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robocode.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>robocode</name>
</assembly>
<members>
<member name="T:net.sf.robocode.io.LoggerN">
<summary>
This is a class used for logging.
</summary>
<exclude/>
</member>
<member name="T:net.sf.robocode.io.ILoggerN">
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.Buffer">
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.ByteOrder">
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.ByteBuffer">
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.HeapByteBuffer">
<summary>
A read/write HeapByteBuffer.
</summary>
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.InvalidMarkException">
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.BufferUnderflowException">
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.BufferOverflowException">
<exclude/>
</member>
<member name="T:net.sf.robocode.nio.ReadOnlyBufferException">
<exclude/>
</member>
<member name="T:net.sf.robocode.peer.IRobotStaticsN">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.HiddenAccessN">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.IHiddenBulletHelper">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.IHiddenEventHelper">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.IHiddenRandomHelper">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.IHiddenRulesHelper">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.IHiddenStatusHelper">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.RobocodeInternalPermission">
<exclude/>
</member>
<member name="T:net.sf.robocode.security.RobocodeInternalPermissionAttribute">
<exclude/>
</member>
<member name="T:net.sf.robocode.serialization.ISerializableHelperN">
<exclude/>
</member>
<member name="T:net.sf.robocode.serialization.RbSerializerN">
<exclude/>
</member>
<member name="T:Robocode.Exception.EventInterruptedException">
<exclude/>
</member>
<member name="M:Robocode.Exception.EventInterruptedException.#ctor(System.Int32)">
<summary>
Used by game
</summary>
</member>
<member name="M:Robocode.Exception.EventInterruptedException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
<summary>
Serialization constructor
</summary>
</member>
<member name="P:Robocode.Exception.EventInterruptedException.Priority">
<summary>
Last top priority
</summary>
</member>
<member name="T:Robocode.Exception.RobotException">
<summary>
Throw this exception to stop robot
</summary>
<exclude/>
</member>
<member name="M:Robocode.Exception.RobotException.#ctor">
<summary>
Default constructor
</summary>
</member>
<member name="M:Robocode.Exception.RobotException.#ctor(System.String)">
<summary>
Constructor with message
</summary>
</member>
<member name="M:Robocode.Exception.RobotException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
<summary>
Deserialization constructor
</summary>
</member>
<member name="T:Robocode.RobotInterfaces.Peer.IAdvancedRobotPeer">
<summary>
The advanced robot peer for advanced robot types like
<see cref="T:Robocode.AdvancedRobot"/> and <see cref="T:Robocode.TeamRobot"/>.
<p/>
A robot peer is the object that deals with game mechanics and rules, and
makes sure your robot abides by them.
<seealso cref="T:Robocode.RobotInterfaces.Peer.IBasicRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.IStandardRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.ITeamRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.IJuniorRobotPeer"/>
</summary>
</member>
<member name="T:Robocode.RobotInterfaces.Peer.IStandardRobotPeer">
<summary>
The standard robot peer for standard robot types like <see cref="T:Robocode.Robot"/>,
<see cref="T:Robocode.AdvancedRobot"/>, and <see cref="T:Robocode.TeamRobot"/>.
<p/>
A robot peer is the obj that deals with game mechanics and rules, and
makes sure your robot abides by them.
<seealso cref="T:Robocode.RobotInterfaces.Peer.IBasicRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.IAdvancedRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.ITeamRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.IJuniorRobotPeer"/>
</summary>
</member>
<member name="T:Robocode.RobotInterfaces.Peer.IBasicRobotPeer">
<summary>
The basic robot peer for all robot types.
<p/>
A robot peer is the obj that deals with game mechanics and rules, and
makes sure your robot abides by them.
<seealso cref="T:Robocode.RobotInterfaces.Peer.IStandardRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.IAdvancedRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.ITeamRobotPeer"/>
<seealso cref="T:Robocode.RobotInterfaces.Peer.IJuniorRobotPeer"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetName">
<summary>
Returns the robot's name.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetTime">
<summary>
Returns the game time of the current round, where the time is equal to
the current turn in the round.
<p/>
A battle consists of multiple rounds.
<p/>
Time is reset to 0 at the beginning of every round.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetEnergy">
<summary>
Returns the robot's current energy.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetX">
<summary>
Returns the X position of the robot. (0,0) is at the bottom left of the
battlefield.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetY"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetY">
<summary>
Returns the Y position of the robot. (0,0) is at the bottom left of the
battlefield.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetX"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetVelocity">
<summary>
Returns the velocity of the robot measured in pixels/turn.
