Package robocode

Class Robot

    • Constructor Summary

      Constructors 
      Constructor Description
      Robot()
      Constructs a new robot.
    • Method Summary

      All Methods Instance Methods Concrete Methods 
      Modifier and Type Method Description
      void ahead​(double distance)
      Immediately moves your robot ahead (forward) by distance measured in pixels.
      void back​(double distance)
      Immediately moves your robot backward by distance measured in pixels.
      void doNothing()
      Do nothing this turn, meaning that the robot will skip it's turn.
      void fire​(double power)
      Immediately fires a bullet.
      Bullet fireBullet​(double power)
      Immediately fires a bullet.
      IBasicEvents getBasicEventListener()
      This method is called by the game to notify this robot about basic robot event.
      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 getEnergy()
      Returns the robot's current energy.
      java.awt.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 degrees.
      double getGunHeat()
      Returns the current heat of the gun.
      double getHeading()
      Returns the direction that the robot's body is facing, in degrees.
      double getHeight()
      Returns the height of the robot measured in pixels.
      IInteractiveEvents getInteractiveEventListener()
      This method is called by the game to notify this robot about interactive events, i.e.
      java.lang.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.
      IPaintEvents getPaintEventListener()
      This method is called by the game to notify this robot about painting events.
      double getRadarHeading()
      Returns the direction that the robot's radar is facing, in degrees.
      java.lang.Runnable getRobotRunnable()
      This method is called by the game to invoke the run() method of your robot, where the program of your robot is implemented.
      int getRoundNum()
      Returns the current round number (0 to getNumRounds() - 1) of 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.
      Hence, the sentry border size defines the width/range of the border area surrounding the battlefield that BorderSentrys cannot leave (sentry robots robots must stay in the border area), but it also define the distance from the border edges where BorderSentrys are allowed/able to make damage to robots entering this border area.
      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 getWidth()
      Returns the width of the robot measured in pixels.
      double getX()
      Returns the X position of the robot.
      double getY()
      Returns the Y position of the robot.
      void onBattleEnded​(BattleEndedEvent event)
      This method is called after the end of the battle, even when the battle is aborted.
      void onBulletHit​(BulletHitEvent event)
      This method is called when one of your bullets hits another robot.
      void onBulletHitBullet​(BulletHitBulletEvent event)
      This method is called when one of your bullets hits another bullet.
      void onBulletMissed​(BulletMissedEvent event)
      This method is called when one of your bullets misses, i.e.
      void onDeath​(DeathEvent event)
      This method is called if your robot dies.
      void onHitByBullet​(HitByBulletEvent event)
      This method is called when your robot is hit by a bullet.
      void onHitRobot​(HitRobotEvent event)
      This method is called when your robot collides with another robot.
      void onHitWall​(HitWallEvent event)
      This method is called when your robot collides with a wall.
      void onKeyPressed​(java.awt.event.KeyEvent e)
      This method is called when a key has been pressed.
      void onKeyReleased​(java.awt.event.KeyEvent e)
      This method is called when a key has been released.
      void onKeyTyped​(java.awt.event.KeyEvent e)
      This method is called when a key has been typed (pressed and released).
      void onMouseClicked​(java.awt.event.MouseEvent e)
      This method is called when a mouse button has been clicked (pressed and released).
      void onMouseDragged​(java.awt.event.MouseEvent e)
      This method is called when a mouse button has been pressed and then dragged.
      void onMouseEntered​(java.awt.event.MouseEvent e)
      This method is called when the mouse has entered the battle view.
      void onMouseExited​(java.awt.event.MouseEvent e)
      This method is called when the mouse has exited the battle view.
      void onMouseMoved​(java.awt.event.MouseEvent e)
      This method is called when the mouse has been moved.
      void onMousePressed​(java.awt.event.MouseEvent e)
      This method is called when a mouse button has been pressed.
      void onMouseReleased​(java.awt.event.MouseEvent e)
      This method is called when a mouse button has been released.
      void onMouseWheelMoved​(java.awt.event.MouseWheelEvent e)
      This method is called when the mouse wheel has been rotated.
      void onPaint​(java.awt.Graphics2D g)
      This method is called every time the robot is painted.
      void onRobotDeath​(RobotDeathEvent event)
      This method is called when another robot dies.
      void onRoundEnded​(RoundEndedEvent event)
      This method is called after the end of a round.
      void onScannedRobot​(ScannedRobotEvent event)
      This method is called when your robot sees another robot, i.e.
      void onStatus​(StatusEvent e)
      This method is called every turn in a battle round in order to provide the robot status as a complete snapshot of the robot's current state at that specific time.
      void onWin​(WinEvent event)
      This method is called if your robot wins a battle.
      void resume()
      Immediately resumes the movement you stopped by stop(), if any.
      void run()
      The main method in every robot.
      void scan()
      Scans for other robots.
      void setAdjustGunForRobotTurn​(boolean independent)
      Sets the gun to turn independent from the robot's turn.
      void setAdjustRadarForGunTurn​(boolean independent)
      Sets the radar to turn independent from the gun's turn.
      void setAdjustRadarForRobotTurn​(boolean independent)
      Sets the radar to turn independent from the robot's turn.
      void setAllColors​(java.awt.Color color)
      Sets all the robot's color to the same color in the same time, i.e.
      void setBodyColor​(java.awt.Color color)
      Sets the color of the robot's body.
      void setBulletColor​(java.awt.Color color)
      Sets the color of the robot's bullets.
      void setColors​(java.awt.Color bodyColor, java.awt.Color gunColor, java.awt.Color radarColor)
      Sets the color of the robot's body, gun, and radar in the same time.
      void setColors​(java.awt.Color bodyColor, java.awt.Color gunColor, java.awt.Color radarColor, java.awt.Color bulletColor, java.awt.Color scanArcColor)
      Sets the color of the robot's body, gun, radar, bullet, and scan arc in the same time.
      void setDebugProperty​(java.lang.String key, java.lang.String value)
      Sets the debug property with the specified key to the specified value.
      void setGunColor​(java.awt.Color color)
      Sets the color of the robot's gun.
      void setRadarColor​(java.awt.Color color)
      Sets the color of the robot's radar.
      void setScanColor​(java.awt.Color color)
      Sets the color of the robot's scan arc.
      void stop()
      Immediately stops all movement, and saves it for a call to resume().
      void stop​(boolean overwrite)
      Immediately stops all movement, and saves it for a call to resume().
      void turnGunLeft​(double degrees)
      Immediately turns the robot's gun to the left by degrees.
      void turnGunRight​(double degrees)
      Immediately turns the robot's gun to the right by degrees.
      void turnLeft​(double degrees)
      Immediately turns the robot's body to the left by degrees.
      void turnRadarLeft​(double degrees)
      Immediately turns the robot's radar to the left by degrees.
      void turnRadarRight​(double degrees)
      Immediately turns the robot's radar to the right by degrees.
      void turnRight​(double degrees)
      Immediately turns the robot's body to the right by degrees.
      • Methods inherited from class java.lang.Object

