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hotshot2.pr
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1993-04-01
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PROCEDURE HotShot2;
{
Author: David Malmberg
Strategy: Stay in one place. Find a foe. Take a shot.
Keep improving aim and shooting until foe is lost from sights.
Then move sights (scanning) to adjacent target area.
If the Robot scans a complete circle (360 degrees) without
finding a foe in shooting range, move to another spot on the
field. (This will avoid "stand-offs" where opponents stay
just out of range of one another.) RaiseShield when standing
still and lower them when moving.
When damage gets to 70 (or more) or fuel (if using fuel) gets
below 200 adopt an "End-Game" strategy of moving to the lower
left corner, lower shield, and continue to scan and shoot in
the corner's 90 degree range.
This Robot should be VERY effective against foes which
are stopped or are moving slowly. It will be less effective
against Robots traveling at high speeds.
This Robot has been designed to utilize Fuel (if it is available)
to power its Shield. However, it has not been designed to deal
effectively with Obstructions.
}
VAR { HotShot2 "Global" variables }
Angle, { Scanning angle }
Last_Damage, { Robot's Last damage value }
Range, { Range/Distance to foe }
Sweep, { "Sweep count" -- when = 18, Robot has scanned 360 degrees }
Delta : Integer; { Scanning arc }
PROCEDURE Aim(VAR Ang : Integer; VAR Arc : Integer);
{
Improve aim by doing a binary search of the target area.
I.E., divide the target area in two equal pieces and redefine
the target area to be the piece where the foe is found.
If the foe is not found, expand the search area to the
maximum arc of plus or minus 10 degrees.
}
BEGIN
Arc := Arc DIV 2; { Divide search area in two. }
IF scan(Ang-Arc, Arc) <> 0 { Check piece "below" target angle. }
THEN Ang := Ang-Arc { If foe found, redefine target angle. }
ELSE IF scan(Ang+Arc, Arc) <> 0 { Check piece "above" target angle. }
THEN Ang := Ang+Arc { If foe found, redefine target angle. }
ELSE Arc := 10;
{ Foe not found in either piece, expand search area to maximum arc. }
END; {Aim}
PROCEDURE BlastThem;
BEGIN
Angle := 10;
REPEAT
Delta := 10; { Start with widest scanning arc. }
Range := scan(Angle, Delta);
WHILE (Range > 40) AND (ObjectScanned = Enemy)
AND (Range < MaxMissileRange) DO
{ Must be far enough away to avoid self-damage. }
BEGIN
Aim(Angle, Delta); { Improve aim. }
Cannon(Angle, Range); { Fire!! }
Range := scan(Angle, Delta); { Is foe still in sights? }
END;
Angle := Angle+20; { Look in adjacent target area. }
UNTIL Angle > 360;
END;
PROCEDURE GOTO(x, y : Integer);
{ Go to location X,Y on playing field. }
VAR Heading : Integer;
BEGIN
{ Find the heading we need to get to the desired spot. }
Heading := Angle_To(x, y);
{ Keep traveling at top speed until we are within 150 meters }
WHILE (distance(loc_x, loc_y, x, y) > 150) DO
BEGIN
Drive(Heading, MaxSpeed);
BlastThem;
END;
{ Cut speed, and creep the rest of the way. }
WHILE (distance(loc_x, loc_y, x, y) > 20) DO
BEGIN
Drive(Heading, 20);
BlastThem;
END;
{ Stop driving, should coast to a stop. }
Drive(Heading, 0); {I.E., Stop}
END; {GoTo(X,Y)}
PROCEDURE Move;
{ Move to a random spot on the playing field. }
VAR x, y : Integer;
BEGIN
Sweep := 0; { Reset Sweep counter to zero. }
x := Random(900)+50;
y := Random(900)+50;
GOTO(x, y);
END; {Move}
PROCEDURE End_Game;
BEGIN {End_Game}
GoTo(0,0); {Lower Left Corner}
Angle := 10; {Sweep arc from 0 to 90 degrees only}
REPEAT
Delta := 10; { Start with widest scanning arc. }
Range := scan(Angle, Delta);
WHILE (Range > 40) AND (Range < 700) DO
{ Must be far enough away to avoid self-damage. }
BEGIN
Aim(Angle, Delta); { Improve aim. }
cannon(Angle, Range); { Fire!! }
Range := scan(Angle, Delta); { Is foe still in sights? }
END;
Angle := Angle+20; { Look in adjacent target area. }
IF Angle > 90 THEN Angle := 10;
UNTIL Dead OR Winner;
END; {End_Game}
BEGIN {HotShot2 Main}
RaiseShield;
Angle := 0;
GoTo(500, 500); { Move to center of field. }
Sweep := 0; { Initialize Sweep counter to zero. }
REPEAT { Until Dead or Winner }
Delta := 10; { Start with widest scanning arc. }
Range := scan(Angle, Delta);
WHILE (Range > 40) AND (Range < 700) DO
{ Must be far enough away to avoid self-damage. }
BEGIN
Sweep := 0; { Found foe, so reset Sweep to zero }
Aim(Angle, Delta); { Improve aim. }
cannon(Angle, Range); { Fire!! }
Range := scan(Angle, Delta); { Is foe still in sights? }
END;
Angle := Angle+20; { Look in adjacent target area. }
Sweep := Sweep+1;
IF Sweep >= 18 THEN
BEGIN { If robot has scanned a full circle, move elsewhere. }
LowerShield; {Don't need shield (as much) when moving}
Move;
END;
RaiseShield; {Standing still so use shield}
{"End" game strategy}
IF (Fuel < 200) OR (Damage > 70) THEN End_Game;
UNTIL Dead OR Winner;
END; {HotShot2 Main}