<p/>
The maximum velocity of a robot is defined by
<see cref="F:Robocode.Rules.MAX_VELOCITY"/> (8 pixels / turn).
<seealso cref="F:Robocode.Rules.MAX_VELOCITY"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyHeading">
<summary>
Returns the direction that the robot's body is facing, in radians.
The value returned will be between 0 and 2 * PI (is excluded).
<p/>
Note that the heading in Robocode is like a compass, where 0 means North,
PI / 2 means East, PI means South, and 3 * PI / 2 means West.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeading"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarHeading"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeading">
<summary>
Returns the direction that the robot's gun is facing, in radians.
The value returned will be between 0 and 2 * PI (is excluded).
<p/>
Note that the heading in Robocode is like a compass, where 0 means North,
PI / 2 means East, PI means South, and 3 * PI / 2 means West.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyHeading"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarHeading"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarHeading">
<summary>
Returns the direction that the robot's radar is facing, in radians.
The value returned will be between 0 and 2 * PI (is excluded).
<p/>
Note that the heading in Robocode is like a compass, where 0 means North,
PI / 2 means East, PI means South, and 3 * PI / 2 means West.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyHeading"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeading"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeat">
<summary>
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).
<p/>
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 <see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunCoolingRate"/>, which is a battle setup.
<p/>
Note that all guns are "hot" at the start of each round, where the gun
heat is 3.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunCoolingRate"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetFire(System.Double)"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBattleFieldWidth">
<summary>
Returns the width of the current battlefield measured in pixels.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBattleFieldHeight">
<summary>
Returns the height of the current battlefield measured in pixels.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetOthers">
<summary>
Returns how many opponents that are left in the current round.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetNumSentries">
<summary>
Returns how many sentry robots that are left in the current round.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetNumRounds">
<summary>
Returns the number of rounds in the current battle.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRoundNum"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRoundNum">
<summary>
Returns the number of the current round (0 to <see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetNumRounds"/> - 1)
in the battle.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetNumRounds"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetSentryBorderSize">
<summary>
Returns the sentry border size for a <see cref="!:Robocode.BorderSentry">BorderSentry</see> that defines the how
far a BorderSentry is allowed to move from the border edges measured in units.<br/>
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.
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunCoolingRate">
<summary>
Returns the rate at which the gun will cool down, i.e. the amount of heat
the gun heat will drop per turn.
<p/>
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!
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeat"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetFire(System.Double)"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetDistanceRemaining">
<summary>
Returns the distance remaining in the robot's current move measured in
pixels.
<p/>
This call returns both positive and negative values. Positive values
means that the robot is currently moving forwards. Negative values means
that the robot is currently moving backwards. If the returned value is 0,
the robot currently stands still.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyTurnRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunTurnRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarTurnRemaining"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyTurnRemaining">
<summary>
Returns the angle remaining in the robot's turn, in radians.
<p/>
This call returns both positive and negative values. Positive values
means that the robot is currently turning to the right. Negative values
means that the robot is currently turning to the left.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetDistanceRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunTurnRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarTurnRemaining"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunTurnRemaining">
<summary>
Returns the angle remaining in the gun's turn, in radians.
<p/>
This call returns both positive and negative values. Positive values
means that the gun is currently turning to the right. Negative values
means that the gun is currently turning to the left.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetDistanceRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyTurnRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarTurnRemaining"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarTurnRemaining">
<summary>
Returns the angle remaining in the radar's turn, in radians.
<p/>
This call returns both positive and negative values. Positive values
means that the radar is currently turning to the right. Negative values
means that the radar is currently turning to the left.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetDistanceRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyTurnRemaining"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunTurnRemaining"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Execute">
<summary>
Executes any pending actions, or continues executing actions that are
in process. This call returns after the actions have been started.
<p/>
Note that advanced robots <em>must</em> call this function in order to
Execute pending set* calls like e.g. <see cref="M:Robocode.RobotInterfaces.Peer.IAdvancedRobotPeer.SetMove(System.Double)"/>
<see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetFire(System.Double)"/>, <see cref="M:Robocode.RobotInterfaces.Peer.IAdvancedRobotPeer.SetTurnBody(System.Double)"/> etc.
Otherwise, these calls will never get executed.