        clone, equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
    • Constructor Detail

      • Robot

        public Robot()
        Constructs a new robot.
    • Method Detail

      • getRobotRunnable

        public final java.lang.Runnable getRobotRunnable()
        This method is called by the game to invoke the run() method of your robot, where the program of your robot is implemented.}
        Specified by:
        getRobotRunnable in interface IBasicRobot
        Returns:
        a runnable implementation
        See Also:
        Runnable.run()
      • getBasicEventListener

        public final IBasicEvents getBasicEventListener()
        This method is called by the game to notify this robot about basic robot event. Hence, this method must be implemented so it returns your IBasicEvents listener.}
        Specified by:
        getBasicEventListener in interface IBasicRobot
        Returns:
        listener to basic events or null if this robot should not receive the notifications.
      • getInteractiveEventListener

        public final IInteractiveEvents getInteractiveEventListener()
        This method is called by the game to notify this robot about interactive events, i.e. keyboard and mouse events. Hence, this method must be implemented so it returns your IInteractiveEvents listener.}
        Specified by:
        getInteractiveEventListener in interface IInteractiveRobot
        Returns:
        listener to interactive events or null if this robot should not receive the notifications.
      • getPaintEventListener

        public final IPaintEvents getPaintEventListener()
        This method is called by the game to notify this robot about painting events. Hence, this method must be implemented so it returns your IPaintEvents listener.}
        Specified by:
        getPaintEventListener in interface IPaintRobot
        Returns:
        listener to paint events or null if this robot should not receive the notifications.
      • ahead

        public void ahead​(double distance)
        Immediately moves your robot ahead (forward) 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 negative values means that the robot is set to move backward instead of forward.

