Robot PropertiesRobocode Robot API for .NET
The Robot type exposes the following members.
Properties

  NameDescription
Public propertyBattleFieldHeight
Returns the height of the current battlefield measured in pixels.
Public propertyBattleFieldWidth
Returns the width of the current battlefield measured in pixels.
Public propertyBodyColor
Sets the color of the robot's body.

A null indicates the default (blue) color.

Examples

// Don't forget to using System.Drawing at the top... 
using System.Drawing;
...

public void Run()
{
    SetBodyColor(Color.Black);
    ...
}
Public propertyBulletColor
Sets the color of the robot's bullets.

A null indicates the default white color.

Examples

// Don't forget to using System.Drawing at the top... 
using System.Drawing;
...

public void Run()
{
    SetBulletColor(Color.Green);
    ...
}
Public propertyDebugProperty
Sets the debug property with the specified key to the specified value.

This method is very useful when debugging or reviewing your robot as you will be able to see this property displayed in the robot console for your robots under the Debug Properties tab page.
Public propertyEnergy
Returns the robot's current energy.
Public propertyGraphics
Returns a graphics context used for painting graphical items for the robot.

This method is very useful for debugging your robot.

Note that the robot will only be painted if the "Paint" is enabled on the robot's console window; otherwise the robot will never get painted (the reason being that all robots might have graphical items that must be painted, and then you might not be able to tell what graphical items that have been painted for your robot).

Also note that the coordinate system for the graphical context where you paint items fits for the Robocode coordinate system where (0, 0) is at the bottom left corner of the battlefield, where X is towards right and Y is upwards.
Public propertyGunColor
Sets the color of the robot's gun.

A null indicates the default (blue) color.

Examples

// Don't forget to using System.Drawing at the top... 
using System.Drawing;
...

public void Run()
{
    SetGunColor(Color.Red);
    ...
}
Public propertyGunCoolingRate
Returns the rate at which the gun will cool down, i.e. the amount of heat the gun heat will drop per turn.

The gun cooling rate is default 0.1 / turn, but can be changed by the battle setup. So don't count on the cooling rate being 0.1!
Public propertyGunHeading
Returns the direction that the robot's gun is facing, in degrees. The value returned will be between 0 and 360 (is excluded).

Note that the heading in Robocode is like a compass, where 0 means North, 90 means East, 180 means South, and 270 means West.
Public propertyGunHeat
Returns the current heat of the gun. The gun cannot Fire unless this is 0. (Calls to Fire will succeed, but will not actually Fire unless GetGunHeat() == 0).

The amount of gun heat generated when the gun is fired is 1 + (firePower / 5). Each turn the gun heat drops by the amount returned by GunCoolingRate, which is a battle setup.

Note that all guns are "hot" at the start of each round, where the gun heat is 3.
Public propertyHeading
Returns the direction that the robot's body is facing, in degrees. The value returned will be between 0 and 360 (is excluded).

Note that the heading in Robocode is like a compass, where 0 means North, 90 means East, 180 means South, and 270 means West.
Public propertyHeight
Returns the height of the robot measured in pixels.
Public propertyIsAdjustGunForRobotTurn
Sets the gun to turn independent from the robot's turn.

Ok, so this needs some explanation: The gun is mounted on the robot's body. So, normally, if the robot turns 90 degrees to the right, then the gun will turn with it as it is mounted on top of the robot's body. To compensate for this, you can call IsAdjustGunForRobotTurn. When this is set, the gun will turn independent from the robot's turn, i.e. the gun will compensate for the robot's body turn.

Note: This method is additive until you reach the maximum the gun can turn. The "adjust" is added to the amount you set for turning the robot, then capped by the physics of the game. If you turn infinite, then the adjust is ignored (and hence overridden).

Examples

Assuming both the robot and gun start Out facing up (0 degrees):
// Set gun to turn with the robot's turn
SetAdjustGunForRobotTurn(false); // This is the default
TurnRight(90);
// At this point, both the robot and gun are facing right (90 degrees)
TurnLeft(90);
// Both are back to 0 degrees
// Set gun to turn independent from the robot's turn
SetAdjustGunForRobotTurn(true);
TurnRight(90);
// At this point, the robot is facing right (90 degrees), but the gun is still facing up.
TurnLeft(90);
// Both are back to 0 degrees.
-- or --

Note: The gun compensating this way does count as "turning the gun".
Public propertyIsAdjustRadarForGunTurn
Sets the radar to turn independent from the gun's turn.

Ok, so this needs some explanation: The radar is mounted on the robot's gun. So, normally, if the gun turns 90 degrees to the right, then the radar will turn with it as it is mounted on top of the gun. To compensate for this, you can call IsAdjustRadarForGunTurn = (true). When this is set, the radar will turn independent from the robot's turn, i.e. the radar will compensate for the gun's turn.

