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Complete Book Structure

📘 The Book of Robocode

├─ Introduction [B]
│  ├─ Author's Foreword [B] [✅]
│  ├─ What is Robocode & How to Use This Book [B] [✅]
│  ├─ A Short History of Robocode [B] [✅]
│  └─ What's Coming Next [B] [✅]
│
├─ Getting Started [B]
│  ├─ Your First Bot (Guided Tutorial) [B] [✅]
│  ├─ Bot Anatomy [B] [✅]
│  ├─ The Bot API [B] [✅]
│  ├─ Blocking vs Non-Blocking Movement (Setters) [B] [✅]
│  ├─ Bot Anatomy & The Bot API (Moved) [B] [✅]
│  ├─ Robot Properties File [B] [✅]
│  └─ Your First Battle [B] [✅]
│
├─ Battlefield Physics [B]
│  ├─ Coordinate Systems & Angles [B] [✅]
│  ├─ Movement Constraints & Bot Physics [B] [✅]
│  ├─ Bullet Travel & Bullet Physics [B] [✅]
│  ├─ Gun Heat and Cooling [B] [✅]
│  ├─ Wall Collisions [B] [✅]
|  └─ Scoring Basics [B] [✅]
│
├─ Radar & Scanning [I]
│  ├─ Radar Basics [B] [✅]
│  ├─ One-on-One Radar [I] [✅]
│  │  ├─ Spinning Radar [I] [✅] / Infinity Lock [I] [✅]
│  │  └─ Perfect Locks (Turn Multiplier & Width Lock) [A] [✅]
│  └─ Melee Radar [A]
│     ├─ Spinning & Corner Arc [A] [✅]
│     ├─ Oldest Scanned [A] [✅]
│     └─ Gun Heat Lock [A] [✅]
│
├─ Targeting Systems [I]
│  ├─ Simple Targeting [B] [✅]
│  │  ├─ Head-On Targeting [B] [✅]
│  │  ├─ Linear Targeting [I] [✅]
│  │  ├─ Circular Targeting (with Walkthrough) [I] [✅]
│  │  ├─ Random & Area Targeting [I] [✅]
│  │  └─ Virtual Guns & Mean Targeting [A] [✅]
│  ├─ The Targeting Problem [I]
│  │  ├─ Understanding the Challenge [I] [✅]
│  │  └─ Introducing Waves [A] [✅]
│  ├─ Statistical Targeting [A]
│  │  ├─ GuessFactor Targeting (with Tutorial) [A] [✅]
│  │  ├─ Segmentation & Visit Count Stats [A] [✅]
│  │  ├─ Dynamic Clustering (with Tutorial) [A]
│  │  └─ Advanced Statistical Methods [A]
│  ├─ Predictive Targeting [A]
│  │  ├─ Precise Prediction [A]
│  │  ├─ Pattern Matching [A]
│  │  └─ Play It Forward & Sequential Prediction [A]
│  ├─ Advanced Targeting [A]
│  │  ├─ Angular Targeting (Factored Variants) [A]
│  │  ├─ Anti-Surfer Targeting [A]
│  │  └─ Neural & Experimental Targeting [A]
│  └─ Targeting Tactics [I]
│     ├─ Fire Power & Timing Decisions [I] [✅]
│     └─ Saving Gun Data [I] [✅]
│
├─ Movement & Evasion [I]
│  ├─ Basic Movement [B]
│  │  ├─ Movement Fundamentals & GoTo [B] [✅]
│  │  ├─ Wall Avoidance & Wall Smoothing [I] [✅]
│  │  └─ Distancing [I] [✅]
│  ├─ Simple Evasion [I]
│  │  ├─ Random Movement [I] [✅]
│  │  ├─ Stop and Go (with Tutorial) [I] [✅]
│  │  └─ Oscillator Movement [I] [✅]
│  ├─ Strategic Movement [A]
│  │  ├─ Anti-Gravity Movement (with Tutorial) [A] [✅]
│  │  ├─ Minimum Risk Movement [A]
│  │  └─ Corner Movement [A]
│  ├─ Advanced Evasion [A]
│  │  ├─ Gun Heat Waves & Bullet Shadows [A] [✅]
│  │  ├─ Dodging Bullets [A]
│  │  ├─ Wave Surfing Introduction (with Tutorial) [A] [✅]
│  │  ├─ Wave Surfing Implementations [A]
│  │  └─ Flattener [A]
│  └─ Offensive Movement [A]
│     ├─ Pattern & Enemy Dodging Movement [A]
│     ├─ Ramming & Mirror Movement [A]
│     └─ Movement Analysis [A]
│
├─ Energy & Scoring [I]
│  ├─ Energy as a Resource [I] [✅]
│  ├─ Bullet Power Selection Strategy [I] [✅]
│  ├─ Scoring Systems & Battle Types [I] [✅]
│  ├─ Competition Formats & Rankings [I] [✅]
│  └─ Energy Management in 1v1 and Melee [A] [✅]
│
├─ Team Strategies [A]
│  ├─ Team Basics [I]
│  ├─ Twin Duel Strategy Guide [A]
│  ├─ Communication & Coordination [A]
│  └─ Team Roles & Formations [A]
│
├─ Melee Combat [A]
│  ├─ Melee Strategy [A]
│  ├─ Melee-Specific Targeting [A]
│  ├─ Melee Movement Tactics [A]
│  └─ Staying Alive in Chaos [A]
│
├─ Advanced Topics [A]
│  ├─ Multiple Choice & BestPSpace [A]
│  ├─ Targeting Matrix [A]
│  ├─ Testing & Analysis Tools [A]
│  └─ Optimization Techniques [A]
│
├─ Robocode Tank Royale Differences [A]
│  ├─ API Changes [A]
│  ├─ Physics Differences [A]
│  └─ Migration Guide [A]
│
├─ Appendices [B]
│  ├─ Glossary [B] [✅]
│  ├─ Quick Reference (Formulas) [I] [✅]
│  ├─ Debugging Tips [I]
│  ├─ References & Credits [B]
│  └─ Wall of Fame [B] [✅]

Legend: [B] = Beginner Chapter [I] = Intermediate Chapter [A] = Advanced Chapter [X] = Expert Chapter (Not Covered) [✅] = Done