        Example:

           // Move the robot 100 pixels forward
           ahead(100);
        
           // Afterwards, move the robot 50 pixels backward
           ahead(-50);
         
        Parameters:
        distance - the distance to move ahead measured in pixels. If this value is negative, the robot will move back instead of ahead.
        See Also:
        back(double), onHitWall(HitWallEvent), onHitRobot(HitRobotEvent)
      • back

        public void back​(double distance)
        Immediately moves your robot 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 negative values means that the robot is set to move forward instead of backward.

        Example:

           // Move the robot 100 pixels backward
           back(100);
        
           // Afterwards, move the robot 50 pixels forward
           back(-50);
         
        Parameters:
        distance - the distance to move back measured in pixels. If this value is negative, the robot will move ahead instead of back.
        See Also:
        ahead(double), onHitWall(HitWallEvent), onHitRobot(HitRobotEvent)
      • getBattleFieldWidth

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

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

        public double getHeading()
        Returns the direction that the robot's body is facing, in degrees. The value returned will be between 0 and 360 (is excluded).

        Note that the heading in Robocode is like a compass, where 0 means North, 90 means East, 180 means South, and 270 means West.

        Returns:
        the direction that the robot's body is facing, in degrees.
        See Also:
        getGunHeading(), getRadarHeading()
      • getHeight

        public double getHeight()
        Returns the height of the robot measured in pixels.
        Returns:
        the height of the robot measured in pixels.
        See Also:
        getWidth()
      • getWidth

        public double getWidth()
        Returns the width of the robot measured in pixels.
        Returns:
        the width of the robot measured in pixels.
        See Also:
        getHeight()
      • getName

        public java.lang.String getName()
        Returns the robot's name.
        Returns:
        the robot's name.
      • 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.
        See Also:
        getY()
      • 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.
        See Also:
        getX()
      • run

        public void run()
        The main method in every robot. You must override this to set up your robot's basic behavior.

        Example:

           // A basic robot that moves around in a square
           public void run() {
               while (true) {
                   ahead(100);
                   turnRight(90);
               }
           }
         
        Specified by:
        run in interface java.lang.Runnable
      • turnLeft

        public void turnLeft​(double degrees)
        Immediately turns the robot's body to the left by degrees.

        This call executes immediately, and does not return until it is complete, i.e. when the angle remaining in the robot's turn is 0.

        Note that both positive and negative values can be given as input, where negative values means that the robot's body is set to turn right instead of left.

        Example:

           // Turn the robot 180 degrees to the left
           turnLeft(180);
        
           // Afterwards, turn the robot 90 degrees to the right
           turnLeft(-90);
         
        Parameters:
        degrees - the amount of degrees to turn the robot's body to the left. If degrees > 0 the robot will turn left. If degrees < 0 the robot will turn right. If degrees = 0 the robot will not turn, but execute.
        See Also:
        turnRight(double), turnGunLeft(double), turnGunRight(double), turnRadarLeft(double), turnRadarRight(double)
      • turnRight

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

        Note that both positive and negative values can be given as input, where negative values means that the robot's body is set to turn left instead of right.

        Example:

           // Turn the robot 180 degrees to the right
           turnRight(180);
        
           // Afterwards, turn the robot 90 degrees to the left
           turnRight(-90);
         
        Parameters:
        degrees - the amount of degrees to turn the robot's body to the right. If degrees > 0 the robot will turn right. If degrees < 0 the robot will turn left. If degrees = 0 the robot will not turn, but execute.
        See Also:
        turnLeft(double), turnGunLeft(double), turnGunRight(double), turnRadarLeft(double), turnRadarRight(double)
      • doNothing

        public void doNothing()
        Do nothing this turn, meaning that the robot will skip it's turn.

        This call executes immediately, and does not return until the turn is over.

