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1   
2   	 	/**
3            IMPORTANT !!!
4   
5            DO NOT EDIT THIS FILE. IT IS GENERATED FROM approriate xml file in xmlresources/gbcommands BY
6            THE JavaClassesGenerator.xslt. MODIFY THAT FILE INSTEAD OF THIS ONE.
7            
8            Use Ant task process-gb-messages after that to generate .java files again.
9            
10           IMPORTANT END !!!
11          */
12   	package cz.cuni.amis.pogamut.ut2004.communication.messages.gbcommands;import java.util.*;import javax.vecmath.*;import cz.cuni.amis.pogamut.base.communication.messages.*;import cz.cuni.amis.pogamut.base.communication.worldview.*;import cz.cuni.amis.pogamut.base.communication.worldview.event.*;import cz.cuni.amis.pogamut.base.communication.worldview.object.*;import cz.cuni.amis.pogamut.multi.communication.worldview.object.*;import cz.cuni.amis.pogamut.base.communication.translator.event.*;import cz.cuni.amis.pogamut.multi.communication.translator.event.*;import cz.cuni.amis.pogamut.base3d.worldview.object.*;import cz.cuni.amis.pogamut.base3d.worldview.object.event.*;import cz.cuni.amis.pogamut.ut2004.communication.messages.*;import cz.cuni.amis.pogamut.ut2004.communication.worldview.objects.*;import cz.cuni.amis.pogamut.ut2004multi.communication.worldview.objects.*;import cz.cuni.amis.pogamut.ut2004.communication.translator.itemdescriptor.*;import cz.cuni.amis.pogamut.ut2004.communication.messages.ItemType.Category;import cz.cuni.amis.pogamut.unreal.communication.messages.UnrealId;import cz.cuni.amis.utils.exception.*;import cz.cuni.amis.pogamut.base.communication.translator.event.IWorldObjectUpdateResult.Result;import cz.cuni.amis.utils.SafeEquals;import cz.cuni.amis.pogamut.base.agent.*;import cz.cuni.amis.pogamut.multi.agent.*;import cz.cuni.amis.pogamut.multi.communication.worldview.property.*;import cz.cuni.amis.pogamut.ut2004multi.communication.worldview.property.*;import cz.cuni.amis.utils.token.*;import cz.cuni.amis.utils.*;
13   		/**
14   		 * Representation of the GameBots2004 command TURNTO.
15   		 *
16   		 * 
17  		Specify a point, rotation value or object to turn towards.
18  	
19           */
20   	public class TurnTo 
21  		extends CommandMessage
22  	        {
23  	        	
24  		        
25      	/** Example how the message looks like - used during parser tests. */
26      	public static final String PROTOTYPE =
27      		" {Target unreal_id}  {Rotation 0,0,0}  {Location 0,0,0} ";
28      
29  		/**
30  		 * Creates new instance of command TurnTo.
31  		 * 
32  		Specify a point, rotation value or object to turn towards.
33  	
34  		 * Corresponding GameBots message for this command is
35  		 * TURNTO.
36  		 *
37  		 * 
38  		 *    @param Target 
39  			The unique id of a player/object/nav point/whatever that you
40  			want to face. Must be visible.
41  		
42  		 *    @param Rotation 
43  			Absolute rotation you want to spin to. Must be provided as comma
44  			delimited ("0,50000,0") and should be in absolute terms and
45  			in UT units (2pi = 65535 units). Used only if no target
46  			provided. Rotation is parsed: First pitch (up, down), then yaw (left, right), the roll (no effect here, however it is an equivalent of doing a cartwheel).
47  		
48  		 *    @param Location 
49  			Location you want to face. Normal rules for location. Only
50  			used if no Target or Rotation.
51  		
52  		 */
53  		public TurnTo(
54  			UnrealId Target,  Rotation Rotation,  Location Location
55  		) {
56  			
57  				this.Target = Target;
58              
59  				this.Rotation = Rotation;
60              
61  				this.Location = Location;
62              
63  		}
64  
65  		
66  			/**
67  			 * Creates new instance of command TurnTo.
68  			 * 
69  		Specify a point, rotation value or object to turn towards.
70  	
71  			 * Corresponding GameBots message for this command is
72  			 * TURNTO.
73  			 * <p></p>
74  			 * WARNING: this is empty-command constructor, you have to use setters to fill it up with data that should be sent to GameBots2004!
75  		     */
76  		    public TurnTo() {
77  		    }
78  			
79  		
80  		/**
81  		 * Cloning constructor.
82  		 *
83  		 * @param original
84  		 */
85  		public TurnTo(TurnTo original) {
86  		   
87  		        this.Target = original.Target;
88  		   
89  		        this.Rotation = original.Rotation;
90  		   
91  		        this.Location = original.Location;
92  		   
93  		}
94      
95  	        /**
96  	        
97  			The unique id of a player/object/nav point/whatever that you
98  			want to face. Must be visible.
