ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί ROBOT BATTLE REFERENCE MANUAL Ί Ί Ί Ί Thank you playing robot battle! Ί Ί Ί Ί COPYRIGHT (C) 1994 BRAD SCHICK ALL RIGHTS RESERVED Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ This reference manual is provided so robot battle information may be printed as a whole. All of this information, and more, is included in on-line help. The on-line help is much more convenient for quick references. It provides searchable keywords, cross references, and is printable topic by topic. Table of Contents ----------------- Chapter 1.0 About Robot Battle Chapter 2.0 The Contest Chapter 3.0 How To Contact Me Chapter 4.0 Creating a Robot Chapter 5.0 Description of Robot Events Chapter 6.0 Sample Robot Chapter 7.0 Scripting Language Functions Chapter 8.0 Special Sections Chapter 9.0 Math Operators Chapter 10.0 Logical Operators Chapter 11.0 Robot Variables Chapter 12.0 User Defined Variables Chapter 13.0 Damage Summary Chapter 14.0 Points Calculation Chapter 15.0 Tips and Techniques ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 1.0 About Robot Battle ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Can you design a robot to best all challengers? To survive, your robot must have better tactics, intelligence, and adaptability than all others. Can you out think and out gun your opponents? This is the place to find out! Build a robot and match your wits against up to five other robots in head to head battles to the death. Watch your ANIMATED robots come to life with stunning sound effects in matches of 1 to 65,500 games. Robot creation starts by dreaming. How can your robot stay alive in an open arena with five other deadly robots hunting it down? How can you find and destroy the enemy before they find you? Of course the only way to answer these questions is trial by fire. Build a few robots and watch them get crushed by the simple sample robots provided with this game. Eventually, you will be able to match wits with other skilled robot designers. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 2.0 The Contest ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ This is your chance to determine how good your robots actually are. Send in your robots to compete in a tournament against robots written by others from all over the world. Your robot will fight in hundred of games, steadily facing tougher and tougher competition. The contest will be a round robin tournament. At each level, your robot will fight in many thirty game matches against various competitors. At the end of each level, total points will be tallied. Only the top one third high scoring robots will proceed to the next level of competition. Six robots will make it to the final level. These six robots will fight in one sixty game match to decide the overall champion. All six finalist will receive a substantial cash prize. Prize amounts will be a given percentage of total the entrance fees collected. Actual amounts will change as the number of entrants change. Place Percentage Sample Prize (assuming 200 entrants) ----- ---------- ------------------------------------ Winner 35% $700 2nd Place 6% $120 3rd Place 6% $120 4th Place 6% $120 5th Place 6% $120 6th Place 6% $120 All contestants will receive final results. These results will contain overall contest information such as the number of contestants, the number of levels in the tournament, finalists’ names, champion’s name, and prize details. Contestant will also receive individual results. These will include the highest level your robot reached, the number of wins and loses during each level, score at each level, and final tournament standing. The currently scheduled contest dates are listed below. If there is enough demand, additional contest dates will be scheduled. -March 1st, 1995 -November 1st, 1995 Send in as many robots as you like. Each robot has a 10$ registration fee. Remember, you do not have to Register the game itself to enter the contest. Anyone may enter! All robots must be properly prepared before entry. To prepare a robot for contest entry, run the 'contest.exe' program included with the game. Once your have prepared your robots for entry, you must send them in. See Chapter 3.0 for more information about getting your robots to me. Also, let me know if you would like contests with other formats in the future. For example, I could also organize one-on-one tournaments. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 3.0 How to Contact Me ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ The following is a list of way to contact me if you need to do any of the following: - Enter robots in The Contest - Give suggestions for Version 2 - Report problems - Get technical support - Ask other questions. Additional Contest Information: To enter The Contest using CompuServe, America Online, or the Internet, send an email containing your prepared robots. To enter using the Robot Battle BBS, simple upload your prepared robots. Before sending in your robots, they must be prepared using the 'contest.exe' program included with this game. If you are paying the entrance fee using VISA or MasterCard, prepared robots are all you need to send. If you are paying the entrance fee with a check or money order, you must send the payment separately via Standard Mail. Standard Mail Brad Schick PO Box 14056 Chicago, IL 60614-0056 Robot Battle BBS (BBS Info) Robot Battle BBS: (312) 975-9392 Max. BPS 14.4K Data 8 Parity None Stop Bits 1 Terminal Type ANSI CompuServe 75573,1112 America Online robotbtl Windows Forum Message Board: Shareware Support / Robot Battle The Internet robotblt@aol.com 75573.1112@compuserve.com ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 4.0 Creating a Robot ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Robots are created using a simple scripting language. All you need is an ASCII text editor and an imagination. Although helpful, no previous programming knowledge is required. In fact, Robot Battle is a great way to start learning how to program. Most modern computer systems are based on event driven techniques very similar to those you will learn playing Robot Battle. To create your own robot, start by looking at the Sample Robot below. Do not worry about the specific commands, they are described in Scripting Lanuguage chapter. Just get the feel for the layout of a robot's instructions. Once you have looked over the Sample Robot, move on to the Scripting Lanuguage chapter. It provides detailed explanations of all robot operations. Again, do not get too hung up on the specifics. The best way to learn is by examining prefabricated robots and actually playing the game. Robot Battle comes with many thoroughly commented sample robots. Use a text editor to view their instructions, then start the game and watch them slug it out in the arena! ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 5.0 Description of Robot Events ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ The most important concept to robot design is event driven behavior. Event driven means that robots behave by responding to things (events) that happen to them. Designing an event driven robot involves deciding what events a robot should respond to and how it will respond. Responding to an event is commonly referred to as handling an event. A robot is divided into a number of sections. Each section has a name and instructions associated with that name. Sections are grouped by curly brackets {}. See the sample robot below, to see actual sections. Sections are used to handle events. Events are associated with sections by various registration functions described below. The sections used to handle events define how a robot will behave. Events may be re-registered to new handler sections at any time. This allows for extremely flexible robots. At any time during a game, a robot may re-register its event handlers, completely changing its behavior. Once registered, events may also be individually turned on or off. Events also have a priority associated with them. Since a robot can only do one thing a time, it handles higher priority events first. When an event occurs, and no higher priority events are occurring, the section registered to handle that event is called. When a handler section is called, it always executes to either the last line of code in that section or until a Return statement is hit. This does not mean execution will always go directly from the first to the last line of a handler section, however. Handlers may always be preempted by higher priority events. If an event with a higher priority than the current event happens, its event handler will be called immediately. The lower priority handler will not continue execution until the higher priority event handler completes. The sample robot called ‘event.prg’ should be very helpful. Look at its instructions, then run it in a game. Look at its output in the Robot Information Dialog to verify that all events have occurred as expected. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 6.0 Sample Robot ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Notice that capitalization is not important. A variable named "VARIABLE" will be that same as "variable" or "Variable". This is also true for robot functions and section names. Init # Init section { Name( "Sample" ) # Sets robot’s name RegCore( Core ) # Registers core event handler RegCldMissile( MissileHit,1 ) # Registers missile hit handler RegDtcRobot( FoundRobot, 2 ) # Registers robot detection handler fire_engy = 1 # User defined variable: fire_engy LockGun( ON ) # Locks gun and radar together } Core # Core section { Scan( ) # Looks for other objects RadarRight( 5 ) # Turns radar (and gun) right } MissileHit # MissileHit section { Ahead( 20 ) # Moves robot ahead } FoundRobot # FoundRobot section { fire( fire_engy ) # Fires energy missile Scan() # Looks for other objects } ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 7.0 Scripting Language Functions ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ These functions make up the robot scripting language. They are used to tell a robot what it should do. Parameters are the values that are passed into a function. Different functions take different numbers of parameters. No robot functions return values. The functions below are grouped roughly by the services they provide. Remember, capitalization is used for clarity only, Robot Battle does not recognized capitalization. ** Parameters marked with two stars may be any valid expression. Expressions are composed of variables, numeric values, math operators, and logical operators. Function Summary ---------------- Ahead Moves the robot ahead AscanEvents Turns on or off auto scanning events Back Moves the robot back Blocking Turns command blocking on or off BodyLeft Turns the robot to the left BodyRight Turns the robot to the right CldCookieEvents Turns on or off cookie collision events CldMineEvents Turns on or off mine collision events CldMissileEvents Turns on or off missile collision events CldRobotEvents Turns on or off robot collision events Continue Continues previously aborted movement CoreEvents Turns on or off core events CustomEvents Turns on or off custom events DtcCookieEvents Turns on or off cookie detection events DtcMineEvents Turns on or off mine detection events DtcRobotEvents Turns on or off robot detection events Else Evaluated when previous the If() or ElseIf() is false ElseIf Evaluated when previous the If() is false Endif Marks the end of a logical the If() block Fire Fires an energy missile GetHitsOther Determines the number of times the robot has hit another robot GetHitsSelf Determines the number of times the robot has been hit by energy missles GetHitStr Determines the average damage done by the robot’s missiles GetOthers Counts the number of other robots left in a game GetRandom Generates a random number GetShots Determines the number of energy missiles fired by the robot GetTurns Determines the number of turns the robot has had Gosub Causes execution to continue in another section GunLeft Turns the robots gun to the left GunRight Turns the robots gun to the right If Starts a logical If block LockAll Turns rotation locking on for all robot components LockGun Turns rotation locking on for the robot’s gun and radar Name Sets the robot’s name Print Adds a string to the output display window Print Adds a variable to the output display window RadarLeft Turns the robot’s radar to the left RadarRight Turns the robot’s radar to the right RegAscan Registers an event handler for auto scanning RegCldCookie Registers an event handler for collision with energy cookies RegCldMine Registers an event handler for collision with energy mines RegCldMissile Registers an event handler for collision with energy missiles RegCldRobot Registers an event handler for collision with other robots RegCore Registers an event handler for the robot’s core behavior RegCustom Registers an event handler for custom defined events RegDtcCookie Registers an event handler for detection of energy cookies RegDtcMine Registers an event handler for detection of energy mines RegDtcRobot Registers an event handler for detection of other robots Return Causes current section to end at the current line Round Rounds the specified value Scan Sends out a radar ping to search for other objects SetAccel Sent the robots lateral acceleration Stall Causes robot to freeze Stop Causes robot to abort further movement Store Stores values for retrieval in later games SyncAll Aligns the robot's body and gun to its radar SyncGun Aligns the robot's gun to its radar Truncate Truncates the specified value WaitFor Creates a user defined block Function Details ---------------- RegCore( section ) section - Name of a section in the robot script Registers an event handler for the robot's core behavior. Core events occur when no other events are happening. In other words, this section is called repeatedly until the robot dies. The core section may be re-registered at any time during a game to change the robot's core behavior. All other registered events have higher priorities that the core event. Note: When an event handler is registered or re- registered, it becomes immediately active. RegAscan( section, priority ) section - Name of a section in the robot script priority - Importance of event relative to others (lower numbers have higher priority) ** Registers an event handler for auto scanning. Auto scanning events occurs only when a robot is moving. Auto scanning provides robots an opportunity to continue searching for other objects while moving. When an auto scan event handler is registered, it will be called repeatedly while the robot is moving and no higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. This applies to lateral movement only, not rotation. Both the Ahead and Back functions have no meaning in a section handling auto scan events. Auto scan events are triggered by the moving variable. This variable is always true while a robot is moving laterally and false while it is stationary or only rotating. Note: When an event handler is registered or re- registered, it becomes immediately active. RegCldRobot( section, priority ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** Registers an event handler for collisions with other robots. The section specified above will be called whenever the robot runs into another robot and no other higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. Hitting another robot will result in an energy loss of 1 point to each robot. Robot collision events are triggered by the cldrobot variable. When a robot collision event handler returns, the cldrobot variable is automatically set to false causing the event to end. Note: When an event handler is registered or re- registered, it becomes immediately active. RegCldMissile( section, priority ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** Registers an event handler for collisions with energy missiles fired by other robots. The section specified above will be called whenever the robot is hit by an energy missile and no other higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. The amount of damage done by an energy missile depends upon both the amount of energy put into it and the distance it has traveled. Missile collision events are triggered by the cldmissile variable. When a missile collision event handler returns, the cldmissile variable is automatically set to false causing the event to end. Note: When an event handler is registered or re- registered, it becomes immediately active. RegCldCookie( section, priority ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** Registers an event handler for collisions with energy cookies. The section specified above will be called whenever the robot runs into an energy cookie and no other higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. Hitting