/******************************************************************************* * Copyright (c) 2001, 2010 Mathew A. Nelson and Robocode contributors * All rights reserved. This program and the accompanying materials * are made available under the terms of the Eclipse Public License v1.0 * which accompanies this distribution, and is available at * http://robocode.sourceforge.net/license/epl-v10.html * * Contributors: * Flemming N. Larsen * - Initial implementation *******************************************************************************/ package net.sf.robocode.battle; import robocode.Event; /** * Used for controlling a robot from the e.g. the UI or RobocodeEngine. * * @author Flemming N. Larsen * @since 1.6.1 */ public interface IBattleManager extends IBattleManagerBase { /** * Kills the robot. * * @param robotIndex the index of the robot to kill. */ void killRobot(int robotIndex); /** * Enable or disable the robot paintings. * * @param robotIndex the index of the robot that must have its paintings enabled or disabled. * @param enable {@code true} if paint must be enabled; {@code false} otherwise. */ void setPaintEnabled(int robotIndex, boolean enable); /** * Enable or disable the robot paintings using the RobocodeSG coordinate system * with the y-axis reversed compared to the coordinate system used in Robocode. * * @param robotIndex the index of the robot that must use RobocodeSG paintings. * @param enable {@code true} if RobocodeSG paint coordinate system must be * enabled when painting the robot; {@code false} otherwise. */ void setSGPaintEnabled(int robotIndex, boolean enable); /** * Sends an interactive event for the robot. * * @param event the interactive event that has occurred to the robot. */ void sendInteractiveEvent(Event event); void startNewBattle(BattleProperties battleProperties, boolean waitTillOver, boolean enableCLIRecording); void nextTurn(); void prevTurn(); void pauseBattle(); void resumeBattle(); void togglePauseResumeBattle(); void resumeIfPausedBattle(); // TODO refactor, remove void pauseIfResumedBattle(); // TODO refactor, remove void restart(); void replay(); boolean isManagedTPS(); void setManagedTPS(boolean value); String getBattlePath(); String getBattleFilename(); void setBattleFilename(String newBattleFilename); BattleProperties loadBattleProperties(); void saveBattleProperties(); BattleProperties getBattleProperties(); void setDefaultBattleProperties(); void cleanup(); }