The Tank Battler, Movement: Prep

The final project for this semester’s Artifical Opponents class is a custom-made tank battler, wherein you control 4 tanks all at once and attempt to take out 3 other teams of tanks on the map (for a total of 16 roaming tanks).

For the first part, we have been tasked with getting the tanks to move. This ends up being more complicated than it sounds because the tanks don’t move on a standard “I want to go from position A to position B,” where you just follow the path. Instead, the tanks move using two treads, which each have a power level that you alter.

To turn with the tank requires uneven amounts of power, but either way, that will take experimental time to basically nail down how much power is required in each tread to get it to move as I want.

The plan as stands is to use A* for pathfinding. It’s a popular, strong, and simple pathfinding algorithm to use, and because the tank battler as a whole also has things like shooting and buying equipment, I don’t want to get bogged down in just the movement system. For this first part, movement is all that is necessary.

As for determining treads, I figure I’ll create a function that takes in the degree that the tank wants to turn, and from there factor that into two workable power tread levels, for a period of time. To turn 90 degrees to the right, I’d want to power the left tread forward at full and the right tread backward at half. Or so I think.

As of now I don’t see a reason to not make turning as fast as possible. If I can mange to spin my tanks 180 degrees in a quarter of a second, I would imagine that gives me a tactical advantage than doing it over 2 seconds. But if I manage to do that, others will too, so it might determine how I create AI later, when shooting and inventory come into play.

Anyhow, next up is to actually create it. See you in the report post.

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