public interface IBasicRobotPeer
NOTE: This is private interface. You should build any external component (or robot) based on it's current methods because it will change in the future.
A robot peer is the object that deals with game mechanics and rules, and makes sure your robot abides by them.
IStandardRobotPeer
,
IAdvancedRobotPeer
,
ITeamRobotPeer
,
IJuniorRobotPeer
Modifier and Type | Method and Description |
---|---|
void |
execute()
Executes any pending actions, or continues executing actions that are
in process.
|
Bullet |
fire(double power)
Immediately fires a bullet.
|
double |
getBattleFieldHeight()
Returns the height of the current battlefield measured in pixels.
|
double |
getBattleFieldWidth()
Returns the width of the current battlefield measured in pixels.
|
double |
getBodyHeading()
Returns the direction that the robot's body is facing, in radians.
|
double |
getBodyTurnRemaining()
Returns the angle remaining in the robot's turn, in radians.
|
void |
getCall()
This call must be made from a robot call to inform the game
that the robot made a
get* call like e.g. |
double |
getDistanceRemaining()
Returns the distance remaining in the robot's current move measured in
pixels.
|
double |
getEnergy()
Returns the robot's current energy.
|
Graphics2D |
getGraphics()
Returns a graphics context used for painting graphical items for the robot.
|
double |
getGunCoolingRate()
Returns the rate at which the gun will cool down, i.e. the amount of heat
the gun heat will drop per turn.
|
double |
getGunHeading()
Returns the direction that the robot's gun is facing, in radians.
|
double |
getGunHeat()
Returns the current heat of the gun.
|
double |
getGunTurnRemaining()
Returns the angle remaining in the gun's turn, in radians.
|
String |
getName()
Returns the robot's name.
|
int |
getNumRounds()
Returns the number of rounds in the current battle.
|
int |
getNumSentries()
Returns how many sentry robots that are left in the current round.
|
int |
getOthers()
Returns how many opponents that are left in the current round.
|
double |
getRadarHeading()
Returns the direction that the robot's radar is facing, in radians.
|
double |
getRadarTurnRemaining()
Returns the angle remaining in the radar's turn, in radians.
|
int |
getRoundNum()
Returns the number of the current round (0 to
getNumRounds() - 1)
in the battle. |
int |
getSentryBorderSize()
Returns the sentry border size for a
BorderSentry that defines the how
far a BorderSentry is allowed to move from the border edges measured in units. |
long |
getTime()
Returns the game time of the current round, where the time is equal to
the current turn in the round.
|
double |
getVelocity()
Returns the velocity of the robot measured in pixels/turn.
|
double |
getX()
Returns the X position of the robot. (0,0) is at the bottom left of the
battlefield.
|
double |
getY()
Returns the Y position of the robot. (0,0) is at the bottom left of the
battlefield.
|
void |
move(double distance)
Immediately moves your robot forward or backward by distance measured in
pixels.
|
void |
rescan()
Rescan for other robots.
|
void |
setBodyColor(Color color)
Sets the color of the robot's body.
|
void |
setBulletColor(Color color)
Sets the color of the robot's bullets.
|
void |
setCall()
This call must be made from a robot call to inform the game
that the robot made a
set* call like e.g. |
void |
setDebugProperty(String key,
String value)
Sets the debug property with the specified key to the specified value.
|
Bullet |
setFire(double power)
Sets the gun to fire a bullet when the next execution takes place.
|
void |
setGunColor(Color color)
Sets the color of the robot's gun.
|
void |
setRadarColor(Color color)
Sets the color of the robot's radar.
|
void |
setScanColor(Color color)
Sets the color of the robot's scan arc.
|
void |
turnBody(double radians)
Immediately turns the robot's body to the right or left by radians.
|
void |
turnGun(double radians)
Immediately turns the robot's gun to the right or left by radians.
|
String getName()
long getTime()
A battle consists of multiple rounds.
Time is reset to 0 at the beginning of every round.
double getEnergy()
double getX()
getY()
double getY()
getX()
double getVelocity()
The maximum velocity of a robot is defined by
Rules.MAX_VELOCITY
(8 pixels / turn).
