cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages
Class NavPoint

java.lang.Object
  extended by cz.cuni.amis.pogamut.base.communication.messages.InfoMessage
      extended by cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
All Implemented Interfaces:
IWorldChangeEvent, IWorldEvent, IWorldObject, ILocated, ILocomotive, IViewable, ICompositeWorldObject, IGBViewable, Event
Direct Known Subclasses:
NavPointCompositeImpl, NavPointMessage

public abstract class NavPoint
extends InfoMessage
implements IWorldEvent, IWorldChangeEvent, ICompositeWorldObject, ILocated, ILocomotive, IGBViewable

Abstract definition of the GameBots2004 message NAV.

Complete message documentation: Synchronous message. NavPoint carries information about UT navigation point - location, reachability... Also some item can be respawned at this point. Or some additional information can be stored here (if it is an ambush point, or sniper point..).


Nested Class Summary
static class NavPoint.NavPointUpdate
           
static class NavPoint.ObjectDisappeared
           
 
Field Summary
static java.lang.String PROTOTYPE
          Example how the message looks like - used during parser tests.
protected  long SimTime
           
 
Constructor Summary
NavPoint()
          Parameter-less contructor for the message.
 
Method Summary
 IWorldObjectUpdatedEvent createDisappearEvent()
          Creates an update event that has to update visibility to false.
abstract  int getDomPointController()
          Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
abstract  UnrealId getId()
          A unique Id of this navigation point assigned by the game.
abstract  java.util.Map<UnrealId,NavPointNeighbourLink> getIncomingEdges()
          Maps edge-ORIGINATES_FROM-navpoint-UnrealId to neighbour link, those are incoming edges (those edges that originates in different navpoint and ends here, do not use this to ask whether you can get to navpoint of specific unreal id, use OutgoingEdges instead).
abstract  UnrealId getItem()
          Unique Id of the respawned item (the item respawns at this point).
abstract  ItemType getItemClass()
          Class of the item (e.g.
abstract  Item getItemInstance()
          If item should be present at this navpoint it's instance will be here.
abstract  Vector3d getLiftOffset()
          Starting vector between MyLift location and LiftCenter location.
abstract  Location getLocation()
          Location of navigation point.
abstract  UnrealId getMover()
          If this NavPoint is marking some mover, the mover id will be here.
abstract  java.util.Map<UnrealId,NavPointNeighbourLink> getOutgoingEdges()
          Maps edge-LEADING_TO-navpoint-UnrealId to neighbour link, those are outgoing edges (those edges that originates in this navpoint going to another one, those you may usually travel).
abstract  java.lang.String getPreferedWeapon()
          Class of the weapon that should be prefered when using this point for AIMarker specified action.
abstract  Rotation getRotation()
          If the type is AIMarker.
 long getSimTime()
          Returns the simulation time when the event has occurred.
abstract  int getTeamNumber()
          Will be sent if this is a player start.
abstract  Velocity getVelocity()
          Velocity of the navigation point (if the navigation point is currently moving).
abstract  boolean isAIMarker()
          If this point is an AI marker - marks an interesting spot in the environment.
abstract  boolean isDomPoint()
          If this point marks a DominationPoint (for BotDoubleDomination game).
abstract  boolean isDoor()
          If this point marks a door mover.
abstract  boolean isDoorOpened()
          True if this NavPoint is a Door and door is opened.
abstract  boolean isInvSpot()
          If this is an inventory spot (item is respawned at this point).
abstract  boolean isItemSpawned()
          True if the item is spawned at the point.
abstract  boolean isJumpDest()
          If this point marks a jump destination - some place that can be reached by some special jump.
abstract  boolean isJumpSpot()
          If this point marks a jump spot (a special device that causes the bot to jump high or far).
abstract  boolean isLiftCenter()
          If this point marks a lift center (used to mark center of a lift mover, note that this point will be always moved with the lift).
abstract  boolean isLiftExit()
          If this point marks a lift exit (used to mark exit point of a lift mover).
abstract  boolean isLiftJumpExit()
          Boolean.
abstract  boolean isNoDoubleJump()
          Boolean.
abstract  boolean isPlayerStart()
          If this is a player start (players and/or bots are respawned at this point).
abstract  boolean isReachable()
          If the bot can reach the point directly.
abstract  boolean isRoamingSpot()
          Some ambush point, where is good chance to intercept approaching opponents.
abstract  boolean isSnipingSpot()
          Point good for sniping.
abstract  boolean isTeleporter()
          If this point marks a teleport.
abstract  boolean isVisible()
          If the point is in the field of view of the bot.
protected  void setSimTime(long SimTime)
          Used by Yylex to slip correct time of the object or programmatically.
 java.lang.String toHtmlString()
           
 java.lang.String toString()
           
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
 
Methods inherited from interface cz.cuni.amis.pogamut.multi.communication.worldview.object.ICompositeWorldObject
getLocal, getShared, getStatic
 

Field Detail

PROTOTYPE

public static final java.lang.String PROTOTYPE
Example how the message looks like - used during parser tests.

See Also:
Constant Field Values

SimTime

protected long SimTime
Constructor Detail

NavPoint

public NavPoint()
Parameter-less contructor for the message.

Method Detail

getSimTime

public long getSimTime()
Description copied from interface: IWorldEvent
Returns the simulation time when the event has occurred.

