ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ROBOT BATTLE REFERENCE MANUAL Thank you playing robot battle! COPYRIGHT (C) 1995 BRAD SCHICK ALL RIGHTS RESERVED ______________________________________________________________ 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. The contents of this file have been reduced from previous versions. This is partially to conserve space and partially to preserve my sanity. This file now provides a printable version of all robot commands, special sections, operators, and variables. All other information about Robot Battle can be easily found in the on-line help. Table of Contents ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter 1.0 Scripting Language Functions Chapter 2.0 Special Sections Chapter 3.0 Math Operators Chapter 4.0 Logical Operators Chapter 5.0 Robot Variables ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter 1.0 Scripting Language Functions ______________________________________________________________________________ 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. Function Summary ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ = Assigns a value to a user defined variable Abs Calculates an absolute value 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 missiles 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 Max Determines the smaller of two values Min Determines the larger of two values 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 ** Parameters marked with two stars may be any valid expression. Expressions are composed of variables, numeric values, math operators, and logical operators. Function Details ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ lvalue = rvalue lvalue - User declared variable rvalue - Numerical value to be copied ** The assignment command does not follow the standard Robot Battle command syntax. The non-standard format is more natural and matches the syntax of other computer languages. The assignment command copies a value into a user defined variable. This is the only way to change the value of a user variable. Variables are automatically defined by placing them on the left side of the assignment command. All variables have an initial value of zero until explicitly assigned a different value. 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. Use the CoreEvents command to deactivate the event handler. 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. Use the AscanEvents command to deactivate the event handler. RegCldRobot( 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 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. Use the CldRobotEvents command to deactivate the event handler. RegCldMissile( 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 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. Use the CldMissileEvents command to deactivate the event handler. RegCldCookie( 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 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. Use the CldCookieEvents command to deactivate the event handler. RegCldMine( 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 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. Use the CldMineEvents command to deactivate the event handler. RegDtcRobot( 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 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. Use the DtcRobotEvents command to deactivate the event handler. RegDtcCookie( 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 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. Use the DtcCookieEvents command to deactivate the event handler. RegDtcMine( 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 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. Use the DtcMineEvents command to deactivate the event handler. RegCustom( section, priority, expression ) section - Name of a section in the robot script priority - Importance of 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. Use the CustomEvents command to deactivate the event handler. 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. Therefore, this value approximately represents a robot's speed. This function changes the accel variable described below. If this function is never called, 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. 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. 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. 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, causing 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. 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. 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. 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. 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. 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. 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. 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. 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. Abs( value ) value - Numerical value whose sign will be dropped ** The sign of the specified value is dropped and copied to the result variable. The absolute value of any number has the same magnitude as the original and a positive sign. Max( value1, value2 ) value1 - Numerical value that will be tested for maximum ** value2 - Numerical value that will be tested for maximum ** The two values are compared to determine which is the largest. The number which has the greatest value is copied to the result variable. Note: Negative numbers close to zero are larger than negative numbers far from zero. Min( value1, value2 ) value1 - Numerical value that will be tested for minimum ** value2 - Numerical value that will be tested for minimum ** The two values are compared to determine which is the smallest. The number which has the least value is copied to the result variable. Note: Negative numbers far from zero are smaller than negative numbers close to zero. 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. This command is very useful for debugging purposes. 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter 2.0 Special Sections ______________________________________________________________________________ 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. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter 3.0 Math Operators ______________________________________________________________________________ Standard math operators. Operator precedence follows that of standard scientific calculations. Brackets () may be used to manually change the order of evaluation. Calculation results are also the same as those produced by a standard scientific calculator. Description Usage Format Output Range ŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻ 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 ħ 38 <= result <= 3.4e ħ 38 Multiplication * -3.4e ħ 38 <= result <= 3.4e ħ 38 Modulus % integral value Division / -3.4e ħ 38 <= result <= 3.4e ħ 38 Addition + -3.4e ħ 38 <= result <= 3.4e ħ 38 Subtraction - -3.4e ħ 38 <= result <= 3.4e ħ 38 Assignment = NA Numeric values ñ 3.4e ñ 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 command. All variables have an initial value of zero until explicitly assigned a different value. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter 4.0 Logical Operators ______________________________________________________________________________ These operators are commonly used in If statements and custom events, but may be used anywhere an expression is valid. Several operators have two definitions. The second definition is provided for ‘C' programmers who are stuck in their ways (like me). Description Usage Format ŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻ 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, || ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Chapter 5.0 Robot Variables ______________________________________________________________________________ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 result Generic computation results buffer rotating Rotation indicator scandist Distance to the nearest detected object true Constant non-zero value Variable Details ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. 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.