Interface IAdvancedRobotPeer

All Superinterfaces:
IBasicRobotPeer, IStandardRobotPeer
All Known Subinterfaces:
ITeamRobotPeer

public interface IAdvancedRobotPeer extends IStandardRobotPeer
The advanced robot peer for advanced robot types like AdvancedRobot and TeamRobot.

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

Since:
1.6
Author:
Pavel Savara (original), Flemming N. Larsen (contributor)
See Also:
  • Method Details

    • isAdjustGunForBodyTurn

      boolean isAdjustGunForBodyTurn()
      Checks if the gun is set to adjust for the robot turning, i.e. to turn independent from the robot's body turn.

      This call returns true if the gun is set to turn independent of the turn of the robot's body. Otherwise, false is returned, meaning that the gun is set to turn with the robot's body turn.

      Returns:
      true if the gun is set to turn independent of the robot turning; false if the gun is set to turn with the robot turning
      See Also:
    • isAdjustRadarForGunTurn

      boolean isAdjustRadarForGunTurn()
      Checks if the radar is set to adjust for the robot turning, i.e. to turn independent from the robot's body turn.

      This call returns true if the radar is set to turn independent of the turn of the robot. Otherwise, false is returned, meaning that the radar is set to turn with the robot's turn.

      Returns:
      true if the radar is set to turn independent of the robot turning; false if the radar is set to turn with the robot turning
      See Also:
    • isAdjustRadarForBodyTurn

      boolean isAdjustRadarForBodyTurn()
      Checks if the radar is set to adjust for the gun turning, i.e. to turn independent from the gun's turn.

      This call returns true if the radar is set to turn independent of the turn of the gun. Otherwise, false is returned, meaning that the radar is set to turn with the gun's turn.

      Returns:
      true if the radar is set to turn independent of the gun turning; false if the radar is set to turn with the gun turning
      See Also:
    • setStop

      void setStop(boolean overwrite)
      This call is identical to stop(boolean), but returns immediately, and will not execute until you call execute() or take an action that executes.

      If there is already movement saved from a previous stop, you can overwrite it by calling setStop(true).

      Parameters:
      overwrite - true if the movement saved from a previous stop should be overwritten; false otherwise.
      See Also:
    • setResume

      void setResume()
      Sets the robot to resume the movement stopped by stop(boolean) or setStop(boolean), if any.

      This call returns immediately, and will not execute until you call execute() or take an action that executes.

      See Also:
    • setMove

      void setMove(double distance)
      Sets the robot to move forward or backward by distance measured in pixels when the next execution takes place.

      This call returns immediately, and will not execute until you call execute() or take an action that executes.

      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. If 0 is given as input, the robot will stop its movement, but will have to decelerate till it stands still, and will thus not be able to stop its movement immediately, but eventually.

      Example:

         // Set the robot to move 50 pixels forward
         setMove(50);
      
         // Set the robot to move 100 pixels backward
         // (overrides the previous order)
         setMove(-100);
      
         ...
         // Executes the last setMove()
         execute();
       
      Parameters:
      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 is set to stop its movement.
      See Also:
    • setTurnBody

      void setTurnBody(double radians)
      Sets the robot's body to turn right or left by radians when the next execution takes place.

      This call returns immediately, and will not execute until you call execute() or take an action that executes.

      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:

         // Set the robot's body to turn 180 degrees to the right
         setTurnBody(Math.PI);
      
         // Set the robot's body to turn 90 degrees to the left instead of right
         // (overrides the previous order)
         setTurnBody(-Math.PI / 2);
      
         ...
         // Executes the last setTurnBody()
         execute();
       
      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 < 0 the robot's body is set to turn left. If radians = 0 the robot's body is set to stop turning.
      See Also:
    • setTurnGun

      void setTurnGun(double radians)
      Sets the robot's gun to turn right or left by radians when the next execution takes place.

      This call returns immediately, and will not execute until you call execute() or take an action that executes.

      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:

         // Set the robot's gun to turn 180 degrees to the right
         setTurnGun(Math.PI);
      
         // Set the robot's gun to turn 90 degrees to the left instead of right
         // (overrides the previous order)
         setTurnGun(-Math.PI / 2);
      
         ...
         // Executes the last setTurnFun()
         execute();
       
      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 < 0 the robot's gun is set to turn left. If radians = 0 the robot's gun is set to stop turning.
      See Also:
    • setTurnRadar

      void setTurnRadar(double radians)
      Sets the robot's radar to turn right or left by radians when the next execution takes place.

      This call returns immediately, and will not execute until you call execute() or take an action that executes.

      Note that both positive and negative values can be given as input, where positive values means that the robot's radar is set to turn right, and negative values means that the robot's radar is set to turn left. If 0 is given as input, the robot's radar will stop turning.