<p/>
In this example the robot will move while turning:
<example>
<code>
SetTurnBody(90);
SetMove(100);
Execute();
while (GetDistanceRemaining() > 0 && GetTurnRemaining() > 0)
{
Execute();
}
</code>
</example>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Move(System.Double)">
<summary>
Immediately moves your robot forward or backward by distance measured in
pixels.
<p/>
This call executes immediately, and does not return until it is complete,
i.e. when the remaining distance to move is 0.
<p/>
If the robot collides with a wall, the move is complete, meaning that the
robot will not move any further. If the robot collides with another
robot, the move is complete if you are heading toward the other robot.
<p/>
Note that both positive and negative values can be given as input, where
positive values means that the robot is set to move forward, and negative
values means that the robot is set to move backward.
<p/>
<example>
<code>
// Move the robot 100 pixels forward
Ahead(100);
// Afterwards, move the robot 50 pixels backward
Ahead(-50);
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnHitWall(Robocode.HitWallEvent)"/>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnHitRobot(Robocode.HitRobotEvent)"/>
</summary>
<param name="distance">
The distance to move measured in pixels.
If distance > 0 the robot is set to move forward.
If distance < 0 the robot is set to move backward.
If distance = 0 the robot will not move anywhere, but just finish its turn.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.TurnBody(System.Double)">
<summary>
Immediately turns the robot's body to the right or left by radians.
This call executes immediately, and does not return until it is complete,
i.e. when the angle remaining in the body's turn is 0.
<p/>
Note that both positive and negative values can be given as input, where
positive values means that the robot's body is set to turn right, and
negative values means that the robot's body is set to turn left.
If 0 is given as input, the robot's body will stop turning.
<p/>
<example>
<code>
// Turn the robot's body 180 degrees to the right
TurnBody(Math.PI);
// Afterwards, turn the robot's body 90 degrees to the left
TurnBody(-Math.PI / 2);
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.TurnGun(System.Double)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.TurnRadar(System.Double)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Move(System.Double)"/>
</summary>
<param name="radians">
The amount of radians to turn the robot's body.
If radians > 0 the robot's body is set to turn right.
If radians < 0 the robot's body is set to turn left.
If radians = 0 the robot's body is set to stop turning.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.TurnGun(System.Double)">
<summary>
Immediately turns the robot's gun to the right or left by radians.
This call executes immediately, and does not return until it is complete,
i.e. when the angle remaining in the gun's turn is 0.
<p/>
Note that both positive and negative values can be given as input, where
positive values means that the robot's gun is set to turn right, and
negative values means that the robot's gun is set to turn left.
If 0 is given as input, the robot's gun will stop turning.
<p/>
<example>
<code>
// Turn the robot's gun 180 degrees to the right
TurnGun(Math.PI);
// Afterwards, turn the robot's gun 90 degrees to the left
TurnGun(-Math.PI / 2);
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.TurnBody(System.Double)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.TurnRadar(System.Double)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Move(System.Double)"/>
</summary>
<param name="radians">
The amount of radians to turn the robot's gun.
If radians > 0 the robot's gun is set to turn right.
If radians < 0 the robot's gun is set to turn left.
If radians = 0 the robot's gun is set to stop turning.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Fire(System.Double)">
<summary>
Immediately fires a bullet. The bullet will travel in the direction the
gun is pointing.
<p/>
The specified bullet power is an amount of energy that will be taken from
the robot's energy. Hence, the more power you want to spend on the
bullet, the more energy is taken from your robot.
<p/>
The bullet will do (4 * power) damage if it hits another robot. If power
is greater than 1, it will do an additional 2 * (power - 1) damage.
You will get (3 * power) back if you hit the other robot. You can call
<see cref="M:Robocode.Rules.GetBulletDamage(System.Double)"/> for getting the damage that a
bullet with a specific bullet power will do.
<p/>
The specified bullet power should be between
<see cref="F:Robocode.Rules.MIN_BULLET_POWER"/> and <see cref="F:Robocode.Rules.MAX_BULLET_POWER"/>.
<p/>
Note that the gun cannot Fire if the gun is overheated, meaning that
<see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeat"/> returns a value > 0.
<p/>
An event is generated when the bullet hits a robot
(<see cref="T:Robocode.BulletHitEvent"/>"/>, wall (<see cref="T:Robocode.BulletMissedEvent"/>), or another
bullet (<see cref="T:Robocode.BulletHitBulletEvent"/>).
