight(Heading - GunHeading + e.Bearing) TurnGunRight(NormalizeBearing(absDeg - GunHeading)) turn the gun to the predicted x,y location
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double absDeg = absoluteBearing(getX(), getY(), enemy.getX(), enemy.getY()) non-predictive firing can be done like this: double absDeg = AbsoluteBearing(X, Y, futureX, futureY) ĭouble absDeg = AbsoluteBearing(X, Y, enemyX, enemyY) calculate gun turn to predicted x,y locationĭouble futureX = GetEstimatedXPosition(enemyX, e.Velocity, e.Heading, time) ĭouble futureY = GetEstimatedXPosition(enemyY, e.Velocity, e.Heading, time) Long time = (long)(e.Distance / bulletSpeed) distance = rate * time, solved for time Calculate the coordinates of the robotĭouble enemyX = (_robotStatus.X + Math.Sin(angle) * e.Distance) ĭouble enemyY = (_robotStatus.Y + Math.Cos(angle) * e.Distance) ĭouble firePower = Math.Min(500 / e.Distance, 3) Calculate the angle to the scanned robotĭouble angle = DegreeToRadian(_robotStatus.Heading + angleToEnemy % 360) We only need to call this if the gun (and therefore radar) Generates another scan event if we see a robot. Note: This will have no effect until we call scan() uses a turn, which could cause us to lose trackįire(Math.Min(3 - Math.Abs(bearingFromGun), Energy. We check gun heat here, because calling Fire() If (e.Name.ToLower().StartsWith("jury")) return ĭouble absoluteBearing = Heading + e.Bearing ĭouble bearingFromGun = Utils.NormalRelativeAngleDegrees(absoluteBearing - GunHeading) Public override void OnScannedRobot(ScannedRobotEvent e) _robot.SetTurnGunRightRadians(Utils.NormalRelativeAngle(gunTurn)) Var gunTurn = Math.Atan2(endX - _robot.X, endY - _robot.Y) - _robot.GunHeadingRadians Var endY = Limit(valueY, Utilities.ROBOT_WIDTH / 2d, 800d - Utilities.ROBOT_WIDTH / 2d) Var valueY = enemyY + enemyVelocity * t * Math.Cos(enemyHeading) Var endX = Limit(valueX, Utilities.ROBOT_WIDTH/2d, 800d - Utilities.ROBOT_WIDTH/2d) Var valueX = enemyX + enemyVelocity * t * Math.Sin(enemyHeading) Var t2 = 2 * a / (-b + Math.Sqrt(discriminator)) Var t1 = 2 * a / (-b - Math.Sqrt(discriminator)) Var D = enemyVelocity/enemyVelocity * Math.Cos(enemyHeading) Var C = (enemyY - _robot.Y) / enemyVelocity
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Var B = enemyVelocity/enemyVelocity * Math.Sin(enemyHeading) Var A = (enemyX - _robot.X) / enemyVelocity Var enemyY = _robot.Y + evnt.Distance * Math.Cos(enemyAbsoluteBearing) Var enemyX = _robot.X + evnt.Distance * Math.Sin(enemyAbsoluteBearing) Var enemyAbsoluteBearing = Utilities.GetAbsoluteBearing(_robot.HeadingRadians, evnt.BearingRadians)