Specs and Software Downloads

The latest release of the BattleCode software is 1.0.7 (January 30, 2007). Software Changelog:

v1.0.7

Client:

  • New sprites. Soldiers/SAMs and Scouts/EMPs should be easier to differentiate now.
  • Energon production bar displayed per Archon in HUD.
  • Client can now play matches that ended early due to "Best of 3" semantics.
  • Match setup dialog file choosers default to last selected path
  • Match setup dialog prevents choice of non-existent match file
  • Match setup dialog filters ".rms" files in file choosers

Bugs:

  • Spawned robots are placed in the appropriate position when the spawn action has been in the queue for a while
  • Fixed client bug where resizing controls smaller would make them disappear
  • eventualEnergon is properly capped to maxEnergon when yield bonuses are added

v1.0.6

Client:

  • Selected robots are highlighted on the map
  • Pressing "F" toggles fast-forward mode (skips every few frames)
  • Added Archon heads-up display (as in the seeding tournament)

Bugs:

  • Engine no longer flips out when a robot dies in its constructor

Miscellaneous:

  • Added seeding tournament maps: orb2-3, trap2-3, pacman1-3
  • Upgrade IDs are assigned randomly among 1-50; Robot IDs increase sequentially from 51

v1.0.5

Gameplay:

  • senseAlliedArchons returns archons in a fixed order

Bugs:

  • eventualEnergon is properly capped to maxEnergon for archons
  • Fixed non-determinism with refplayer

v1.0.4

Gameplay:

  • Increased Scout sensor radius from 4 to 5
  • Transferring NaN, POSITIVE_INFINITY, or NEGATIVE_INFINITY units of energon is no longer allowed
  • Added GameObject.getHeight and RobotController.senseHeightOf
  • Added RobotController.senseUpgradeAtLocation

Client:

  • Pressing "H" toggles height-specific rendering [all/ground/air]
  • Pressing "X" toggles rendering of death explosion animations
  • Proper draw ordering for air and ground units
  • Air units are now drawn with a vertical depth offset [disabled with "D"]
  • Displays number of bytecodes used if enabled with "bc.engine.bytecodes-used=true" in bc.conf

Bugs:

  • New manually spawned robots don't appear to have 0.0 energon
  • Fixed bug with VerifyErrors on trivial player

Miscellaneous:

  • Added "ant file" target for running headless matches (see installation page)

v1.0.3

Gameplay:

  • Added colossus2.xml and colossus3.xml to match with colossus.xml
  • Decreased Scout's max energon from 20.0 to 15.0

Client:

  • Drag/drop location overrides now have a guiding shadow
  • More intuitive debugger interface behavior
  • Option for skipping the setup dialog (add "bc.dialog.skip=true" to bc.conf)

Bugs:

  • senseTerrainType no longer throws exceptions
  • User-defined classes and enums now function properly
  • Robots now record new map data when turning

Miscellaneous:

  • Released the reference player

v1.0.2.1

Client:

  • Fixed client slider bug

v1.0.2

Gameplay:

  • MaxEnergonUpgrade now extends Upgrade
  • Added RobotController.getBroadcastQueueCost()
  • Robots' evolution time is given by wakeDelay, not spawnDelay
  • Maps colossus.xml and cuetwo.xml fixed to end on right round

Client:

  • Match player window is now resizeable.
  • New and improved Debugger interface.
  • 'P' toggles rendering of EMP detonations.

Bugs:

  • Client rendering flags are now toggleable in multiple games.
  • Fixed unresponsive rendering flags.
  • Fixed rendering bug for air-to-ground transfers.
  • Engine now allows manually spawning more than 4 archons per team.
  • debug_ methods function properly in interfaces and abstract classes
  • Clock.getBytecodeNum() now shows accurate results when called from a debug_ method
  • java.util methods are no longer free

v1.0.1

Gameplay:

  • EMPs must now finish evolving before they can detonate
  • EMP blast radius changed from 6 to 5
  • Added getEnergonProduction, getMaxEnergonLevel, and senseEnergonProductionOf to RobotController
  • Added new map trap.xml

Client:

  • The following rendering flags are now toggleable (by pressing the first letter of each):
    • Broadcast rings
    • Discrete locations (no movement animation)
    • Energon bars
    • Grid lines on map
    • Transfer energon animation
  • Units are now rendered over upgrades
  • Background water is now rendered