<p/>
<example>
<code>
// Fire a bullet with maximum power if the gun is ready
if (GetGunHeat() == 0)
{
Bullet bullet = Fire(Rules.MAX_BULLET_POWER);
// Get the velocity of the bullet
if (bullet != null)
{
double bulletVelocity = bullet.Velocity;
}
}
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetFire(System.Double)"/>
<seealso cref="T:Robocode.Bullet"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeat"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunCoolingRate"/>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnBulletHit(Robocode.BulletHitEvent)"/>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnBulletHitBullet(Robocode.BulletHitBulletEvent)"/>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnBulletMissed(Robocode.BulletMissedEvent)"/>
</summary>
<param name="power">
The amount of energy given to the bullet, and subtracted from the robot's energy.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetFire(System.Double)">
<summary>
Sets the gun to Fire a bullet when the next execution takes place.
The bullet will travel in the direction the gun is pointing.
<p/>
This call returns immediately, and will not execute until you call
Execute() or take an action that executes.
<p/>
The specified bullet power is an amount of energy that will be taken from
the robot's energy. Hence, the more power you want to spend on the
bullet, the more energy is taken from your robot.
<p/>
The bullet will do (4 * power) damage if it hits another robot. If power
is greater than 1, it will do an additional 2 * (power - 1) damage.
You will get (3 * power) back if you hit the other robot. You can call
<see cref="M:Robocode.Rules.GetBulletDamage(System.Double)"/> for getting the damage that a
bullet with a specific bullet power will do.
<p/>
The specified bullet power should be between
<see cref="F:Robocode.Rules.MIN_BULLET_POWER"/> and <see cref="F:Robocode.Rules.MAX_BULLET_POWER"/>.
<p/>
Note that the gun cannot Fire if the gun is overheated, meaning that
<see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeat"/> returns a value > 0.
<p/>
An event is generated when the bullet hits a robot
(<see cref="T:Robocode.BulletHitEvent"/>), wall (<see cref="T:Robocode.BulletMissedEvent"/>), or another
bullet (<see cref="T:Robocode.BulletHitBulletEvent"/>).
<p/>
<example>
<code>
Bullet bullet = null;
// Fire a bullet with maximum power if the gun is ready
if (GetGunHeat() == 0)
{
bullet = SetFireBullet(Rules.MAX_BULLET_POWER);
}
...
Execute();
...
// Get the velocity of the bullet
if (bullet != null)
{
double bulletVelocity = bullet.Velocity;
}
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Fire(System.Double)"/>
<seealso cref="T:Robocode.Bullet"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunHeat"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunCoolingRate"/>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnBulletHit(Robocode.BulletHitEvent)"/>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnBulletHitBullet(Robocode.BulletHitBulletEvent)"/>
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnBulletMissed(Robocode.BulletMissedEvent)"/>
</summary>
<param name="power">
The amount of energy given to the bullet, and subtracted from the robot's energy.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBodyColor(System.Drawing.Color)">
<summary>
Sets the color of the robot's body.
<p/>
A null indicates the default (blue) color.
<p/>
<example>
<code>
// Don't forget to using System.Drawing at the top...
using System.Drawing;
...
public void Run()
{
SetBodyColor(Color.BLACK);
...
}
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetGunColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetRadarColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBulletColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetScanColor(System.Drawing.Color)"/>
<seealso cref="T:System.Drawing.Color"/>
<param name="color">The new body color</param>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBodyColor">
<summary>
Returns current color of body
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetGunColor(System.Drawing.Color)">
<summary>
Sets the color of the robot's gun.
<p/>
A null indicates the default (blue) color.
<p/>
<example>
<code>
// Don't forget to using System.Drawing at the top...
using System.Drawing;
...
public void Run()
{
SetGunColor(Color.RED);
...
}
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBodyColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetRadarColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBulletColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetScanColor(System.Drawing.Color)"/>
<seealso cref="T:System.Drawing.Color"/>
</summary>
<param name="color">The new gun color</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGunColor">
<summary>
Returns current color of gun
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetRadarColor(System.Drawing.Color)">
<summary>
Sets the color of the robot's radar.
<p/>
A null indicates the default (blue) color.
<p/>
<example>
<code>
// Don't forget to using System.Drawing at the top...
using System.Drawing;
...
public void Run()
{
SetRadarColor(Color.YELLOW);
...