an energy cookie will result in an energy gain of 20 point. Cookie collision events are triggered by the cldcookie variable. When a cookie collision event handler returns, the cldcookie variable is automatically set to false causing the event to end. Note: When an event handler is registered or re- registered, it becomes immediately active. RegCldMine( section, priority ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** Registers an event handler for collisions with energy mines. The section specified above will be called whenever the robot runs into an energy mine and no other higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. Hitting an energy mine will result in an energy loss of 20 point. Mine collision events are triggered by the cldmine variable. When a mine collision event handler returns, the cldmine variable is automatically set to false causing the event to end. Note: When an event handler is registered or re- registered, it becomes immediately active. RegDtcRobot( section, priority ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** Registers an event handler for detection of another robot. The section specified above will be called whenever another robot is detected by a call to Scan() and no other higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. Robot detection events are triggered by the dtcrobot variable. When a robot detection event handler returns, the dtcrobot variable is automatically decremented by one potentially causing the event to end. Note: When an event handler is registered or re- registered, it becomes immediately active. RegDtcCookie( section, priority ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** Registers an event handler for detection of energy cookies. The section specified above will be called whenever an energy cookie is detected by a call to Scan() and no other higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. Cookie detection events are triggered by the dtccookie variable. When a cookie detection event handler returns, the dtccookie variable is automatically decremented by one potentially causing the event to end. Note: When an event handler is registered or re- registered, it becomes immediately active. RegDtcMine( section, priority ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** Registers an event handler for detection of energy mines. The section specified above will be called whenever an energy mine is detected by a call to Scan() and no other higher priority events are occurring. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. Mine detection events are triggered by the dtcmine variable. When a mine detection event handler returns, the dtcmine variable is automatically decremented by one potentially causing the event to end. Note: When an event handler is registered or re- registered, it becomes immediately active. RegCustom( section, priority, expression ) section - Name of a section in the robot script priority - Importance of this event relative to others (lower numbers have higher priority)** expression - Expression that evaluates to True (non-zero) or False (zero)** Registers an event handler for a custom defined event. The custom event occurs whenever the provided expression evaluates to true and no other higher priority events are occurring. The expression may be composed of any legal variables, math operators, or logical statements. Any expression that is legal inside an If() statement may also be used as a custom event. The priority value should be a whole number, decimals will be dropped. If two events registered with the same priority occur at the same time, it is unspecified which event handler will be called. Each section may only have one custom event attached to it. There may be any combination of standard events, but only one custom event per section. When two custom events need to use the same section, the events may be combined into one with an OR statement. Alternatively, two small helper sections could be created that both use Gosub() calls to share the same logic. When multiple custom events are registered to one section, only the last one will apply. Unlike "standard" events, custom events are not ended automatically. For example, when a section registered to handle collision events returns, the collision variable is reset to false ending the event. When a custom event handler returns, is has no effect on the state of the custom event. If events are not ended somehow, the handler section will execute continuously. Note: When an event handler is registered or re- registered, it becomes immediately active. CoreEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of core events (core events occur when no other events are occurring). This function does not effect which section handles core events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegCore(). AscanEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of auto scan events. This function does not effect which section handles auto scan events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegAscan(). CldRobotEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of robot collision events. This function does not effect which section handles robot collision events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegCldRobot(). CldMissileEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of missile collision events. This function does not effect which section handles missile collision events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegCldMissile(). CldCookieEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of energy cookie collision events. This function does not effect which section handles cookie collision events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegCldCookie(). CldMineEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of energy mine collision events. This function does not effect which section handles mine collision events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegCldMine(). DtcRobotEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of robot detection events. This function does not effect which section handles robot detection events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegDtcRobot(). DtcCookieEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of energy cookie detection events. This function does not effect which section handles cookie detection events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegDtcCookie(). DtcMineEvents( bool ) bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of energy mine detection events. This function does not effect which section handles mine detection events, only whether the events are handled or ignored. The event handler section may be changed by another call to RegDtcMine(). CustomEvents( section, bool ) section - Name a section in the robot script bool - True (non-zero) or False (zero) value ** Used to either turn on or off handling of a specific custom event. Since there may be many registered custom events, the specific event must be identified by its handler section. This function does not effect which section handles the custom event, only whether the event is handled or ignored. Custom events may not really be re-registered. To move a custom event to a different handler, turn off the custom event using this function (or register a new custom event to the section) then call RegCustom() to register a different handler. SetAccel( accel ) accel - Acceleration value ** Sets the robot's lateral acceleration to a value between 1 and 5. While moving robots are constantly accelerating, so this value approximately represents a robot's speed. This function changes the accel variable described below. If this function is never called, a robot's acceleration defaults to 3. Ahead( dist ) dist - Distance to move ** Moves the robot ahead the specified amount. If the amount is negative, the robot will move backward. Running into another robot will cause damage to both robots in the collision. Each robot will lose one energy point per collision. Hitting a wall will stop a robot, but causes no damage. Note: The playing arena is a square measuring 400 unit in both directions while robots measure 33 units in both directions. Ahead() requires multiple turns to complete, therefore causing command blocking (see command blocking). Back( dist ) dist - Distance to move ** Moves the robot back the specified amount. If the