      Example:

         // Set the robot's radar to turn 180 degrees to the right
         setTurnRadar(Math.PI);
      
         // Set the robot's radar to turn 90 degrees to the left instead of right
         // (overrides the previous order)
         setTurnRadar(-Math.PI / 2);
      
         ...
         // Executes the last setTurnRadar()
         execute();
       
      Parameters:
      radians - the amount of radians to turn the robot's radar. If radians > 0 the robot's radar is set to turn right. If radians < 0 the robot's radar is set to turn left. If radians = 0 the robot's radar is set to stop turning.
      See Also:
    • setMaxTurnRate

      void setMaxTurnRate(double newMaxTurnRate)
      Sets the maximum turn rate of the robot measured in degrees if the robot should turn slower than Rules.MAX_TURN_RATE (10 degress/turn).
      Parameters:
      newMaxTurnRate - the new maximum turn rate of the robot measured in degrees. Valid values are 0 - Rules.MAX_TURN_RATE
      See Also:
    • setMaxVelocity

      void setMaxVelocity(double newMaxVelocity)
      Sets the maximum velocity of the robot measured in pixels/turn if the robot should move slower than Rules.MAX_VELOCITY (8 pixels/turn).
      Parameters:
      newMaxVelocity - the new maximum turn rate of the robot measured in pixels/turn. Valid values are 0 - Rules.MAX_VELOCITY
      See Also:
    • waitFor

      void waitFor(Condition condition)
      Does not return until a condition is met, i.e. when a Condition.test() returns true.

      This call executes immediately.

      See the sample.Crazy robot for how this method can be used.

      Parameters:
      condition - the condition that must be met before this call returns
      See Also:
    • setInterruptible

      void setInterruptible(boolean interruptible)
      Call this during an event handler to allow new events of the same priority to restart the event handler.

      Example:

         public void onScannedRobot(ScannedRobotEvent e) {
             fire(1);
             setInterruptible(true);
             move(100);  // If you see a robot while moving ahead,
                         // this handler will start from the top
                         // Without setInterruptible(true), we wouldn't
                         // receive scan events at all!
             // We'll only get here if we don't see a robot during the move.
             getOut().println("Ok, I can't see anyone");
         }
       
      Parameters:
      interruptible - true if the event handler should be interrupted if new events of the same priority occurs; false otherwise
      See Also:
    • setEventPriority

      void setEventPriority(String eventClass, int priority)
      Sets the priority of a class of events.

      Events are sent to the onXXX handlers in order of priority. Higher priority events can interrupt lower priority events. For events with the same priority, newer events are always sent first. Valid priorities are 0 - 99, where 100 is reserved and 80 is the default priority.

      Example:

         setEventPriority("RobotDeathEvent", 15);
       

      The default priorities are, from highest to lowest:

         RoundEndedEvent:      100 (reserved)
         BattleEndedEvent:     100 (reserved)
         WinEvent:             100 (reserved)
         SkippedTurnEvent:     100 (reserved)
         StatusEvent:           99
         Key and mouse events:  98
         CustomEvent:           80 (default value)
         MessageEvent:          75
         RobotDeathEvent:       70
         BulletMissedEvent:     60
         BulletHitBulletEvent:  55
         BulletHitEvent:        50
         HitByBulletEvent:      40
         HitWallEvent:          30
         HitRobotEvent:         20
         ScannedRobotEvent:     10
         PaintEvent:             5
         DeathEvent:            -1 (reserved)
       

      Note that you cannot change the priority for events with the special priority value -1 or 100 (reserved) as these event are system events. Also note that you cannot change the priority of CustomEvent. Instead you must change the priority of the condition(s) for your custom event(s).

      Parameters:
      eventClass - the name of the event class (string) to set the priority for
      priority - the new priority for that event class
      Since:
      1.5, the priority of DeathEvent was changed from 100 to -1 in order to let robots process pending events on its event queue before it dies. When the robot dies, it will not be able to process events.
      See Also:
    • getEventPriority

      int getEventPriority(String eventClass)
      Returns the current priority of a class of events. An event priority is a value from 0 - 99. The higher value, the higher priority.

      Example:

         int myHitRobotPriority = getEventPriority("HitRobotEvent");
       

      The default priorities are, from highest to lowest:

         RoundEndedEvent:      100 (reserved)
         BattleEndedEvent:     100 (reserved)
         WinEvent:             100 (reserved)
         SkippedTurnEvent:     100 (reserved)
         StatusEvent:           99
         Key and mouse events:  98
         CustomEvent:           80 (default value)
         MessageEvent:          75
         RobotDeathEvent:       70
         BulletMissedEvent:     60
         BulletHitBulletEvent:  55
         BulletHitEvent:        50
         HitByBulletEvent:      40
         HitWallEvent:          30
         HitRobotEvent:         20
         ScannedRobotEvent:     10
         PaintEvent:             5
         DeathEvent:            -1 (reserved)
       
      Parameters:
      eventClass - the name of the event class (string)
      Returns:
      the current priority of a class of events
      See Also:
    • addCustomEvent

      void addCustomEvent(Condition condition)
      Registers a custom event to be called when a condition is met. When you are finished with your condition or just want to remove it you must call removeCustomEvent(Condition).

