Difference between revisions of "User:D414/Personal Gotchas"
m |
(getXXX calls can update before execute is called) |
||
Line 1: | Line 1: | ||
+ | = Some API calls update before execute() is called = | ||
+ | For example, after a call to setGunTurnRight the return value of getGunTurnRemaining is updated. I'm currently unsure whether it's possible for the outcome of a turn to be impacted by changing the order setXXX calls are made in. | ||
+ | |||
= Maximum scan distance= | = Maximum scan distance= | ||
It's possible for a scan event to return a number larger than 1216. The largest I've seen is a smidge over 1225. | It's possible for a scan event to return a number larger than 1216. The largest I've seen is a smidge over 1225. |
Latest revision as of 08:49, 21 May 2024
Contents
Some API calls update before execute() is called
For example, after a call to setGunTurnRight the return value of getGunTurnRemaining is updated. I'm currently unsure whether it's possible for the outcome of a turn to be impacted by changing the order setXXX calls are made in.
Maximum scan distance
It's possible for a scan event to return a number larger than 1216. The largest I've seen is a smidge over 1225.
Event Priority
The documentation for event priorities is unclear. setEventPriority says lower values are higher priority while getEventPriority says higher values are higher priority. Testing confirms the later is correct.
The documentation also has errors for the default priorities for several events.
Event | setEventPriority docs | Source Code (1.9.5.2) |
---|---|---|
RoundEndedEvent | 100 | 110 |
BattleEndedEvent | 100 | 100 |
WinEvent | 100 | 100 |
SkippedTurnEvent | 100 | 100 |
StatusEvent | 99 | 99 |
Key and Mouse Events | 98 | 98 |
CustomEvent (Default) | 80 | 80 |
MessageEvent | 75 | 75 |
RobotDeathEvent | 70 | 70 |
BulletMissedEvent | 60 | 60 |
BulletHitBulletEvent | 55 | 55 |
BulletHitEvent | 50 | 50 |
HitByBulletEvent | 40 | 20 |
HitWallEvent | 30 | 30 |
HitRobotEvent | 20 | 40 |
ScannedRobotEvent | 10 | 10 |
PaintEvent | 5 | 5 |
DeathEvent | -1 | -1 |
Execute Method
The documentation for the execute method says that it must be called otherwise set* methods will never be performed. This doesn't seem to be strictly true as a robot that uses set methods to spin its radar, gun and body in the run method will spin even without calling execute.
Skipped Turns
The documentation for SkippedTurnEvent says a robot will be removed from the battle after skipping 30 turns however a robot using the example code will skip many more turns than this without being removed from the battle.
Ramming / ROBOT_HIT_BONUS / HitRobotEvent
Based on some quick tests with RamFire vs SittingDuck it looks as though Rules.ROBOT_HIT_BONUS isn't actually applied.
It also appears that a ramming robot that gets stopped effectively gets its movement for that turn cancelled and remains in the same position. However, it can still move closer to the target on subsequent turns (Also tested with RamFire vs SittingDuck). This is mostly unimportant except for the case of using a HitRobotEvent to determine the position of an enemy that wasn't scanned that turn (eg in melee or a Droid in a team battle).