Difference between revisions of "User:D414/Personal Gotchas"
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= Skipped Turns = | = Skipped Turns = | ||
The documentation for [https://robocode.sourceforge.io/docs/robocode/robocode/SkippedTurnEvent.html 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. | The documentation for [https://robocode.sourceforge.io/docs/robocode/robocode/SkippedTurnEvent.html 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. | ||
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+ | = Ramming / ROBOT_HIT_BONUS / HitRobotEvent = | ||
+ | Based on some quick tests with RamFire vs SittingDuck it looks as though [https://robocode.sourceforge.io/docs/robocode/robocode/Rules.html#ROBOT_HIT_BONUS 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). |
Revision as of 02:51, 8 February 2024
Contents
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).