Specified by:
getSimTime in interface IWorldChangeEvent
Specified by:
getSimTime in interface IWorldEvent
Specified by:
getSimTime in interface IWorldObject
Returns:
timestamp

setSimTime

protected void setSimTime(long SimTime)
Used by Yylex to slip correct time of the object or programmatically.


getId

public abstract UnrealId getId()
A unique Id of this navigation point assigned by the game.

Specified by:
getId in interface IWorldObject
Returns:

getLocation

public abstract Location getLocation()
Location of navigation point.

Specified by:
getLocation in interface ILocated
Returns:
Current location of the object, represented as a point within the world's coordinates.

getVelocity

public abstract Velocity getVelocity()
Velocity of the navigation point (if the navigation point is currently moving). Not sent at the moment.

Specified by:
getVelocity in interface ILocomotive
Returns:
Current direction in which the object is moving and absolute velocity of the object within the world. The direction is represented as a vector within the world's coordinates. The size of velocity is represented by length of that vector.

isVisible

public abstract boolean isVisible()
If the point is in the field of view of the bot.

Specified by:
isVisible in interface IViewable
Returns:
True if the object is visible; false otherwise.

isReachable

public abstract boolean isReachable()
If the bot can reach the point directly. This is a bit tricky. Only point in radius around 900 ut units are evaluated. More ditant points will always return false. Moreover, bot may be required to jump somewhere on the direct path toward this point, if reachable it true (only normal jump is required, if double jump would be required, reachable would be false). Also, bot may be required to fall down from a ramp if he is standing on some.


getItem

public abstract UnrealId getItem()
Unique Id of the respawned item (the item respawns at this point). Not sent if point is not an inventory spot. Sent only in HandShake.


getItemClass

public abstract ItemType getItemClass()
Class of the item (e.g. xWeapons.FlakCannonPickup). Not sent if point is not an inventory spot. Sent only in HandShake.


isItemSpawned

public abstract boolean isItemSpawned()
True if the item is spawned at the point. Not sent if point is not an inventory spot.


isDoorOpened

public abstract boolean isDoorOpened()
True if this NavPoint is a Door and door is opened. Not sent if point is not a door.


getMover

public abstract UnrealId getMover()
If this NavPoint is marking some mover, the mover id will be here. Not sent if point is not a Door, a LiftCenter or a LiftExit. Sent only in HandShake.


getLiftOffset

public abstract Vector3d getLiftOffset()
Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.


isLiftJumpExit

public abstract boolean isLiftJumpExit()
Boolean. If we can/should exit the lift by a jump when near the destination place. Not sent if point is not a LiftExit. Sent only in HandShake.


isNoDoubleJump

public abstract boolean isNoDoubleJump()
Boolean. If we should or not use double jump when exiting lift with a jump. Not sent if point is not a LiftExit. Sent only in HandShake.


isInvSpot

public abstract boolean isInvSpot()
If this is an inventory spot (item is respawned at this point).


isPlayerStart

public abstract boolean isPlayerStart()
If this is a player start (players and/or bots are respawned at this point).


getTeamNumber

public abstract int getTeamNumber()
Will be sent if this is a player start. In Team games (team deathmatch, capture the flag, domination) holds information about which team respawns at this player start spot. In non-team games will return 0!


isDomPoint

public abstract boolean isDomPoint()
If this point marks a DominationPoint (for BotDoubleDomination game).


getDomPointController

public abstract int getDomPointController()
Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.


isDoor

public abstract boolean isDoor()
If this point marks a door mover.


isLiftCenter

public abstract boolean isLiftCenter()
If this point marks a lift center (used to mark center of a lift mover, note that this point will be always moved with the lift).


isLiftExit

public abstract boolean isLiftExit()
If this point marks a lift exit (used to mark exit point of a lift mover).


isAIMarker

public abstract boolean isAIMarker()
If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.


isJumpSpot

public abstract boolean isJumpSpot()
If this point marks a jump spot (a special device that causes the bot to jump high or far).


isJumpDest

public abstract boolean isJumpDest()
If this point marks a jump destination - some place that can be reached by some special jump.


isTeleporter

public abstract boolean isTeleporter()
If this point marks a teleport.


getRotation

public abstract Rotation getRotation()
If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.


isRoamingSpot

public abstract boolean isRoamingSpot()
Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.


isSnipingSpot

public abstract boolean isSnipingSpot()
Point good for sniping. Sent only in HandShake.


getItemInstance

public abstract Item getItemInstance()
If item should be present at this navpoint it's instance will be here.


getOutgoingEdges

public abstract java.util.Map<UnrealId,NavPointNeighbourLink> getOutgoingEdges()
Maps edge-LEADING_TO-navpoint-UnrealId to neighbour link, those are outgoing edges (those edges that originates in this navpoint going to another one, those you may usually travel).


getIncomingEdges

public abstract java.util.Map<UnrealId,NavPointNeighbourLink> getIncomingEdges()
Maps edge-ORIGINATES_FROM-navpoint-UnrealId to neighbour link, those are incoming edges (those edges that originates in different navpoint and ends here, do not use this to ask whether you can get to navpoint of specific unreal id, use OutgoingEdges instead).


getPreferedWeapon

public abstract java.lang.String getPreferedWeapon()
Class of the weapon that should be prefered when using this point for AIMarker specified action. Sent only in HandShake.


createDisappearEvent

public IWorldObjectUpdatedEvent createDisappearEvent()
Description copied from interface: IGBViewable
Creates an update event that has to update visibility to false.

Specified by:
createDisappearEvent in interface IGBViewable
Returns:

toString

public java.lang.String toString()
Overrides:
toString in class InfoMessage

toHtmlString

public java.lang.String toHtmlString()