Note: This method is additive until you reach the maximum the radar can turn. The "adjust" is added to the amount you set for turning the gun, then capped by the physics of the game. If you turn infinite, then the adjust is ignored (and hence overridden).

Examples

Assuming both the gun and radar start Out facing up (0 degrees):
// Set radar to turn with the gun's turn
SetAdjustRadarForGunTurn(false); // This is the default
TurnGunRight(90);
// At this point, both the radar and gun are facing right (90 degrees);
// Set radar to turn independent from the gun's turn
SetAdjustRadarForGunTurn(true);
TurnGunRight(90);
// At this point, the gun is facing right (90 degrees), but the radar is still facing up.
-- or -- Note: Calling IsAdjustRadarForGunTurn will automatically call IsAdjustRadarForRobotTurn with the same value, unless you have already called it earlier. This behavior is primarily for backward compatibility with older Robocode robots.
Public propertyIsAdjustRadarForRobotTurn
Sets the radar to turn independent from the robot's turn.

Ok, so this needs some explanation: The radar is mounted on the gun, and the gun is mounted on the robot's body. So, normally, if the robot turns 90 degrees to the right, the gun turns, as does the radar. Hence, if the robot turns 90 degrees to the right, then the gun and radar will turn with it as the radar is mounted on top of the gun. To compensate for this, you can call IsAdjustRadarForRobotTurn = true. When this is set, the radar will turn independent from the robot's turn, i.e. the radar will compensate for the robot's turn.

Note: This method is additive until you reach the maximum the radar can turn. The "adjust" is added to the amount you set for turning the robot, then capped by the physics of the game. If you turn infinite, then the adjust is ignored (and hence overridden).

Examples

Assuming the robot, gun, and radar all start Out facing up (0 degrees):
// Set radar to turn with the robots's turn
SetAdjustRadarForRobotTurn(false); // This is the default
TurnRight(90);
// At this point, the body, gun, and radar are all facing right (90 degrees);
// Set radar to turn independent from the robot's turn
SetAdjustRadarForRobotTurn(true);
TurnRight(90);
// At this point, the robot and gun are facing right (90 degrees), but the radar is still facing up.
-- or --
Public propertyName
Returns the robot's name.
Public propertyNumRounds
Returns the number of rounds in the current battle.
Public propertyNumSentries
Returns how many sentry robots that are left in the current round.
Public propertyOthers
Returns how many opponents that are left in the current round.
Public propertyOut
The Out stream your robot should use to print.

You can view the print-outs by clicking the button for your robot in the right side of the battle window.

Examples

// Print Out a line each time my robot hits another robot 
public void OnHitRobot(HitRobotEvent e)
{
    Out.WriteLine("I hit a robot!  My energy: " + Energy + " his energy: " + e.Energy);
}
Public propertyRadarColor
Sets the color of the robot's radar.

A null indicates the default (blue) color.

Examples

// Don't forget to using System.Drawing at the top... 
using System.Drawing;
...

public void Run()
{
    SetRadarColor(Color.Yellow);
    ...
}
Public propertyRadarHeading
Returns the direction that the robot's radar is facing, in degrees. The value returned will be between 0 and 360 (is excluded).

Note that the heading in Robocode is like a compass, where 0 means North, 90 means East, 180 means South, and 270 means West.
Public propertyRoundNum
Returns the current round number (0 to NumRounds - 1) of the battle.
Public propertyScanColor
Sets the color of the robot's scan arc.

A null indicates the default (blue) color.

Examples

// Don't forget to using System.Drawing at the top... 
using System.Drawing;
...

public void Run()
{
    SetScanColor(Color.White);
    ...
}
Public propertySentryBorderSize
Returns the sentry border size for a BorderSentry that defines the how far a BorderSentry is allowed to move from the border edges measured in units.
Hence, the sentry border size defines the width/range of the border area surrounding the battlefield that BorderSentrys cannot leave (sentry robots robots must stay in the border area), but it also define the distance from the border edges where BorderSentrys are allowed/able to make damage to robots entering this border area.
Public propertyTime
Returns the game time of the current round, where the time is equal to the current turn in the round.

A battle consists of multiple rounds.

Time is reset to 0 at the beginning of every round.
Public propertyVelocity
Returns the velocity of the robot measured in pixels/turn.

The maximum velocity of a robot is defined by MAX_VELOCITY (8 pixels / turn).
Public propertyWidth
Returns the width of the robot measured in pixels.
Public propertyX
Returns the X position of the robot. (0,0) is at the bottom left of the battlefield.
Public propertyY
Returns the Y position of the robot. (0,0) is at the bottom left of the battlefield.
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See Also