Rules.MAX_VELOCITY
double getBodyHeading()
Note that the heading in Robocode is like a compass, where 0 means North, PI / 2 means East, PI means South, and 3 * PI / 2 means West.
getGunHeading()
,
getRadarHeading()
double getGunHeading()
Note that the heading in Robocode is like a compass, where 0 means North, PI / 2 means East, PI means South, and 3 * PI / 2 means West.
getBodyHeading()
,
getRadarHeading()
double getRadarHeading()
Note that the heading in Robocode is like a compass, where 0 means North, PI / 2 means East, PI means South, and 3 * PI / 2 means West.
getBodyHeading()
,
getGunHeading()
double getGunHeat()
The amount of gun heat generated when the gun is fired is
1 + (firePower / 5). Each turn the gun heat drops by the amount returned
by getGunCoolingRate()
, which is a battle setup.
Note that all guns are "hot" at the start of each round, where the gun heat is 3.
getGunCoolingRate()
,
setFire(double)
double getBattleFieldWidth()
double getBattleFieldHeight()
int getOthers()
getNumSentries()
int getNumSentries()
getOthers()
int getNumRounds()
getRoundNum()
int getRoundNum()
getNumRounds()
- 1)
in the battle.getNumRounds()
int getSentryBorderSize()
BorderSentry
that defines the how
far a BorderSentry is allowed to move from the border edges measured in units.double getGunCoolingRate()
The gun cooling rate is default 0.1 / turn, but can be changed by the battle setup. So don't count on the cooling rate being 0.1!
getGunHeat()
,
setFire(double)
double getDistanceRemaining()
This call returns both positive and negative values. Positive values means that the robot is currently moving forwards. Negative values means that the robot is currently moving backwards. If the returned value is 0, the robot currently stands still.
getBodyTurnRemaining()
,
getGunTurnRemaining()
,
getRadarTurnRemaining()
double getBodyTurnRemaining()
This call returns both positive and negative values. Positive values means that the robot is currently turning to the right. Negative values means that the robot is currently turning to the left.
getDistanceRemaining()
,
getGunTurnRemaining()
,
getRadarTurnRemaining()
double getGunTurnRemaining()
This call returns both positive and negative values. Positive values means that the gun is currently turning to the right. Negative values means that the gun is currently turning to the left.
getDistanceRemaining()
,
getBodyTurnRemaining()
,
getRadarTurnRemaining()
double getRadarTurnRemaining()
This call returns both positive and negative values. Positive values means that the radar is currently turning to the right. Negative values means that the radar is currently turning to the left.
getDistanceRemaining()
,
getBodyTurnRemaining()
,
getGunTurnRemaining()
void execute()
Note that advanced robots must call this function in order to
execute pending set* calls like e.g. setMove(double)
,
setFire(double)
, setTurnBody(double)
etc.
Otherwise, these calls will never get executed.
In this example the robot will move while turning:
setTurnBody(90); setMove(100); execute(); while (getDistanceRemaining() > 0 && getTurnRemaining() > 0) { execute(); }
void move(double distance)
This call executes immediately, and does not return until it is complete, i.e. when the remaining distance to move is 0.
If the robot collides with a wall, the move is complete, meaning that the robot will not move any further. If the robot collides with another robot, the move is complete if you are heading toward the other robot.
Note that both positive and negative values can be given as input, where positive values means that the robot is set to move forward, and negative values means that the robot is set to move backward.
Example:
// Move the robot 100 pixels forward ahead(100); // Afterwards, move the robot 50 pixels backward ahead(-50);
distance
- the distance to move measured in pixels.
If distance
> 0 the robot is set to move forward.
If distance
< 0 the robot is set to move backward.
If distance
= 0 the robot will not move anywhere, but just
finish its turn.IBasicEvents.onHitWall(robocode.HitWallEvent)
,
IBasicEvents.onHitRobot(robocode.HitRobotEvent)
void turnBody(double radians)
Note that both positive and negative values can be given as input, where positive values means that the robot's body is set to turn right, and negative values means that the robot's body is set to turn left. If 0 is given as input, the robot's body will stop turning.