}
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBodyColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetGunColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBulletColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetScanColor(System.Drawing.Color)"/>
<seealso cref="T:System.Drawing.Color"/>
</summary>
<param name="color">The new radar color</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetRadarColor">
<summary>
Returns current color of radar
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBulletColor(System.Drawing.Color)">
<summary>
Sets the color of the robot's bullets.
<p/>
A null indicates the default white color.
<p/>
<example>
<code>
// Don't forget to using System.Drawing at the top...
using System.Drawing;
...
public void Run()
{
SetBulletColor(Color.GREEN);
...
}
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBodyColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetGunColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetRadarColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetScanColor(System.Drawing.Color)"/>
<seealso cref="T:System.Drawing.Color"/>
</summary>
<param name="color">The new bullet color</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetBulletColor">
<summary>
Returns current color of bullet
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetScanColor(System.Drawing.Color)">
<summary>
Sets the color of the robot's scan arc.
<p/>
A null indicates the default (blue) color.
<p/>
<example>
<code>
// Don't forget to using System.Drawing at the top...
using System.Drawing;
...
public void Run()
{
SetScanColor(Color.WHITE);
...
}
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBodyColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetGunColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetRadarColor(System.Drawing.Color)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBulletColor(System.Drawing.Color)"/>
<seealso cref="T:System.Drawing.Color"/>
</summary>
<param name="color">the new scan arc color</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetScanColor">
<summary>
Returns current color of scan beam
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetCall">
<summary>
This call <em>must</em> be made from a robot call to inform the game
that the robot made a Get* call like e.g. <see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetX"/> or
<see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetVelocity"/>.
<p/>
This method is used by the game to determine if the robot is inactive or
not. Note: You should only make this call once in a Get* method!
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetCall"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetCall">
<summary>
This call <em>must</em> be made from a robot call to inform the game
that the robot made a Set* call like e.g. <see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetFire(System.Double)"/>
or <see cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetBodyColor(System.Drawing.Color)"/>.
<p/>
This method is used by the game to determine if the robot is inactive or
not. Note: You should only make this call once in a Set* method!
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetCall"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.GetGraphics">
<summary>
Returns a graphics context used for painting graphical items for the robot.
<p/>
This method is very useful for debugging your robot.
<p/>
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).
<p/>
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.
<seealso cref="M:Robocode.RobotInterfaces.IPaintEvents.OnPaint(Robocode.IGraphics)"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.SetDebugProperty(System.String,System.String)">
<summary>
Sets the debug property with the specified key to the specified value.
<p/>
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.
</summary>
<param name="key">The name/key of the debug property.</param>
<param name="value">
The new value of the debug property, where null or the empty string is used
for removing this debug property.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Rescan">
<summary>
Rescan for other robots. This method is called automatically by the game,
as long as the robot is moving, turning its body, turning its gun, or
turning its radar.
<p/>
Rescan will cause <see cref="M:Robocode.RobotInterfaces.IBasicEvents.OnScannedRobot(Robocode.ScannedRobotEvent)"/>
to be called if you see a robot.
<p/>
There are 2 reasons to call Rescan() manually:
<ol>
<li>You want to scan after you stop moving.</li>
<li>You want to interrupt the OnScannedRobot event. This is more
likely. If you are in OnScannedRobot and call Scan(),
and you still see a robot, then the system will interrupt your
OnScannedRobot event immediately and start it from the top.</li>
</ol>
<p/>
This call executes immediately.
<seealso cref="M:Robocode.RobotInterfaces.IBasicEvents.OnScannedRobot(Robocode.ScannedRobotEvent)"/>
<seealso cref="T:Robocode.ScannedRobotEvent"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.Stop(System.Boolean)">
<summary>
Immediately stops all movement, and saves it for a call to
<see cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.Resume"/>. If there is already movement saved from a previous
stop, you can overwrite it by calling Stop(true).
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.Resume"/>
</summary>
<param name="overwrite">
If there is already movement saved from a previous stop,
you can overwrite it by calling Stop(true).
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.Resume">
<summary>
Immediately resumes the movement you stopped by <see cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.Stop(System.Boolean)"/>, if any.
<p/>
This call executes immediately, and does not return until it is complete.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.Stop(System.Boolean)"/>
</summary>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.TurnRadar(System.Double)">
<summary>
Immediately turns the robot's radar to the right or left by radians.