      Example:

         // Create the condition for our custom event
         Condition triggerHitCondition = new Condition("triggerhit") {
             public boolean test() {
                 return (getEnergy() <= trigger);
             };
         }
      
         // Add our custom event based on our condition
         addCustomEvent(triggerHitCondition);
       
      Parameters:
      condition - the condition that must be met.
      Throws:
      NullPointerException - if the condition parameter has been set to null.
      See Also:
    • removeCustomEvent

      void removeCustomEvent(Condition condition)
      Removes a custom event that was previously added by calling addCustomEvent(Condition).

      Example:

         // Create the condition for our custom event
         Condition triggerHitCondition = new Condition("triggerhit") {
             public boolean test() {
                 return (getEnergy() <= trigger);
             };
         }
      
         // Add our custom event based on our condition
         addCustomEvent(triggerHitCondition);
         ...
         do something with your robot
         ...
         // Remove the custom event based on our condition
         removeCustomEvent(triggerHitCondition);
       
      Parameters:
      condition - the condition that was previous added and that must be removed now.
      Throws:
      NullPointerException - if the condition parameter has been set to null.
      See Also:
    • clearAllEvents

      void clearAllEvents()
      Clears out any pending events in the robot's event queue immediately.
      See Also:
    • getAllEvents

      List<Event> getAllEvents()
      Returns a vector containing all events currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (Event event : getAllEvents()) {
             if (event instanceof HitRobotEvent) {
                 // do something with the event
             } else if (event instanceof HitByBulletEvent) {
                 // do something with the event
             }
         }
       
      Returns:
      a vector containing all events currently in the robot's queue
      See Also:
    • getStatusEvents

      List<StatusEvent> getStatusEvents()
      Returns a vector containing all StatusEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (StatusEvent event : getStatusEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all StatusEvents currently in the robot's queue
      Since:
      1.6.1
      See Also:
    • getBulletMissedEvents

      List<BulletMissedEvent> getBulletMissedEvents()
      Returns a vector containing all BulletMissedEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (BulletMissedEvent event : getBulletMissedEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all BulletMissedEvents currently in the robot's queue
      See Also:
    • getBulletHitBulletEvents

      List<BulletHitBulletEvent> getBulletHitBulletEvents()
      Returns a vector containing all BulletHitBulletEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (BulletHitBulletEvent event : getBulletHitBulletEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all BulletHitBulletEvents currently in the robot's queue
      See Also:
    • getBulletHitEvents

      List<BulletHitEvent> getBulletHitEvents()
      Returns a vector containing all BulletHitEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (BulletHitEvent event: getBulletHitEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all BulletHitEvents currently in the robot's queue
      See Also:
    • getHitByBulletEvents

      List<HitByBulletEvent> getHitByBulletEvents()
      Returns a vector containing all HitByBulletEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (HitByBulletEvent event : getHitByBulletEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all HitByBulletEvents currently in the robot's queue
      See Also:
    • getHitRobotEvents

      List<HitRobotEvent> getHitRobotEvents()
      Returns a vector containing all HitRobotEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (HitRobotEvent event : getHitRobotEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all HitRobotEvents currently in the robot's queue
      See Also:
    • getHitWallEvents

      List<HitWallEvent> getHitWallEvents()
      Returns a vector containing all HitWallEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (HitWallEvent event : getHitWallEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all HitWallEvents currently in the robot's queue
      See Also:
    • getRobotDeathEvents

      List<RobotDeathEvent> getRobotDeathEvents()
      Returns a vector containing all RobotDeathEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (RobotDeathEvent event : getRobotDeathEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all RobotDeathEvents currently in the robot's queue
      See Also:
    • getScannedRobotEvents

      List<ScannedRobotEvent> getScannedRobotEvents()
      Returns a vector containing all ScannedRobotEvents currently in the robot's queue. You might, for example, call this while processing another event.

      Example:

         for (ScannedRobotEvent event : getScannedRobotEvents()) {
             // do something with the event
         }
       
      Returns:
      a vector containing all ScannedRobotEvents currently in the robot's queue
      See Also:
    • getDataDirectory

      File getDataDirectory()
      Returns a file representing a data directory for the robot, which can be written to using RobocodeFileOutputStream or RobocodeFileWriter.

      The system will automatically create the directory for you, so you do not need to create it by yourself.

      Returns:
      a file representing the data directory for your robot
      See Also:
    • getDataFile

      File getDataFile(String filename)
      Returns a file in your data directory that you can write to using RobocodeFileOutputStream or RobocodeFileWriter.

      The system will automatically create the directory for you, so you do not need to create it by yourself.

      Please notice that the max. size of your data file is set to 200000 (~195 KB).

      See the sample.SittingDuck to see an example of how to use this method.

      Parameters:
      filename - the file name of the data file for your robot
      Returns:
      a file representing the data file for your robot
      See Also:
    • getDataQuotaAvailable

      long getDataQuotaAvailable()
      Returns the data quota available in your data directory, i.e. the amount of bytes left in the data directory for the robot.
      Returns:
      the amount of bytes left in the robot's data directory
      See Also: