Difference between revisions of "BZRobots/API BZRobots vs Robocode"

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m (BZRobots/RoboCode Changes moved to BZRobots/API BZRobots vs Robocode: New title makes more sense)
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=Overview=
 
=Overview=
This page is to describe the changes that have been made to the RoboCode-compliant part of the API to accomodate how BZFlag works.
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This page is to describe the changes that have been made to the RoboCode-compliant part of the API to accommodate how BZFlag works.
  
= API Changes =
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= Differences between Robocode and BZRobots =
== Behaviour changes ==
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* '''execute()''' - No longer "blocks" until the action is completed - it returns immediately unless you're currently completing an action. This also goes for other functions, see their relevant protocol messages in [[BZRobots/Protocol]] ("Steady-state required?"). This is because BZFlag is realtime (and RoboCode isn't).
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== Name changes ==
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== Game model ==
* '''getHeight()''' - Renamed to '''getLength()'''. This is because "height" in three dimensions refers to an different axis than what getHeight in two dimensions (and RoboCode) refers to.
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* Robocode game model assumes you have only one life; in BZFlag, you get to respawn
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** onWin/onBattleEnded are applicable to a league match only
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** onDeath simply means you die, but you will spawn shortly after
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** There is a new onSpawn/SpawnEvent in the BZRobots API
  
== API Additions ==
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== Time-based-movement ==
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* Robocode 'turns' are in discrete ticks; BZFlag is real-time, which has the following implications:
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** Time is in decimal seconds; instead of turn 0,1,2, you get 1.5 seconds, 1.8 seconds, 2.34 seconds, etc.
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** Because of the above, getTime() returns a double instead of a long
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** Blocking functions such as execute have a small time delay, dependent on how long you executed
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** For now, there is no limitation on how long you may execute your "turn"
  
* '''getZ()''' - Returns the Z position of a tank
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== Fixed Radar and Gun ==
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* Robocode has movable radar and gun; BZFlag does not
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** setAdjustGunForRobotTurn and similar have no effect
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** turnGunLeft/turnRadarRight/etc. have no effect
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** getGunHeading/getRadarHeading will always match the robot's getHeading
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** BZFlag's radar effectively sweeps 360 degrees each 'tick/turn'
  
* '''getLength()''' - Previously the "height" in the RoboCode API, this returns the length of a tank from the tip of the barrel to the rear of the tank.
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== 3rd dimension ==
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* Robocode is 2D, but BZFlag is 3D; this means that:
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** Methods named xxxHeight are renamed to xxxLength.
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** Methods named xxxHeight will return a Z-dimension
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** Objects having a getX() and getY() now have a getZ() as well
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** For simplicity, getVelocity() still refers only to X-Y velocity
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== Energy ==
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* Robocode bots have "energy"; BZFlag does not
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** The API now has onBulletFired(BulletFiredEvent e) so you can detect a fired shot
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** getEnergy always returns 100 for live bots, and 0 for dead bots
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** A bullet's energy will always be 17 (to account for the [http://robowiki.net/wiki/Robocode/FAQ Robocode Damage Formula])
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** Changing ''power'' in void fire(double power) and similar will have no effect
  
 
=See Also=
 
=See Also=
* [[BZRobots/About]]
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* [[BZRobots/API]]
* [[BZRobots/Protocol]]
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Revision as of 18:24, 15 August 2009

Overview

This page is to describe the changes that have been made to the RoboCode-compliant part of the API to accommodate how BZFlag works.

Differences between Robocode and BZRobots

Game model

  • Robocode game model assumes you have only one life; in BZFlag, you get to respawn
    • onWin/onBattleEnded are applicable to a league match only
    • onDeath simply means you die, but you will spawn shortly after
    • There is a new onSpawn/SpawnEvent in the BZRobots API

Time-based-movement

  • Robocode 'turns' are in discrete ticks; BZFlag is real-time, which has the following implications:
    • Time is in decimal seconds; instead of turn 0,1,2, you get 1.5 seconds, 1.8 seconds, 2.34 seconds, etc.
    • Because of the above, getTime() returns a double instead of a long
    • Blocking functions such as execute have a small time delay, dependent on how long you executed
    • For now, there is no limitation on how long you may execute your "turn"

Fixed Radar and Gun

  • Robocode has movable radar and gun; BZFlag does not
    • setAdjustGunForRobotTurn and similar have no effect
    • turnGunLeft/turnRadarRight/etc. have no effect
    • getGunHeading/getRadarHeading will always match the robot's getHeading
    • BZFlag's radar effectively sweeps 360 degrees each 'tick/turn'

3rd dimension

  • Robocode is 2D, but BZFlag is 3D; this means that:
    • Methods named xxxHeight are renamed to xxxLength.
    • Methods named xxxHeight will return a Z-dimension
    • Objects having a getX() and getY() now have a getZ() as well
    • For simplicity, getVelocity() still refers only to X-Y velocity

Energy

  • Robocode bots have "energy"; BZFlag does not
    • The API now has onBulletFired(BulletFiredEvent e) so you can detect a fired shot
    • getEnergy always returns 100 for live bots, and 0 for dead bots
    • A bullet's energy will always be 17 (to account for the Robocode Damage Formula)
    • Changing power in void fire(double power) and similar will have no effect

See Also