amount is negative, the robot will move forward. Running into another robot will cause damage to both robots in the collision. Each robot will lose one energy point per collision. Hitting a wall will stop a robot, but causes no damage. Note: The playing arena is a square measuring 400 unit in both directions while robots measure 33 units in both directions. Back() requires multiple turns to complete, therefore causing command blocking (see command blocking). Stop( ) Causes the robot to abort further movement. This includes both lateral and rotational movement. This function is useful during an event handling routine. When a new event occurs, all movement will continue unless Stop or a new movement function is called. This function stores both the incomplete lateral movement and rotations from the aborted movement in a continue buffer. This continue buffer is used by the Continue() function described below. Note: If Stop() is called when no motion is occurring, the continue buffer is left unchanged. Each time Stop() aborts movement, however, the previous continue buffer is overwritten. Continue( ) Continues all movement previously aborted by a call to Stop(). This includes both lateral movement and rotations. Calling Continue() also resets the continue buffer. This function only continues aborted movement, it does not restore location. For example, if a robot rotates or moves laterally between calls to Stop() and Continue(), movement will be continued from the new location and orientation. Note: Just like other commands that cause movement, Continue() requires multiple turns to complete, therefore causing command blocking (see command blocking). BodyLeft( degrees ) degrees - Degrees to rotate body ** Turns the robot's body counter-clockwise by the amount specified. Negative values will cause clockwise rotation. The maximum rotation rate of a robot’s body is 5 degrees per turn. Note: Rotation speeds of a robot's body, gun, and radar differ. A robot's body rotates the slowest, its gun rotates twice as fast as its body, and its radar rotates three times as fast as its body. BodyLeft() requires multiple turns to complete, therefore causing command blocking (see command blocking). BodyRight( degrees ) degrees - Degrees to rotate body ** Turns the robot's body clockwise by the amount specified. Negative values will cause counter-clockwise rotation. The maximum rotation rate of a robot’s body is 5 degrees per turn. Note: Rotation speeds of a robot's body, gun, and radar differ. A robot's body rotates the slowest, its gun rotates twice as fast as its body, and its radar rotates three times as fast as its body. BodyRight() requires multiple turns to complete, therefore causing command blocking (see command blocking). GunLeft( degrees ) degrees - Degrees to rotate gun ** Turns the robot's gun counter-clockwise by the amount specified. Negative values will cause clockwise rotation. The maximum rotation rate of a robot’s gun is 10 degrees per turn. Note: Rotation speeds of a robot's body, gun, and radar differ. A robot's body rotates the slowest, its gun rotates twice as fast as its body, and its radar rotates three times as fast as its body. GunLeft() requires multiple turns to complete, therefore causing command blocking (see command blocking). GunRight( degrees ) degrees - Degrees to rotate gun ** Turns the robot's gun clockwise by the amount specified. Negative values will cause counter-clockwise rotation. The maximum rotation rate of a robot’s gun is 10 degrees per turn. Note: Rotation speeds of a robot's body, gun, and radar differ. A robot's body rotates the slowest, its gun rotates twice as fast as its body, and its radar rotates three times as fast as its body. GunRight() requires multiple turns to complete, therefore causing command blocking (see command blocking). RadarLeft( degrees ) degrees - Degrees to rotate radar ** Turns the robot's radar counter-clockwise by the amount specified. Negative values will cause clockwise rotation. The maximum rotation rate of a robot’s radar is 15 degrees per turn. Note: Rotation speeds of a robot's body, gun, and radar differ. A robot's body rotates the slowest, its gun rotates twice as fast as its body, and its radar rotates three times as fast as its body. RadarLeft() requires multiple turns to complete, therefore causing command blocking (see command blocking). RadarRight( degrees ) degrees - Degrees to rotate radar ** Turns the robot's radar clockwise by the amount specified. Negative values will cause counter-clockwise rotation. The maximum rotation rate of a robot’s radar is 15 degrees per turn. Note: Rotation speeds of a robot's body, gun, and radar differ. A robot's body rotates the slowest, its gun rotates twice as fast as its body, and its radar rotates three times as fast as its body. RadarRight() requires multiple turns to complete, therefore causing command blocking (see command blocking). LockAll( bool ) bool - True (non-zero) or False (zero) value ** Turns on or off rotational locking of all robot components (body, radar, and gun). Turning locking on causes all components to rotate together at body rotation speeds. For example, with locking on, calling the RadarLeft() function will cause the entire robot to turn left by the specified amount. Remember, both the gun and radar are forced to rotate at slower body rotation speeds. LockGun( bool ) bool - True (non-zero) or False (zero) value ** Turns on or off rotational locking of a robot's gun and radar. Turning locking on causes the gun and radar to rotate together at gun rotation speeds. For example, with locking on, calling the RadarLeft() function will cause both the gun and radar turn left by the specified amount. Remember, the radar is forced to rotate at slower gun rotation speeds. SyncAll() Synchronizes both the robot's body and gun to the current radar angle. This function will temporarily override any rotation locks established by previous calls to LockAll() and LockGun(). Note: SyncAll() requires multiple turns to complete, therefore causing command blocking (see command blocking). SyncGun() Synchronizes the robot's gun to the current radar angle. This function will temporarily override any rotation locks established by previous calls to LockAll() and LockGun(). Note: SyncGun() requires multiple turns to complete, therefore causing command blocking (see command blocking). Scan() Sends out a radar "ping" in the direction of the radar. The ping travels in a straight line away from the robot. The distance of the first obstacle encountered is placed in the scandist variable described below. Distance is measured from the robot's boundary to the boundary of the other object or wall. If the first obstacle is another robot, mine, or cookie the dtcrobot, dtcmine, or, dtccookie variable will be incremented respectively. This may cause event handlers to be called. Every time Scan() is called, both the dtcenergy and dtcbearing variables are changed as well. Fire( energy ) energy - Amount of energy to use ** Fires an energy missile in the direction of the robot's gun. The amount of damage done by an energy missile is directly proportional to the amount of energy used to fire it and the distance the missile travels. Energy used to fire a missile is removed from the robot's overall energy store. Valid firing values are from 1 to 7. Zero is ignored, negative numbers cause an error, and values greater that 7 are simply reduced to 7. Remember, energy missiles lose energy as they travel. Hitting targets at a great distance has a smaller effect than hitting close targets. After firing an energy missile, a robot's gun requires time to cool down. Fire() may be called continuously, but nothing will happen until the gun cools down. Although most robots just ignore this and call Fire() as often as required, the gunheat variable can be used to determine the current heat of the gun. Note: An energy missile's total energy is the amount of energy put into a missile multiplied by 4. Although a missile loses energy as it travels, its strength will never go below 4. The damage done to another robot will never go below 5 since 1 point is also lost due to the collision. If( expression ) expression - Expression that evaluates to True (non-zero) or False (zero)** Used to start a logical if block based upon the value of an expression. If() blocks may be nested, but there should only be one If() statement opening each block. The expression