      • fireBullet

        public Bullet fireBullet​(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 = fireBullet(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.
        See Also:
        fire(double), Bullet, getGunHeat(), getGunCoolingRate(), onBulletHit(BulletHitEvent), onBulletHitBullet(BulletHitBulletEvent), onBulletMissed(BulletMissedEvent)
      • 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
        See Also:
        getGunHeat(), fire(double), fireBullet(double)
      • getGunHeading

        public double getGunHeading()
        Returns the direction that the robot's gun is facing, in degrees. The value returned will be between 0 and 360 (is excluded).

        Note that the heading in Robocode is like a compass, where 0 means North, 90 means East, 180 means South, and 270 means West.

        Returns:
        the direction that the robot's gun is facing, in degrees.
        See Also:
        getHeading(), getRadarHeading()
      • getGunHeat

        public double getGunHeat()
        Returns the current heat of the gun. The gun cannot fire unless this is 0. (Calls to fire will succeed, but will not actually fire unless getGunHeat() == 0).

        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.

        Returns:
        the current gun heat
        See Also:
        getGunCoolingRate(), fire(double), fireBullet(double)
      • getNumRounds

        public int getNumRounds()
        Returns the number of rounds in the current battle.
        Returns:
        the number of rounds in the current battle
        See Also:
        getRoundNum()
      • getSentryBorderSize

        public 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.
        Hence, the sentry border size defines the width/range of the border area surrounding the battlefield that BorderSentrys cannot leave (sentry robots robots must stay in the border area), but it also define the distance from the border edges where BorderSentrys are allowed/able to make damage to robots entering this border area.
        Returns:
        the border size in units/pixels.
        Since:
        1.9.0.0
      • 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.
      • getNumSentries

        public int getNumSentries()
        Returns how many sentry robots that are left in the current round.
        Returns:
        how many sentry robots that are left in the current round.
        Since:
        1.9.1.0
      • getRadarHeading

        public double getRadarHeading()
        Returns the direction that the robot's radar is facing, in degrees. The value returned will be between 0 and 360 (is excluded).

        Note that the heading in Robocode is like a compass, where 0 means North, 90 means East, 180 means South, and 270 means West.

        Returns:
        the direction that the robot's radar is facing, in degrees.
        See Also:
        getHeading(), getGunHeading()
      • getRoundNum

        public int getRoundNum()
        Returns the current round number (0 to getNumRounds() - 1) of the battle.
        Returns:
        the current round number of the battle (zero indexed).
        See Also:
        getNumRounds()
      • 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.

        The maximum velocity of a robot is defined by Rules.MAX_VELOCITY (8 pixels / turn).

        Returns:
        the velocity of the robot measured in pixels/turn.
        See Also:
        Rules.MAX_VELOCITY
      • onBulletHit

        public void onBulletHit​(BulletHitEvent event)
        This method is called when one of your bullets hits another robot. You should override it in your robot if you want to be informed of this event.

        Example:

           public void onBulletHit(BulletHitEvent event) {
               out.println("I hit " + event.getName() + "!");
           }
         
        Specified by:
        onBulletHit in interface IBasicEvents
        Parameters:
        event - the bullet-hit event set by the game
        See Also:
        BulletHitEvent, Event
      • onBulletHitBullet

        public void onBulletHitBullet​(BulletHitBulletEvent event)
        This method is called when one of your bullets hits another bullet. You should override it in your robot if you want to be informed of this event.

        Example:

           public void onBulletHitBullet(BulletHitBulletEvent event) {
               out.println("I hit a bullet fired by " + event.getBullet().getName() + "!");
           }
         
        Specified by:
        onBulletHitBullet in interface IBasicEvents
        Parameters:
        event - the bullet-hit-bullet event set by the game
        See Also:
        BulletHitBulletEvent, Event
      • onBulletMissed

        public void onBulletMissed​(BulletMissedEvent event)
        This method is called when one of your bullets misses, i.e. hits a wall. You should override it in your robot if you want to be informed of this event.

        Example:

           public void onBulletMissed(BulletMissedEvent event) {
               out.println("Drat, I missed.");
           }
         
        Specified by:
        onBulletMissed in interface IBasicEvents
        Parameters:
        event - the bullet-missed event set by the game
        See Also:
        BulletMissedEvent, Event
      • onDeath

        public void onDeath​(DeathEvent event)
        This method is called if your robot dies.

        You should override it in your robot if you want to be informed of this event. Actions will have no effect if called from this section. The intent is to allow you to perform calculations or print something out when the robot is killed.

        Specified by:
        onDeath in interface IBasicEvents
        Parameters:
        event - the death event set by the game
        See Also:
        DeathEvent, WinEvent, RoundEndedEvent, BattleEndedEvent, Event
      • onHitByBullet

        public void onHitByBullet​(HitByBulletEvent event)
        This method is called when your robot is hit by a bullet. You should override it in your robot if you want to be informed of this event.

        Example:

           void onHitByBullet(HitByBulletEvent event) {
               out.println(event.getRobotName() + " hit me!");
           }
         
        Specified by:
        onHitByBullet in interface IBasicEvents
        Parameters:
        event - the hit-by-bullet event set by the game
        See Also:
        HitByBulletEvent, Event
      • onHitRobot

        public void onHitRobot​(HitRobotEvent event)
        This method is called when your robot collides with another robot. You should override it in your robot if you want to be informed of this event.

        Example:

           void onHitRobot(HitRobotEvent event) {
               if (event.getBearing() > -90 && event.getBearing() <= 90) {
                   back(100);
               } else {
                   ahead(100);
               }
           }
         

        -- or perhaps, for a more advanced robot --

        public void onHitRobot(HitRobotEvent event) { if (event.getBearing() > -90 && event.getBearing() <= 90) { setBack(100); } else { setAhead(100); } }

        The angle is relative to your robot's facing. So 0 is straight ahead of you.

        This event can be generated if another robot hits you, in which case event.isMyFault() will return false. In this case, you will not be automatically stopped by the game -- but if you continue moving toward the robot you will hit it (and generate another event). If you are moving away, then you won't hit it.

        Specified by:
        onHitRobot in interface IBasicEvents
        Parameters:
        event - the hit-robot event set by the game
        See Also:
        HitRobotEvent, Event
      • onHitWall

        public void onHitWall​(HitWallEvent event)
        This method is called when your robot collides with a wall. You should override it in your robot if you want to be informed of this event.

        The wall at the top of the screen is 0 degrees, right is 90 degrees, bottom is 180 degrees, left is 270 degrees. But this event is relative to your heading, so: The bearing is such that turnRight (event.getBearing()) will point you perpendicular to the wall.

        Example:

           void onHitWall(HitWallEvent event) {
               out.println("Ouch, I hit a wall bearing " + event.getBearing() + " degrees.");
           }
         
        Specified by:
        onHitWall in interface IBasicEvents
        Parameters:
        event - the hit-wall event set by the game
        See Also:
        HitWallEvent, Event
      • onRobotDeath

        public void onRobotDeath​(RobotDeathEvent event)
        This method is called when another robot dies. You should override it in your robot if you want to be informed of this event.
        Specified by:
        onRobotDeath in interface IBasicEvents
        Parameters:
        event - The robot-death event set by the game
        See Also:
        RobotDeathEvent, Event
      • onScannedRobot

        public void onScannedRobot​(ScannedRobotEvent event)
        This method is called when your robot sees another robot, i.e. when the robot's radar scan "hits" another robot. You should override it in your robot if you want to be informed of this event. (Almost all robots should override this!)

        This event is automatically called if there is a robot in range of your radar.

        Note that the robot's radar can only see robot within the range defined by Rules.RADAR_SCAN_RADIUS (1200 pixels).

        Also not that the bearing of the scanned robot is relative to your robot's heading.

        Example:

           void onScannedRobot(ScannedRobotEvent event) {
               // Assuming radar and gun are aligned...
               if (event.getDistance() < 100) {
                   fire(3);
               } else {
                   fire(1);
               }
           }
         

        Note:
        The game assists Robots in firing, as follows:

        • If the gun and radar are aligned (and were aligned last turn),
        • and the event is current,
        • and you call fire() before taking any other actions, fire() will fire directly at the robot.

        In essence, this means that if you can see a robot, and it doesn't move, then fire will hit it.

        AdvancedRobots will NOT be assisted in this manner, and are expected to examine the event to determine if fire() would hit. (i.e. you are spinning your gun around, but by the time you get the event, your gun is 5 degrees past the robot).

        Specified by:
        onScannedRobot in interface IBasicEvents
        Parameters:
        event - the scanned-robot event set by the game
        See Also:
        ScannedRobotEvent, Event, Rules.RADAR_SCAN_RADIUS
      • scan

        public void scan()
        Scans for other robots. This method is called automatically by the game, as long as the robot is moving, turning its body, turning its gun, or turning its radar.

        Scan will cause onScannedRobot(ScannedRobotEvent) to be called if you see a robot.

        There are 2 reasons to call scan() manually:

        1. You want to scan after you stop moving.
        2. You want to interrupt the 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.

        See Also:
        onScannedRobot(ScannedRobotEvent), ScannedRobotEvent
      • setAdjustGunForRobotTurn

        public void setAdjustGunForRobotTurn​(boolean independent)
        Sets the gun to turn independent from the robot's turn.

        Ok, so this needs some explanation: The gun is mounted on the robot's body. So, normally, if the robot turns 90 degrees to the right, then the gun will turn with it as it is mounted on top of the robot's body. To compensate for this, you can call setAdjustGunForRobotTurn(true). When this is set, the gun will turn independent from the robot's turn, i.e. the gun will compensate for the robot's body turn.

        Note: This method is additive until you reach the maximum the gun can turn. The "adjust" is added to the amount you set for turning the robot, then capped by the physics of the game. If you turn infinite, then the adjust is ignored (and hence overridden).

        Example, assuming both the robot and gun start out facing up (0 degrees):

           // Set gun to turn with the robot's turn
           setAdjustGunForRobotTurn(false); // This is the default
           turnRight(90);
           // At this point, both the robot and gun are facing right (90 degrees)
           turnLeft(90);
           // Both are back to 0 degrees
        
           -- or --
        
           // Set gun to turn independent from the robot's turn
           setAdjustGunForRobotTurn(true);
           turnRight(90);
           // At this point, the robot is facing right (90 degrees), but the gun is still facing up.
           turnLeft(90);
           // Both are back to 0 degrees.
         

        Note: The gun compensating this way does count as "turning the gun". See setAdjustRadarForGunTurn(boolean) for details.

        Parameters:
        independent - true if the gun must turn independent from the robot's turn; false if the gun must turn with the robot's turn.
        See Also:
        setAdjustRadarForGunTurn(boolean)
      • setAdjustRadarForRobotTurn

        public void setAdjustRadarForRobotTurn​(boolean independent)
        Sets the radar to turn independent from the robot's turn.

        Ok, so this needs some explanation: The radar is mounted on the gun, and the gun is mounted on the robot's body. So, normally, if the robot turns 90 degrees to the right, the gun turns, as does the radar. Hence, if the robot turns 90 degrees to the right, then the gun and radar will turn with it as the radar is mounted on top of the gun. To compensate for this, you can call setAdjustRadarForRobotTurn(true). When this is set, the radar will turn independent from the robot's turn, i.e. the radar will compensate for the robot's turn.

        Note: This method is additive until you reach the maximum the radar can turn. The "adjust" is added to the amount you set for turning the robot, then capped by the physics of the game. If you turn infinite, then the adjust is ignored (and hence overridden).

        Example, assuming the robot, gun, and radar all start out facing up (0 degrees):

           // Set radar to turn with the robots's turn
           setAdjustRadarForRobotTurn(false); // This is the default
           turnRight(90);
           // At this point, the body, gun, and radar are all facing right (90 degrees);
        
           -- or --
        
           // Set radar to turn independent from the robot's turn
           setAdjustRadarForRobotTurn(true);
           turnRight(90);
           // At this point, the robot and gun are facing right (90 degrees), but the radar is still facing up.
         
        Parameters:
        independent - true if the radar must turn independent from the robots's turn; false if the radar must turn with the robot's turn.
        See Also:
        setAdjustGunForRobotTurn(boolean), setAdjustRadarForGunTurn(boolean)
      • setAdjustRadarForGunTurn

        public void setAdjustRadarForGunTurn​(boolean independent)
        Sets the radar to turn independent from the gun's turn.