This call executes immediately, and does not return until it is complete,
i.e. when the angle remaining in the radar's turn is 0.
<p/>
Note that both positive and negative values can be given as input, where
positive values means that the robot's radar is set to turn right, and
negative values means that the robot's radar is set to turn left.
If 0 is given as input, the robot's radar will stop turning.
<p/>
<example>
<code>
// Turn the robot's radar 180 degrees to the right
TurnRadar(Math.PI);
// Afterwards, turn the robot's radar 90 degrees to the left
TurnRadar(-Math.PI / 2);
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.TurnBody(System.Double)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.TurnGun(System.Double)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IBasicRobotPeer.Move(System.Double)"/>
</summary>
<param name="radians">
The amount of radians to turn the robot's radar.
If radians > 0 the robot's radar is set to turn right.
If radians < 0 the robot's radar is set to turn left.
If radians = 0 the robot's radar is set to stop turning.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustGunForBodyTurn(System.Boolean)">
<summary>
Sets the gun to turn independent from the robot's turn.
<p/>
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 IsAdjustGunForBodyTurn(true).
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.
<p/>
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).
<p/>
<example>
Assuming both the robot and gun start Out facing up (0 degrees):
<code>
// Set gun to turn with the robot's turn
SetAdjustGunForBodyTurn(false); // This is the default
TurnBodyRight(Math.PI / 2);
// At this point, both the robot and gun are facing right (90 degrees)
TurnBodyLeft(Math.PI / 2);
// Both are back to 0 degrees
</code>
-- or --
<code>
// Set gun to turn independent from the robot's turn
SetAdjustGunForBodyTurn(true);
TurnBodyRight(Math.PI / 2);
// At this point, the robot is facing right (90 degrees), but the gun is still facing up.
TurnBodyLeft(Math.PI / 2);
// Both are back to 0 degrees.
</code>
</example>
<p/>
Note: The gun compensating this way does count as "turning the gun".
See <see cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustRadarForGunTurn(System.Boolean)"/> for details.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustRadarForGunTurn(System.Boolean)"/>
</summary>
<param name="independent">
true if the gun must turn independent from the robot's turn;
false if the gun must turn with the robot's turn.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustRadarForGunTurn(System.Boolean)">
<summary>
Sets the radar to turn independent from the gun's turn.
<p/>
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.
<p/>
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).
<p/>
<example>
Assuming both the gun and radar start Out facing up (0 degrees):
<code>
// Set radar to turn with the gun's turn
SetAdjustRadarForGunTurn(false); // This is the default
TurnGunRight(Math.PI / 2);
// At this point, both the radar and gun are facing right (90 degrees);
</code>
-- or --
<code>
// Set radar to turn independent from the gun's turn
SetAdjustRadarForGunTurn(true);
TurnGunRight(Math.PI / 2);
// At this point, the gun is facing right (90 degrees), but the radar is still facing up.
</code>
</example>
Note: Calling IsAdjustRadarForGunTurn(bool) will
automatically call <see cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustRadarForBodyTurn(System.Boolean)"/> with the
same value, unless you have already called it earlier. This behavior is
primarily for backward compatibility with older Robocode robots.
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustRadarForBodyTurn(System.Boolean)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustGunForBodyTurn(System.Boolean)"/>
</summary>
<param name="independent">
true if the radar must turn independent from the gun's turn;
false if the radar must turn with the gun's turn.
</param>
</member>
<member name="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustRadarForBodyTurn(System.Boolean)">
<summary>
Sets the radar to turn independent from the robot's turn.
<p/>
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 IsAdjustRadarForBodyTurn(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.
<p/>
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).
<p/>
<example>
Assuming the robot, gun, and radar all start Out facing up (0 degrees):
<code>
// Set radar to turn with the robots's turn
SetAdjustRadarForBodyTurn(false); // This is the default
TurnRight(Math.PI / 2);
// At this point, the body, gun, and radar are all facing right (90 degrees);
</code>
-- or --
<code>
// Set radar to turn independent from the robot's turn
SetAdjustRadarForBodyTurn(true);
TurnRight(Math.PI / 2);
// At this point, the robot and gun are facing right (90 degrees), but the radar is still facing up.
</code>
</example>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustGunForBodyTurn(System.Boolean)"/>
<seealso cref="M:Robocode.RobotInterfaces.Peer.IStandardRobotPeer.SetAdjustRadarForGunTurn(System.Boolean)"/>