may contain any legal variable, numeric value, logical operator, or math operator. Elseif( expression ) expression - Expression that evaluates to True (non-zero) or False (zero)** Evaluated if the opening If() or previous Elseif() statement in a logical If() block evaluates to false. Behaves exactly like an If() statement, but may not be the first statement in a logical if block. There may be multiple Elseif() statements in a single block. The expression may contain any legal variable, numeric value, logical operator, or math operator. Else Evaluated when the all previous If() and Elseif() statements in a logical If() block have evaluated to false. If() blocks may be nested, but there may only be one Else statement in each block. Endif Marks the end of a logical If() block. If() blocks may be nested, but there may only be one Endif statement ending each block. Gosub( section ) section - Name of a section in the robot script Causes execution to continue at the first line of the specified section. When the called section finishes its last line or hits a Return statement, execution continues at the line after the Gosub() call. Note: Sections that are executed with a Gosub() command inherit the priority of their callers. This implies that sections executed with the Gosub() command have no unexpected effect on events; they behave exactly as their callers behave. Return Causes the current section to end at the current line, returning to the caller. If there was no explicit caller, then next event will be processed. Round( value, decimals ) value - Numerical value that should be rounded ** range - Number of decimal places to which value should be rounded ** The first argument is rounded to the number of decimal places specified by the second parameter. The resulting number is placed in the result variable. The decimals argument must be an integral number in the range of 0 to 38 inclusive. Truncate( value ) value - Numerical value that should be truncated ** The decimal portion of the specified value is removed. The resulting whole number is placed in the result variable. GetRandom( range ) range - Limiting range for random number generation ** Fills the result variable with a pseudo-random number. The generated number will be between 0 and the specified range. Valid ranges are from -32767 to 32767 inclusive. Zero of course, is not a valid range. For example, a random rotational value might be generated by using a range of 359. The resulting random number would be between 0 and 359 inclusive. GetHitStr() Fills the result variable with the average damage done by this robot to all other robots in the current game. This is only damage done by missile hits, not collisions. Missed shots do not affect this number. This information might be used to adjust firing tactics. GetHitsOther() Fills the result variable with the number of times the robot has hit other robots with an energy missile. This number is often combined with the results of GetShots() to modify firing tactics. GetShots() Fills the result variable with the number of energy missiles the robot has fired. This number does not reflect whether or not these shots hit something. This number is often combined with the results of GetHitsOther() to modify firing tactics. GetOthers() Fills the result variable with the number of other robots left in the current game not including the robot calling this function. This number is often used to gauge a robot's performance. GetTurns() Fills the result variable with the number of turns the robot has had in the current game. GetHitsSelf() Fills the result variable with the number of time the robot has been hit by other robot's energy missiles. Store( variable ) variable - Variable name This function allows a robot that is fighting in a multiple game match to pass values from one game to the next. This function stores the specified variable in permanent storage for the current match. When the next game starts, all stored variables will be automatically restored. Stored variables will have the same values they contained the last time Store() was called in a previous game. This may be useful for robots that "learn" during a match, changing behavior dynamically. This function can not be used to store variables across multiple matches. Name( string ) string - Text surrounded by quotation marks Sets the robot's name. The string will be used to reference the robot during game play. If this function is not called anywhere in a robot's script, a name will be automatically assigned. Print( string ) string - Text surrounded by quotation marks Adds the specified string to the output display in a robot's information window. Also, a time stamp is prepended to the output display. At any given point in a game, this time stamp will have the same value for all robots. The output display is limited to 200 entries. When Print() is called more than 200 times, the oldest entries will be removed first. This function is useful primarily when debugging a robot. During game play, click on a robot's name button to display its information window. Print( variable ) variable - Variable name or numeric value ** Adds the specified value to the output display in a robot's information window. Numerical values have 7 digits of precision, but 3 decimal places are always displayed for clarity. Also, a time stamp is prepended to the output display. At any given point in a game, this time stamp will have the same value for all robots. The output display is limited to 200 entries. When Print() is called more than 200 times, the oldest entries will be removed first. This function is useful primarily when debugging a robot. During game play, click on a robot's name button to display its information window. Stall( time ) time - Amount of time to stall ** Causes the robot to freeze for the specified amount of time. Note: The robot will not even respond to events. This function completely disables a robot. Blocking( bool ) bool - True (non-zero) or False (zero) value ** This is an advanced feature. Use of the Blocking command is not required to play robot battle. This function allows command blocking to be turned on or off. When blocking is turned off, it remains off for the entire robot script until explicitly turned back on. The default behavior is for blocking to be on. When blocking is on, calls to commands that require multiple turns block. This means that within a section, execution will pause on the multi-turn command. Code following the multi-turn command will not be executed until the multi-turn command completes. In other words, all function calls are synchronous. When blocking is turned off, multi-turn commands do not block. Code following the multi-turn command executes immediately. In other words, all function calls are asynchronous. Blocking should be turned off with great care. A robot's body, gun, and radar can perform only one multi-turn command (i.e. movement) at a time. Only the last command on each body part takes effect. For example, when blocking is off, if a call to BodyLeft is followed immediately by a call to Ahead, the original BodyLeft will be ignored while the robot moves ahead. When blocking is turned off, all previously blocked commands remain blocked. Likewise, when blocking is turned on, all previously unblocked commands remain unblocked. Only commands that are called after a change in blocking are effected by the change. Turning blocking off is used primarily with the Continue command. When an event handler is called, for example, movement may be stopped and continued without blocking on the Continue command. This allows the event handler to be ended while restricting blocking to the section and line that initiated to original movement. Note: This command is not related to and has no effect on events or event registration. WaitFor( expression ) expression - Expression that evaluates to True ** (non-zero) or False (zero) This is an advanced feature. Use of the WaitFor() command is not required to play robot battle. This command provides a means of creating a user defined command block. This means that within a section, execution will pause on the WaitFor() command until expression becomes true. Code following the WaitFor() command will not be executed until expression becomes true. Generally, blocks are created using expressions that change over time. Blocks that are based on constant value expressions either block permanently or never block. This command is generally used as a synchronization method. This is particularly useful when normal command blocking has been turned off with the Blocking() command. The WaitFor() command has no effect on events. All events will be handled normally. If a higher priority event occurs while blocking, for example, its event handler will be called. When the higher priority event handler ends, control will again return to the WaitFor(). Command Blocking ---------------- Command blocking is an advanced feature. Unless the Blocking() or WaitFor() functions are being used, this information should not be needed. Command blocking occurs when a robot function requires multiple turns to execute. Only commands that cause movement require multiple turn to execute. These include Ahead(), Back(), BodyLeft(), BodyRight(), GunLeft(), GunRight(), RadarLeft(), RadarRight(), SyncAll(), SyncGun(), and Continue(). When a command blocks, execution will pause on that command. Code following the multi-turn command will not be executed until the multi-turn command completes. In other words, the function call is synchronous. Since each robot component can only perform one multi-turn command at a time, blocking greatly simplifies the conrol of a robot. When blocking is turned off, for example, a GunLeft(20) call followed by another GunLeft(20) will only move the gun left 20 degrees. Since the first call does not block, the second call immediately supersedes the first call. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 8.0 Special Sections ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ These sections are considered "special" because both of them handle events without being registered. The game will automatically call these sections when their pre-defined events occur. Init This section handles game startup events. It is automatically called at the start of every game. It is always the first section to be executed, and will only be called automatically once. Most robots use this section to register other event handlers. Although Init is only called once automatically, it may be called "manually" at any time by either registering events to it, or by using the Gosub() command. Note: Robots are required to have an Init section. Dead This section handles robot death events. It is automatically called when a robot is killed. Robots are killed either when their energy reaches zero or when the game they are playing in ends. Even if a robot wins a game, its dead section will be called. Since the robot is dead, only a subset of the robot functions listed above have meaning. Most robots use the dead section to perform some type of calculation then call the Store() function to save information for future games. When called "manually", a dead section behaves like any other section. Note: Robots are not required to have a Dead section. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 9.0 Math Operators ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Standard math operators. Operator precedence follows that of standard scientific calculations. Brackets () may be used to manually change the order of evaluation. Results are also the same as those produced by a standard scientific calculator. Description Usage Format Output Range ----------- ------------ ------------ Cosine cos( degrees ) -1 <= result <= 1 Sine sin( degrees ) -1 <= result <= 1 Tangent tan( degrees ) NA ArcCosine acos( value )* 0 <= result <= 180 ArcSine asin( value )* -90 <= result <= 90 ArcTangent atan( value ) -90 <= result <= 90 Raise to power ^ -3.4e ρ 38 <= result <= 3.4e ρ 38 Multiplication * -3.4e ρ 38 <= result <= 3.4e ρ 38 Division / -3.4e ρ 38 <= result <= 3.4e ρ 38 Addition + -3.4e ρ 38 <= result <= 3.4e ρ 38 Subtraction - -3.4e ρ 38 <= result <= 3.4e ρ 38 Assignment = NA Numeric values ρ 3.4e ρ 38 (6 digits) NA * Value must be greater than or equal to -1 and less than or equal to 1. Note: Variables are automatically defined by placing them on the left side of the assignment operator. All variables have an initial value of zero until explicitly assigned a different value. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 10.0 Logical Operators ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ These operators are commonly used in If() statements and custom events, but may be used anywhere an expression is valid. Several operator have two definitions. The second definition is provided for `C' programmers who are stuck in their ways (like me). Description Usage Format ----------- ------------ Equality comparison == Not equal to <>, != Greater than or equal to >= Less than or equal to <= Greater than > Less than < Logical AND and, && Logical OR or, || ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 11.0 Robot Variables ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ These variables describe a robot's state during game play. They may be used in any expression in a robot's script. The only restriction is that these variables are read only. Their values are for informational purposes only and are maintained by the game itself. They may not be changed directly by assignment. Remember, capitalization is not important. A variable named "VARIABLE" will be that same as "variable" or "Variable". Variable Summary ---------------- accel The robot's current acceleration bodyaim Current angle of robot's body bodyrmn Angular rotation remaining in the robot's body cldbearing Bearing to the last object the robot collided with cldcookie Cookie collision indicator cldenergy Energy of the last object the robot collided with cldmine Mine collision indicator cldmissile Missile collision indicator cldrobot Robot collision indicator death Indicates that another robot has died distrmn Distance remaining in the robot's lateral movement dtcbearing Bearing to the last object the robot detected dtccookie Cookie detection indicator dtcenergy Energy of the last object the robot detected dtcmine Mine detection indicator dtcrobot Robot detection indicator energy The robot's remaining energy level false Constant zero value gamenbr Current game number games Number of games in the current match gunaim Angle of the robot's gun gunheat Heat of the robot's gun gunrmn Angular rotation remaining in the robot's gun moving Lateral movement indicator off Constant zero value on Constant non-zero value radaraim Angle of robot's radar radarrmn Angular rotation remaining in the robot's radar rotating Rotation indicator scandist Distance to the nearest detected object true Constant non-zero value Variable Details ---------------- scandist Each time the Scan() function is called, this variable is filled with the distance to the nearest object. This may be the distance to a wall, another robot, a cookie, or a mine. Energy missiles are ignored. Distance is measured from the robot's boundary to the boundary of the other object or wall. Also, if another robot, cookie, or mine is detected, the appropriate detection variable will be incremented and the section registered to handle the event will be called. cldrobot Set to true when the robot collides with another robot. When the collision occurs, the section registered by RegCldRobot() will also be called. Collision indicators are mutually exclusive. When cldrobot is true all other collision variables will be false. This variable is reset to false automatically when the robot collision event handle returns. If no section has been registered to handle robot collision events, this value will remain true until a collision with a different object occurs. cldmissile Set to true when the robot collides with an energy missile. When the collision occurs, the section registered by RegCldMissile() will also be called. Collision indicators are mutually exclusive. When cldmissile is true all other collision variables will be false. This variable is reset to false automatically when the missile collision event handle returns. If no section has been registered to handle missile collision events, this value will remain true until a collision with a different object occurs. cldcookie Set to true when the robot collides with an energy cookie. When the collision occurs, the section registered by RegCldCookie() will also be called. Collision indicators are mutually exclusive. When cldcookie is true all other collision variables will be false. This variable is reset to false automatically when the cookie collision event handle returns. If no section has been registered