        Ok, so this needs some explanation: The radar is mounted on the robot's gun. So, normally, if the gun turns 90 degrees to the right, then the radar will turn with it as it is mounted on top of the gun. To compensate for this, you can call setAdjustRadarForGunTurn(true). When this is set, the radar will turn independent from the robot's turn, i.e. the radar will compensate for the gun's turn.

        Note: This method is additive until you reach the maximum the radar can turn. The "adjust" is added to the amount you set for turning the gun, then capped by the physics of the game. If you turn infinite, then the adjust is ignored (and hence overridden).

        Example, assuming both the gun and radar start out facing up (0 degrees):

           // Set radar to turn with the gun's turn
           setAdjustRadarForGunTurn(false); // This is the default
           turnGunRight(90);
           // At this point, both the radar and gun are facing right (90 degrees);
        
           -- or --
        
           // Set radar to turn independent from the gun's turn
           setAdjustRadarForGunTurn(true);
           turnGunRight(90);
           // At this point, the gun is facing right (90 degrees), but the radar is still facing up.
         
        Note: Calling setAdjustRadarForGunTurn(boolean) will automatically call setAdjustRadarForRobotTurn(boolean) with the same value, unless you have already called it earlier. This behavior is primarily for backward compatibility with older Robocode robots.
        Parameters:
        independent - true if the radar must turn independent from the gun's turn; false if the radar must turn with the gun's turn.
        See Also:
        setAdjustRadarForRobotTurn(boolean), setAdjustGunForRobotTurn(boolean)
      • setColors

        public void setColors​(java.awt.Color bodyColor,
                              java.awt.Color gunColor,
                              java.awt.Color radarColor,
                              java.awt.Color bulletColor,
                              java.awt.Color scanArcColor)
        Sets the color of the robot's body, gun, radar, bullet, and scan arc in the same time.

        A null indicates the default (blue) color for the body, gun, radar, and scan arc, but white for the bullet color.

        Example:

           // Don't forget to import java.awt.Color at the top...
           import java.awt.Color;
           ...
        
           public void run() {
               setColors(null, Color.RED, Color.GREEN, null, new Color(150, 0, 150));
               ...
           }
         
        Parameters:
        bodyColor - the new body color
        gunColor - the new gun color
        radarColor - the new radar color
        bulletColor - the new bullet color
        scanArcColor - the new scan arc color
        Since:
        1.1.3
        See Also:
        setColors(Color, Color, Color), setAllColors(Color), setBodyColor(Color), setGunColor(Color), setRadarColor(Color), setBulletColor(Color), setScanColor(Color), Color
      • stop

        public void stop()
        Immediately stops all movement, and saves it for a call to resume(). If there is already movement saved from a previous stop, this will have no effect.

        This method is equivalent to #stop(false).

        See Also:
        resume(), stop(boolean)
      • stop

        public void stop​(boolean overwrite)
        Immediately stops all movement, and saves it for a call to resume(). If there is already movement saved from a previous stop, you can overwrite it by calling stop(true).
        Parameters:
        overwrite - If there is already movement saved from a previous stop, you can overwrite it by calling stop(true).
        See Also:
        resume(), stop()
      • resume

        public void resume()
        Immediately resumes the movement you stopped by stop(), if any.

        This call executes immediately, and does not return until it is complete.

        See Also:
        stop(), stop(boolean)
      • turnGunLeft

        public void turnGunLeft​(double degrees)
        Immediately turns the robot's gun to the left by degrees.

        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 negative values means that the robot's gun is set to turn right instead of left.

        Example:

           // Turn the robot's gun 180 degrees to the left
           turnGunLeft(180);
        
           // Afterwards, turn the robot's gun 90 degrees to the right
           turnGunLeft(-90);
         
        Parameters:
        degrees - the amount of degrees to turn the robot's gun to the left. If degrees > 0 the robot's gun will turn left. If degrees < 0 the robot's gun will turn right. If degrees = 0 the robot's gun will not turn, but execute.
        See Also:
        turnGunRight(double), turnLeft(double), turnRight(double), turnRadarLeft(double), turnRadarRight(double), setAdjustGunForRobotTurn(boolean)
      • turnGunRight

        public void turnGunRight​(double degrees)
        Immediately turns the robot's gun to the right by degrees. 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 negative values means that the robot's gun is set to turn left instead of right.