Example:
// Turn the robot's body 180 degrees to the right turnBody(Math.PI); // Afterwards, turn the robot's body 90 degrees to the left turnBody(-Math.PI / 2);
radians
- the amount of radians to turn the robot's body.
If radians
> 0 the robot's body is set to turn right.
If radians
< 0 the robot's body is set to turn left.
If radians
= 0 the robot's body is set to stop turning.turnGun(double)
,
turnRadar(double)
,
move(double)
void turnGun(double radians)
Note that both positive and negative values can be given as input, where positive values means that the robot's gun is set to turn right, and negative values means that the robot's gun is set to turn left. If 0 is given as input, the robot's gun will stop turning.
Example:
// Turn the robot's gun 180 degrees to the right turnGun(Math.PI); // Afterwards, turn the robot's gun 90 degrees to the left turnGun(-Math.PI / 2);
radians
- the amount of radians to turn the robot's gun.
If radians
> 0 the robot's gun is set to turn right.
If radians
< 0 the robot's gun is set to turn left.
If radians
= 0 the robot's gun is set to stop turning.turnBody(double)
,
turnRadar(double)
,
move(double)
Bullet fire(double power)
The specified bullet power is an amount of energy that will be taken from the robot's energy. Hence, the more power you want to spend on the bullet, the more energy is taken from your robot.
The bullet will do (4 * power) damage if it hits another robot. If power
is greater than 1, it will do an additional 2 * (power - 1) damage.
You will get (3 * power) back if you hit the other robot. You can call
Rules.getBulletDamage(double)
for getting the damage that a
bullet with a specific bullet power will do.
The specified bullet power should be between
Rules.MIN_BULLET_POWER
and Rules.MAX_BULLET_POWER
.
Note that the gun cannot fire if the gun is overheated, meaning that
getGunHeat()
returns a value > 0.
A event is generated when the bullet hits a robot
(BulletHitEvent
), wall (BulletMissedEvent
), or another
bullet (BulletHitBulletEvent
).
Example:
// Fire a bullet with maximum power if the gun is ready if (getGunHeat() == 0) { Bullet bullet = fire(Rules.MAX_BULLET_POWER); // Get the velocity of the bullet if (bullet != null) { double bulletVelocity = bullet.getVelocity(); } }
power
- the amount of energy given to the bullet, and subtracted
from the robot's energy.Bullet
that contains information about the bullet if it
was actually fired, which can be used for tracking the bullet after it
has been fired. If the bullet was not fired, null
is returned.setFire(double)
,
Bullet
,
getGunHeat()
,
getGunCoolingRate()
,
onBulletHit(BulletHitEvent)
,
onBulletHitBullet(BulletHitBulletEvent)
,
onBulletMissed(BulletMissedEvent)
Bullet setFire(double power)
This call returns immediately, and will not execute until you call execute() or take an action that executes.
The specified bullet power is an amount of energy that will be taken from the robot's energy. Hence, the more power you want to spend on the bullet, the more energy is taken from your robot.
The bullet will do (4 * power) damage if it hits another robot. If power
is greater than 1, it will do an additional 2 * (power - 1) damage.
You will get (3 * power) back if you hit the other robot. You can call
Rules.getBulletDamage(double)
for getting the damage that a
bullet with a specific bullet power will do.
The specified bullet power should be between
Rules.MIN_BULLET_POWER
and Rules.MAX_BULLET_POWER
.
Note that the gun cannot fire if the gun is overheated, meaning that
getGunHeat()
returns a value > 0.
A event is generated when the bullet hits a robot
(BulletHitEvent
), wall (BulletMissedEvent
), or another
bullet (BulletHitBulletEvent
).