to handle cookie collision events, this value will remain true until a collision with a different object occurs. cldmine Set to true when the robot collides with an energy mine. When the collision occurs, the section registered by RegCldMine() will also be called. Collision indicators are mutually exclusive. When cldmine is true all other collision variables will be false. This variable is reset to false automatically when the mine collision event handle returns. If no section has been registered to handle mine collision events, this value will remain true until a collision with a different object occurs. cldenergy When a robot collides with any other object, this variable is filled with the energy of that object. Robots may collide with energy missiles, other robots, cookies, and mines. All objects, including mines, return positive energy values. There is no such thing as negative energy. The value of cldenergy will not change until another collision occurs. This variable is often used to judge an enemy robot's relative strength. cldbearing When a robot collides with any other object, this variable is filled with the bearing to that object. Robots may collide with energy missiles, other robots, cookies, and mines. This variable is a bearing from the robot's current heading to that object, not an absolute heading. Values are in degrees ranging from -180 to 179. A cldbearing of zero is always directly ahead of the robot. For example, if a robot were heading 135 degrees and an energy missile hit the robot's body at an absolute angle of 90 degrees (3 o-clock), the cldbearing variable would be set to -45. In other words, the robot was hit 45 degrees left of its current heading. Remember, cldbearing says nothing about the direction an object was traveling when it collided with the robot, only where it hit the robot. This should be evident since the other object may not have even been moving. The value of cldbearing will not change until another collision occurs. dtcrobot This variable is incremented by one when another robot is detected by a call to Scan(). It is set to zero when a call to Scan() does not detect another robot. When robot detection occurs, the section registered by RegDtcRobot() will be called. This variable is decremented by one automatically when the robot detection event handle returns. For this reason, many robots call Scan() at the end of their detection event handlers. If no section has been registered to handle robot detection events, this value will remain non-zero until a call to Scan() detects no other robots. dtccookie This variable is incremented by one when an energy cookie is detected by a call to Scan(). It is set to zero when a call to Scan() does not detect a cookie. When an energy cookie is detected, the section registered by RegDtcCookie() will also be called. This variable is decremented by one automatically when the cookie detection event handle returns. If no section has been registered to handle cookie detection events, this value will remain non-zero until a call to Scan() detects no energy cookies. dtcmine This variable is incremented by one when an energy mine is detected by a call to Scan(). It is set to zero when a call to Scan() does not detect a mine. When an energy mine is detected, the section registered by RegDtcMine() will also be called. This variable is decremented by one automatically when the mine detection event handle returns. If no section has been registered to handle mine detection events, this value will remain non-zero until a call to Scan() detects no mines. dtcenergy When a robot detects any other object, this variable is filled with the energy of that object. Robots may detect other robots, cookies, and mines. All objects, including mines, return positive energy values. There is no such thing as negative energy. If no objects are detected by Scan(), dtcenergy is set to zero. This variable is often used to judge an enemy robot's relative strength. Every time Scan() is called, dtcenergy will change. It will either be set to the detected object's energy or zero if no object was detected. This is true even when the detected object does not have a detection event handler registered. dtcbearing When a robot detects any other object, this variable is filled with the bearing to that object. Robots may detect other robots, cookies, and mines. This variable is a bearing from the robot's current heading to that object, not an absolute heading. Values are in degrees ranging from -180 to 179. A dtcbearing of zero is always directly ahead of the robot. This variable is provided primarily for consistence with collision variables. Since objects may only be detected by a radar ping, dtcbearing always matches the bearing of the robot's radar at the time Scan() was called. See cldbearing for more details about bearing. Every time Scan() is called, dtcbearing will change. It will always reflect the bearing of the robot's radar, even if no objects were detected. death When another robot in the current game dies, the death variable is set to true. This variable is an exception to the read only rule. Since the game never resets death to false, this must be done by the robot. This variable can be used for custom events, just remember to change it to false at some point to end the event. It is easiest to think of the death variable as an automatically provided user variable. energy The robot's remaining energy level. This number always starts at 100 and is changed by various events during game play. When this value reaches zero, the robot is out of the game. This value will always match that shown on the game's playing field. Please see Damage Summary for more detail. accel Current setting of the robot's acceleration. While moving laterally, robots are constantly accelerating. Therefore, this value approximately represents a robot's movement speed. This value is changed by calling the SetAccel() function and defaults to 3. moving True while the robot is moving laterally and false while the robot is stationary or rotating only. rotating True while any part of the robot is rotating and false while the robot is stationary or moving laterally only. gunheat Current heat of the robot's gun. Every time a robot calls Fire() its gun heats up. As time passes, the gun cools down. A robot may only fire another energy missile when gunheat reaches zero. Most robots simply ignore this variable and call Fire() as often as possible. distrmn When a robot is moving laterally, this variable contains the distance remaining until the movement is complete. This information is useful when a robot needs to store or test the amount of lateral movement remaining. If the robot is not moving, this variable will be zero. Do not confuse this variable with the internal "continue buffer" described in the Stop() and Continue() functions, they are similar but independent. bodyrmn When a robot's body is rotating, this variable contains the amount of rotation remaining until the rotation is complete. This information is useful when a robot needs to store or test the amount of body rotation currently remaining. If the robot's body is not rotating, this variable will be zero. Do not confuse this variable with the internal "continue buffer" described in the Stop() and Continue() functions, they are similar but independent. gunrmn When a robot's gun is rotating, this variable contains the amount of rotation remaining until the rotation is complete. This information is useful when a robot needs to store or test the amount of gun rotation currently remaining. If the robot's gun is not rotating, this variable will be zero. Do not confuse this variable with the internal "continue buffer" described in the Stop() and Continue() functions, they are similar but independent. radarrmn When a robot's radar is rotating, this variable contains the amount of rotation remaining until the rotation is complete. This information is useful when a robot needs to store or test the amount of radar rotation currently remaining. If the robot's radar is not rotating, this variable will be zero. Do not confuse this variable with the internal "continue buffer" described in the Stop() and Continue() functions, they are similar but independent. bodyaim Current angle of the robot's body. Values are in degrees ranging from 0 - 359. A bodyaim of zero is towards the top of the arena, or map north. This value is changed by the various rotation