        Example:

           // Turn the robot's gun 180 degrees to the right
           turnGunRight(180);
        
           // Afterwards, turn the robot's gun 90 degrees to the left
           turnGunRight(-90);
         
        Parameters:
        degrees - the amount of degrees to turn the robot's gun to the right. If degrees > 0 the robot's gun will turn right. If degrees < 0 the robot's gun will turn left. If degrees = 0 the robot's gun will not turn, but execute.
        See Also:
        turnGunLeft(double), turnLeft(double), turnRight(double), turnRadarLeft(double), turnRadarRight(double), setAdjustGunForRobotTurn(boolean)
      • turnRadarLeft

        public void turnRadarLeft​(double degrees)
        Immediately turns the robot's radar to the left by degrees.

        This call executes immediately, and does not return until it is complete, i.e. when the angle remaining in the radar's turn is 0.

        Note that both positive and negative values can be given as input, where negative values means that the robot's radar is set to turn right instead of left.

        Example:

           // Turn the robot's radar 180 degrees to the left
           turnRadarLeft(180);
        
           // Afterwards, turn the robot's radar 90 degrees to the right
           turnRadarLeft(-90);
         
        Parameters:
        degrees - the amount of degrees to turn the robot's radar to the left. If degrees > 0 the robot's radar will turn left. If degrees < 0 the robot's radar will turn right. If degrees = 0 the robot's radar will not turn, but execute.
        See Also:
        turnRadarRight(double), turnLeft(double), turnRight(double), turnGunLeft(double), turnGunRight(double), setAdjustRadarForRobotTurn(boolean), setAdjustRadarForGunTurn(boolean)
      • turnRadarRight

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

        Note that both positive and negative values can be given as input, where negative values means that the robot's radar is set to turn left instead of right.

        Example:

           // Turn the robot's radar 180 degrees to the right
           turnRadarRight(180);
        
           // Afterwards, turn the robot's radar 90 degrees to the left
           turnRadarRight(-90);
         
        Parameters:
        degrees - the amount of degrees to turn the robot's radar to the right. If degrees > 0 the robot's radar will turn right. If degrees < 0 the robot's radar will turn left. If degrees = 0 the robot's radar will not turn, but execute.
        See Also:
        turnRadarLeft(double), turnLeft(double), turnRight(double), turnGunLeft(double), turnGunRight(double), setAdjustRadarForRobotTurn(boolean), setAdjustRadarForGunTurn(boolean)
      • getEnergy

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

        public java.awt.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
        See Also:
        onPaint(Graphics2D)
      • setDebugProperty

        public void setDebugProperty​(java.lang.String key,
                                     java.lang.String value)
        Sets the debug property with the specified key to the specified 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.

        Parameters:
        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.
        Since:
        1.6.2
      • onPaint

        public void onPaint​(java.awt.Graphics2D g)
        This method is called every time the robot is painted. You should override this method if you want to draw items for your robot on the battle field, e.g. targets, virtual bullets etc.

        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.

        Specified by:
        onPaint in interface IPaintEvents
        Parameters:
        g - the graphics context to use for painting graphical items for the robot.
        See Also:
        Graphics2D
      • onStatus

        public void onStatus​(StatusEvent e)
        This method is called every turn in a battle round in order to provide the robot status as a complete snapshot of the robot's current state at that specific time.

        The main benefit of this method is that you'll automatically receive all current data values of the robot like e.g. the x and y coordinate, heading, gun heat etc., which are grouped into the exact same time/turn.

        This is the only way to map the robots data values to a specific time. For example, it is not possible to determine the exact time of the robot's heading by calling first calling getTime() and then getHeading() afterwards, as the time might change after between the getTime() and getHeading() call.

        Specified by:
        onStatus in interface IBasicEvents
        Parameters:
        e - the event containing the robot status at the time it occurred.
        See Also:
        StatusEvent, Event