robocode.robotinterfaces.peer

Interface IBasicRobotPeer

Known Subinterfaces:
IAdvancedRobotPeer, IJuniorRobotPeer, IStandardRobotPeer, ITeamRobotPeer

public interface IBasicRobotPeer

The basic robot peer for all robot types.

A robot peer is the object that deals with game mechanics and rules, and makes sure your robot abides by them.

Authors:
Pavel Savara (original)
Flemming N. Larsen (javadoc)
Since:
1.6
See Also:
IStandardRobotPeer, IAdvancedRobotPeer, ITeamRobotPeer, IJuniorRobotPeer

Method Summary

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.
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
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.
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.
double
getY()
Returns the Y position of the robot.
void
move(double distance)
Immediately moves your robot forward or backward by distance measured in pixels.
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.
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.

Method Details

execute

public void execute()
Executes any pending actions, or continues executing actions that are in process. This call returns after the actions have been started.

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(); }


fire

public Bullet fire(double power)
Immediately fires a bullet. The bullet will travel in the direction the gun is pointing.

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(); } }

Parameters:
power - the amount of energy given to the bullet, and subtracted from the robot's energy.
Returns:
a 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.

getBattleFieldHeight

public double getBattleFieldHeight()
Returns the height of the current battlefield measured in pixels.
Returns:
the height of the current battlefield measured in pixels.

getBattleFieldWidth

public double getBattleFieldWidth()
Returns the width of the current battlefield measured in pixels.
Returns:
the width of the current battlefield measured in pixels.

getBodyHeading

public double getBodyHeading()
Returns the direction that the robot's body is facing, in radians. The value returned will be between 0 and 2 * PI (is excluded).

Note that the heading in Robocode is like a compass, where 0 means North, PI / 2 means East, PI means South, and 3 * PI / 4 means West.

Returns:
the direction that the robot's body is facing, in radians.

getBodyTurnRemaining

public double getBodyTurnRemaining()
Returns the angle remaining in the robot's turn, in radians.

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.

Returns:
the angle remaining in the robot's turn, in radians

getCall

public 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. 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!

See Also:
setCall()

getDistanceRemaining

public double getDistanceRemaining()
Returns the distance remaining in the robot's current move measured in pixels.

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.

Returns:
the distance remaining in the robot's current move measured in pixels.

getEnergy

public double getEnergy()
Returns the robot's current energy.
Returns:
the robot's current energy.

getGraphics

public Graphics2D getGraphics()
Returns a graphics context used for painting graphical items for the robot.

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.

Returns:
a graphics context used for painting graphical items for the robot.
Since:
1.6.1

getGunCoolingRate

public 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.

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!

Returns:
the gun cooling rate

getGunHeading

public double getGunHeading()
Returns the direction that the robot's gun is facing, in radians. The value returned will be between 0 and 2 * PI (is excluded).

Note that the heading in Robocode is like a compass, where 0 means North, PI / 2 means East, PI means South, and 3 * PI / 4 means West.

Returns:
the direction that the robot's gun is facing, in radians.

getGunHeat

public double getGunHeat()
Returns:
the current gun heat

getGunTurnRemaining

public double getGunTurnRemaining()
Returns the angle remaining in the gun's turn, in radians.

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.

Returns:
the angle remaining in the gun's turn, in radians

getName

public String getName()
Returns the robot's name.
Returns:
the robot's name.

getNumRounds

public int getNumRounds()
Returns the number of rounds in the current battle.
Returns:
the number of rounds in the current battle

getOthers

public int getOthers()
Returns how many opponents that are left in the current round.
Returns:
how many opponents that are left in the current round.

getRadarHeading

public double getRadarHeading()
Returns the direction that the robot's radar is facing, in radians. The value returned will be between 0 and 2 * PI (is excluded).

Note that the heading in Robocode is like a compass, where 0 means North, PI / 2 means East, PI means South, and 3 * PI / 4 means West.

Returns:
the direction that the robot's radar is facing, in radians.

getRadarTurnRemaining

public double getRadarTurnRemaining()
Returns the angle remaining in the radar's turn, in radians.

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.

Returns:
the angle remaining in the radar's turn, in radians

getRoundNum

public int getRoundNum()
Returns:
the number of the current round in the battle

getTime

public long getTime()
Returns the game time of the current round, where the time is equal to the current turn in the round.

A battle consists of multiple rounds.

Time is reset to 0 at the beginning of every round.

Returns:
the game time/turn of the current round.

getVelocity

public double getVelocity()
Returns:
the velocity of the robot measured in pixels/turn.

getX

public double getX()
Returns the X position of the robot. (0,0) is at the bottom left of the battlefield.
Returns:
the X position of the robot.

getY

public double getY()
Returns the Y position of the robot. (0,0) is at the bottom left of the battlefield.
Returns:
the Y position of the robot.

move

public void move(double distance)
Immediately moves your robot forward or backward by distance measured in pixels.

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);

Parameters:
distance - the distance to move measured in pixels. If distance > 0 the robot is set to move forward. If distance <320 the robot is set to move backward. If distance = 0 the robot will not move anywhere, but just finish its turn.

setBodyColor

public void setBodyColor(Color color)
Sets the color of the robot's body.

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); ... }

Parameters:
color - the new body color
Since:
1.1.2

setBulletColor

public void setBulletColor(Color color)
Sets the color of the robot's bullets.

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); ... }

Parameters:
color - the new bullet color
Since:
1.1.2

setCall

public 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. 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!

See Also:
getCall()

setFire

public Bullet setFire(double power)
Sets the gun to fire a bullet when the next execution takes place. The bullet will travel in the direction the gun is pointing.

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(); }

Parameters:
power - the amount of energy given to the bullet, and subtracted from the robot's energy.
Returns:
a 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.

setGunColor

public void setGunColor(Color color)
Sets the color of the robot's gun.

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); ... }

Parameters:
color - the new gun color
Since:
1.1.2

setRadarColor

public void setRadarColor(Color color)
Sets the color of the robot's radar.

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); ... }

Parameters:
color - the new radar color
Since:
1.1.2

setScanColor

public void setScanColor(Color color)
Sets the color of the robot's scan arc.

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); ... }

Parameters:
color - the new scan arc color
Since:
1.1.2

turnBody

public void turnBody(double radians)
Immediately turns the robot's body to the right or left by radians. This call executes immediately, and does not return until it is complete, i.e. when the angle remaining in the body's turn is 0.

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);

Parameters:
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 <320 the robot's body is set to turn left. If radians = 0 the robot's body is set to stop turning.

turnGun

public void turnGun(double radians)
Immediately turns the robot's gun to the right or left by radians. This call executes immediately, and does not return until it is complete, i.e. when the angle remaining in the gun's turn is 0.

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);

Parameters:
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 <320 the robot's gun is set to turn left. If radians = 0 the robot's gun is set to stop turning.