Example:
Bullet bullet = null; // Fire a bullet with maximum power if the gun is ready if (getGunHeat() == 0) { bullet = setFireBullet(Rules.MAX_BULLET_POWER); } ... execute(); ... // Get the velocity of the bullet if (bullet != null) { double bulletVelocity = bullet.getVelocity(); }
power
- the amount of energy given to the bullet, and subtracted
from the robot's energy.Bullet
that contains information about the bullet if it
was actually fired, which can be used for tracking the bullet after it
has been fired. If the bullet was not fired, null
is returned.fire(double)
,
Bullet
,
getGunHeat()
,
getGunCoolingRate()
,
onBulletHit(BulletHitEvent)
,
onBulletHitBullet(BulletHitBulletEvent)
,
onBulletMissed(BulletMissedEvent)
void setBodyColor(Color color)
A null
indicates the default (blue) color.
Example: // Don't forget to import java.awt.Color at the top... import java.awt.Color; ... public void run() { setBodyColor(Color.BLACK); ... }
color
- the new body colorsetGunColor(Color)
,
setRadarColor(Color)
,
setBulletColor(Color)
,
setScanColor(Color)
,
Color
void setGunColor(Color color)
A null
indicates the default (blue) color.
Example: // Don't forget to import java.awt.Color at the top... import java.awt.Color; ... public void run() { setGunColor(Color.RED); ... }
color
- the new gun colorsetBodyColor(Color)
,
setRadarColor(Color)
,
setBulletColor(Color)
,
setScanColor(Color)
,
Color
void setRadarColor(Color color)
A null
indicates the default (blue) color.
Example: // Don't forget to import java.awt.Color at the top... import java.awt.Color; ... public void run() { setRadarColor(Color.YELLOW); ... }
color
- the new radar colorsetBodyColor(Color)
,
setGunColor(Color)
,
setBulletColor(Color)
,
setScanColor(Color)
,
Color
void setBulletColor(Color color)
A null
indicates the default white color.
Example: // Don't forget to import java.awt.Color at the top... import java.awt.Color; ... public void run() { setBulletColor(Color.GREEN); ... }
color
- the new bullet colorsetBodyColor(Color)
,
setGunColor(Color)
,
setRadarColor(Color)
,
setScanColor(Color)
,
Color
void setScanColor(Color color)
A null
indicates the default (blue) color.
Example: // Don't forget to import java.awt.Color at the top... import java.awt.Color; ... public void run() { setScanColor(Color.WHITE); ... }
color
- the new scan arc colorsetBodyColor(Color)
,
setGunColor(Color)
,
setRadarColor(Color)
,
setBulletColor(Color)
,
Color
void getCall()
get*
call like e.g. getX()
or
getVelocity()
.
This method is used by the game to determine if the robot is inactive or
not. Note: You should only make this call once in a get*
method!
setCall()
void setCall()
set*
call like e.g. setFire(double)
or setBodyColor(Color)
.
This method is used by the game to determine if the robot is inactive or
not. Note: You should only make this call once in a set*
method!
getCall()
Graphics2D getGraphics()
This method is very useful for debugging your robot.
Note that the robot will only be painted if the "Paint" is enabled on the robot's console window; otherwise the robot will never get painted (the reason being that all robots might have graphical items that must be painted, and then you might not be able to tell what graphical items that have been painted for your robot).
Also note that the coordinate system for the graphical context where you paint items fits for the Robocode coordinate system where (0, 0) is at the bottom left corner of the battlefield, where X is towards right and Y is upwards.
IPaintEvents.onPaint(Graphics2D)
void setDebugProperty(String key, String value)
This method is very useful when debugging or reviewing your robot as you will be able to see this property displayed in the robot console for your robots under the Debug Properties tab page.
key
- the name/key of the debug property.value
- the new value of the debug property, where null
or
the empty string is used for removing this debug property.void rescan()
Rescan will cause onScannedRobot(ScannedRobotEvent)
to be called if you see a robot.
There are 2 reasons to call rescan()
manually:
onScannedRobot
event. This is more
likely. If you are in onScannedRobot
and call scan()
,
and you still see a robot, then the system will interrupt your
onScannedRobot
event immediately and start it from the top.
This call executes immediately.
onScannedRobot(ScannedRobotEvent)
,
ScannedRobotEvent
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