99  		 
100 	        */
101 	        protected
102 	         UnrealId Target =
103 	       	
104 	        		null
105 	        	;
106 	
107 	        
108 	        
109  		/**
110          * 
111 			The unique id of a player/object/nav point/whatever that you
112 			want to face. Must be visible.
113 		 
114          */
115         public UnrealId getTarget()
116  	
117 	        {
118 	            return
119 	        	 Target;
120 	        }
121 	        
122 	        
123 	        
124  		
125  		/**
126          * 
127 			The unique id of a player/object/nav point/whatever that you
128 			want to face. Must be visible.
129 		 
130          */
131         public TurnTo 
132         setTarget(UnrealId Target)
133  	
134 			{
135 				this.Target = Target;
136 				return this;
137 			}
138 		
139 	        /**
140 	        
141 			Absolute rotation you want to spin to. Must be provided as comma
142 			delimited ("0,50000,0") and should be in absolute terms and
143 			in UT units (2pi = 65535 units). Used only if no target
144 			provided. Rotation is parsed: First pitch (up, down), then yaw (left, right), the roll (no effect here, however it is an equivalent of doing a cartwheel).
145 		 
146 	        */
147 	        protected
148 	         Rotation Rotation =
149 	       	
150 	        		null
151 	        	;
152 	
153 	        
154 	        
155  		/**
156          * 
157 			Absolute rotation you want to spin to. Must be provided as comma
158 			delimited ("0,50000,0") and should be in absolute terms and
159 			in UT units (2pi = 65535 units). Used only if no target
160 			provided. Rotation is parsed: First pitch (up, down), then yaw (left, right), the roll (no effect here, however it is an equivalent of doing a cartwheel).
161 		 
162          */
163         public Rotation getRotation()
164  	
165 	        {
166 	            return
167 	        	 Rotation;
168 	        }
169 	        
170 	        
171 	        
172  		
173  		/**
174          * 
175 			Absolute rotation you want to spin to. Must be provided as comma
176 			delimited ("0,50000,0") and should be in absolute terms and
177 			in UT units (2pi = 65535 units). Used only if no target
178 			provided. Rotation is parsed: First pitch (up, down), then yaw (left, right), the roll (no effect here, however it is an equivalent of doing a cartwheel).
179 		 
180          */
181         public TurnTo 
182         setRotation(Rotation Rotation)
183  	
184 			{
185 				this.Rotation = Rotation;
186 				return this;
187 			}
188 		
189 	        /**
190 	        
191 			Location you want to face. Normal rules for location. Only
192 			used if no Target or Rotation.
193 		 
194 	        */
195 	        protected
196 	         Location Location =
197 	       	
198 	        		null
199 	        	;
200 	
201 	        
202 	        
203  		/**
204          * 
205 			Location you want to face. Normal rules for location. Only
206 			used if no Target or Rotation.
207 		 
208          */
209         public Location getLocation()
210  	
211 	        {
212 	            return
213 	        	 Location;
214 	        }
215 	        
216 	        
217 	        
218  		
219  		/**
220          * 
221 			Location you want to face. Normal rules for location. Only
222 			used if no Target or Rotation.
223 		 
224          */
225         public TurnTo 
226         setLocation(Location Location)
227  	
228 			{
229 				this.Location = Location;
230 				return this;
231 			}
232 		
233  	    public String toString() {
234             return toMessage();
235         }
236  	
237  		public String toHtmlString() {
238 			return super.toString() + "[<br/>" +
239             	
240             	"<b>Target</b> = " +
241             	String.valueOf(getTarget()
242  	) +
243             	" <br/> " +
244             	
245             	"<b>Rotation</b> = " +
246             	String.valueOf(getRotation()
247  	) +
248             	" <br/> " +
249             	
250             	"<b>Location</b> = " +
251             	String.valueOf(getLocation()
252  	) +
253             	" <br/> " +
254             	 
255             	"<br/>]"
256             ;
257 		}
258  	
259 		public String toMessage() {
260      		StringBuffer buf = new StringBuffer();
261      		buf.append("TURNTO");
262      		
263 						if (Target != null) {
264 							buf.append(" {Target " + Target.getStringId() + "}");
265 						}
266 					
267 					    if (Rotation != null) {
268 					        buf.append(" {Rotation " +
269 					            Rotation.getPitch() + "," +
270 					            Rotation.getYaw() + "," +
271 					            Rotation.getRoll() + "}");
272 					    }
273 					
274 					    if (Location != null) {
275 					        buf.append(" {Location " +
276 					            Location.getX() + "," +
277 					            Location.getY() + "," +
278 					            Location.getZ() + "}");
279 					    }
280 					
281    			return buf.toString();
282    		}
283  	
284  		// --- Extra Java from XML BEGIN (extra/code/java)
285         	
286 		// --- Extra Java from XML END (extra/code/java)
287  	
288 	        }
289