functions. radaraim Current angle of the robot's radar. Values are in degrees ranging from 0 - 359. A radaraim of zero is towards the top of the arena, or map north. This value is changed by the various rotation functions. gunaim Current angle of the robot's gun. Values are in degrees ranging from 0 - 359. A gunaim of zero is towards the top of the arena, or map north. This value is changed by the various rotation functions. result This is a generic results buffer. Since robot functions do not return values, any function that generates a number fills this variable with its results. This value may therefore change often. It should only be used immediately after calling a function that fills it. If the value is needed at a later time, it should be assigned to a user defined variable. All functions that use this variable mention it in their description (usually a GetSomething() function). gamenbr Current game number. Robot Battle matches have from 1 to 65,500 games. This variable is set to 1 for the first game of a match and incremented by one for each successive game. The gamenbr variable will be 2 for the second game of a match, 3 for the third, and so on. games Number of games in the current match. This variable does not change from game to game, only from match to match. It always contains the total number of planned games in a match. Robot Battle matches have from 1 to 65,500 games. on Evaluates to a non-zero value. true Evaluates to a non-zero value. off Evaluates to a zero value. false Evaluates to a zero value. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 12.0 User Defined Variables ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ User defined variables are the primary means of storing information about a robot. As the designer of a robot, you decide how many user variables you need and what their names should be. All variables are global. Global means that a variable can be accessed and changed from anywhere in a script file. User variables must start with a letter (A-Z) or an underscore (_). Variables may contain numbers (1-9), but they may not start with a number. Any name may be used for variables except section names. In other words, round is a valid variable name, but init is not. User variables are automatically defined by placing them on the left side of the assignment operator. This may be done anywhere in a robot's script. At the start of a game, user defined variables are initialized to zero. The only exception to this rule are variables stored with a previous call to the Store() function. The following line defines a user variable called fire_engy: fire_engy = 1 Assuming Store() has not been called for fire_engy in a previous game, the variable fire_engy is created and assigned a value of zero at the start of a game. Not until the line above is actually executed will the variable contain a value of one. If this line is never reached during a game, fire_engy will always contain a value of zero. Variables that where stored in a previous game with the Store() function do not default to values of zero. When these variables are created at the start of a game, they are assigned the values they contained when Store() was last called for each variable. This allows variables to be passed from one game to the next in a match. Variables may contain values in the range of ρ 3.4e ρ 38 with a precision of 6 digits. As with most computer languages, floating point (real number) math is not perfectly accurate. Testing for equality after performing calculations may produce unexpected results. For example, acos( cos(20) ) may yield 19.9999 instead of 20. Use the Round() function if this problem arises. Example: -------- test1 = variable variable = -10.5 test2 = variable print( test1 ) print( test2 ) Assuming Store() has not been called, what are the values of test1 and test2? When the game starts, test1, variable, and test2 are all created and assigned values of zero. Line 1 therefore assigns test1 to a value of zero (which it already was). Line 2 changes variable from a value of 0 to a value of -10.5. Line 3 then changes test2 from a value of 0 to a value of -10.5. Thus, the Print() functions display: 0 -10.5 ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 13.0 Damage Summary ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ The following summarizes the events that can change a robot's energy store. When a robot collides with any other object, it loses 1 energy point. The "obtained from" description below is provided to illustrate this. All objects contain positive energy. There is no such thing as negative energy. The difference between objects is whether they add or subtract their energy from a robot. Action Energy Change ------ ------------- Firing energy missile -1 to -7 Collision with energy missile -5 to -29 obtained from: (-4 to -28 -1) Collision with another robot -1 obtained from: (-1) Collision with energy mine -20 obtained from: (-19 - 1) Collision with energy cookie +20 obtained from: (21 - 1) ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 14.0 Points Calculation ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Points calculation is straight forward. When a robot is eliminated from a game, all surviving robots receive a single point. The winner of a game also receives one bonus point for winning. In a six player game, for example, the winner receives 6 points, second place receives 4, third gets 3, fourth gets 2, fifth gets 1, and the loser gets nothing. Points are displayed at the end of each match. In a multiple game match, points from all games in the match are tallied for the final standings. ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Chapter 15.0 Tips and Techniques ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ - Organize robots into small sections (subroutines) the perform specific tasks. These section enhance robot clarity, are often reusable within a single robot, and make great cut and paste candidates for new robots. - Check out the sample robots (fire.prg in particular) for some useful subroutines that can be copied immediately. - Use the Print() statements to help debugging. It can display both strings surrounded by quotations and expressions. - Write special purpose debugging robots to help figure out how normal robots will behave. Debugging robots behave in a predictable manner (such as driving to the center of the arena) helping to isolate a particular feature or problem in another robot. - When using a debugging robot, use the Stall() function in the normal robot. This will give the debugging robot time to start it predetermined activities. - Use comments liberally in robot scripts. Comments act as helpful reminders when examining robot scripts. Any text after a # or a // is considered a comment. Comments are completely ignored by Robot Battle. - Use indentation with If() statements. Indenting lines between If(), Elseif(), Else, and Endif statements greatly increases a robot script's readability. - Be careful when using variables that are changed often during game play. These include result, cldbearing, cldenergy, dtcbearing, and dtcenergy. If needed at any time other than immediately after they are filled, assign their values to user defined variables. - The arena measures 400 unit in each direction, robots measure 33 units in each direction, cookies and mines have diameters of 9 units, and energy missiles are 3 units square. - As with most computer languages, floating point (real number) math is not perfectly accurate. Particularly after trigonometric functions, testing for equality without calling Round() will not always work. For example, acos( cos(20) ) may yield 19.9999 instead of 20. - The amount of time it takes for a game with no activity to be automatically ended may be changed. The default value is 10,000 turns. To make this value smaller or larger, open the winrob.ini file in an ASCII text editor. Change the value of the entry under [WinRob] called auto_end_turns. If auto_end_turns does not exist, add it under [WinRob] with the desired time-out value. - Large robots that respond to many events can become quite complicated. Complexities often arise from the need to remember where a robot is and what it is doing before and after each event. Designing robots as state machines can simplify this problem. A robot's behavior can be modeled as transitions from one state to the next, allowing easy state recovery during and after an event.