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

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

public class NavPointMessage
extends NavPoint
implements IWorldObjectUpdatedEvent

Implementation of the GameBots2004 message NAV contains also its Local/Shared/Static subpart class definitions..

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
 class NavPointMessage.NavPointLocalMessage
          Implementation of the local part of the GameBots2004 message NAV, used to facade NAVMessage.
 class NavPointMessage.NavPointSharedMessage
          Implementation of the shared part of the GameBots2004 message NAV, used to facade NAVMessage.
 class NavPointMessage.NavPointStaticMessage
          Implementation of the static part of the GameBots2004 message NAV, used to facade NAVMessage.
 
Nested classes/interfaces inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
NavPoint.NavPointUpdate, NavPoint.ObjectDisappeared
 
Field Summary
protected  boolean AIMarker
          If this point is an AI marker - marks an interesting spot in the environment.
protected  boolean DomPoint
          If this point marks a DominationPoint (for BotDoubleDomination game).
protected  int DomPointController
          Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
protected  boolean Door
          If this point marks a door mover.
protected  boolean DoorOpened
          True if this NavPoint is a Door and door is opened.
protected  UnrealId Id
          A unique Id of this navigation point assigned by the game.
protected  java.util.Map<UnrealId,NavPointNeighbourLink> IncomingEdges
          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).
protected  boolean InvSpot
          If this is an inventory spot (item is respawned at this point).
protected  UnrealId Item
          Unique Id of the respawned item (the item respawns at this point).
protected  ItemType ItemClass
          Class of the item (e.g.
protected  Item ItemInstance
          If item should be present at this navpoint it's instance will be here.
protected  boolean ItemSpawned
          True if the item is spawned at the point.
protected  boolean JumpDest
          If this point marks a jump destination - some place that can be reached by some special jump.
protected  boolean JumpSpot
          If this point marks a jump spot (a special device that causes the bot to jump high or far).
protected  boolean LiftCenter
          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).
protected  boolean LiftExit
          If this point marks a lift exit (used to mark exit point of a lift mover).
protected  boolean LiftJumpExit
          Boolean.
protected  Vector3d LiftOffset
          Starting vector between MyLift location and LiftCenter location.
protected  Location Location
          Location of navigation point.
protected  UnrealId Mover
          If this NavPoint is marking some mover, the mover id will be here.
protected  boolean NoDoubleJump
          Boolean.
protected  java.util.Map<UnrealId,NavPointNeighbourLink> OutgoingEdges
          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).
protected  boolean PlayerStart
          If this is a player start (players and/or bots are respawned at this point).
protected  java.lang.String PreferedWeapon
          Class of the weapon that should be prefered when using this point for AIMarker specified action.
protected  boolean Reachable
          If the bot can reach the point directly.
protected  boolean RoamingSpot
          Some ambush point, where is good chance to intercept approaching opponents.
protected  Rotation Rotation
          If the type is AIMarker.
protected  boolean SnipingSpot
          Point good for sniping.
protected  ITeamId TeamId
           
protected  int TeamNumber
          Will be sent if this is a player start.
protected  boolean Teleporter
          If this point marks a teleport.
protected  Velocity Velocity
          Velocity of the navigation point (if the navigation point is currently moving).
protected  boolean Visible
          If the point is in the field of view of the bot.
 
Fields inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
PROTOTYPE, SimTime
 
Constructor Summary
NavPointMessage()
          Parameter-less contructor for the message.
NavPointMessage(NavPointMessage original)
          Cloning constructor from the full message.
NavPointMessage(UnrealId Id, Location Location, Velocity Velocity, boolean Visible, boolean Reachable, UnrealId Item, ItemType ItemClass, boolean ItemSpawned, boolean DoorOpened, UnrealId Mover, Vector3d LiftOffset, boolean LiftJumpExit, boolean NoDoubleJump, boolean InvSpot, boolean PlayerStart, int TeamNumber, boolean DomPoint, int DomPointController, boolean Door, boolean LiftCenter, boolean LiftExit, boolean AIMarker, boolean JumpSpot, boolean JumpDest, boolean Teleporter, Rotation Rotation, boolean RoamingSpot, boolean SnipingSpot, Item ItemInstance, java.util.Map<UnrealId,NavPointNeighbourLink> OutgoingEdges, java.util.Map<UnrealId,NavPointNeighbourLink> IncomingEdges, java.lang.String PreferedWeapon)
          Creates new instance of the message NavPoint.
 
Method Summary
 int getDomPointController()
          Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
 UnrealId getId()
          A unique Id of this navigation point assigned by the game.
 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).
 UnrealId getItem()
          Unique Id of the respawned item (the item respawns at this point).
 ItemType getItemClass()
          Class of the item (e.g.
 Item getItemInstance()
          If item should be present at this navpoint it's instance will be here.
 Vector3d getLiftOffset()
          Starting vector between MyLift location and LiftCenter location.
 NavPointLocal getLocal()
           
 Location getLocation()
          Location of navigation point.
 UnrealId getMover()
          If this NavPoint is marking some mover, the mover id will be here.
 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).
 java.lang.String getPreferedWeapon()
          Class of the weapon that should be prefered when using this point for AIMarker specified action.
 Rotation getRotation()
          If the type is AIMarker.
 NavPointShared getShared()
           
 NavPointStatic getStatic()
           
 ITeamId getTeamId()
           
 int getTeamNumber()
          Will be sent if this is a player start.
 Velocity getVelocity()
          Velocity of the navigation point (if the navigation point is currently moving).
 boolean isAIMarker()
          If this point is an AI marker - marks an interesting spot in the environment.
 boolean isDomPoint()
          If this point marks a DominationPoint (for BotDoubleDomination game).
 boolean isDoor()
          If this point marks a door mover.
 boolean isDoorOpened()
          True if this NavPoint is a Door and door is opened.
 boolean isInvSpot()
          If this is an inventory spot (item is respawned at this point).
 boolean isItemSpawned()
          True if the item is spawned at the point.
 boolean isJumpDest()
          If this point marks a jump destination - some place that can be reached by some special jump.
 boolean isJumpSpot()
          If this point marks a jump spot (a special device that causes the bot to jump high or far).
 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).
 boolean isLiftExit()
          If this point marks a lift exit (used to mark exit point of a lift mover).
 boolean isLiftJumpExit()
          Boolean.
 boolean isNoDoubleJump()
          Boolean.
 boolean isPlayerStart()
          If this is a player start (players and/or bots are respawned at this point).
 boolean isReachable()
          If the bot can reach the point directly.
 boolean isRoamingSpot()
          Some ambush point, where is good chance to intercept approaching opponents.
 boolean isSnipingSpot()
          Point good for sniping.
 boolean isTeleporter()
          If this point marks a teleport.
 boolean isVisible()
          If the point is in the field of view of the bot.
 void setItemInstance(Item item)
          DO NOT USE THIS METHOD! Reserved for GaviaLib (Pogamut core)! It's used to set correct item instance into the NavPoint.
protected  void setTeamId(ITeamId TeamId)
          Used by Yylex to slip corretn TeamId.
 java.lang.String toHtmlString()
           
 java.lang.String toString()
           
 IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
           
 
Methods inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
createDisappearEvent, getSimTime, setSimTime
 
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.base.communication.translator.event.IWorldChangeEvent
getSimTime
 

Field Detail

TeamId

protected ITeamId TeamId

Id

protected UnrealId Id
A unique Id of this navigation point assigned by the game.


Location

protected Location Location
Location of navigation point.


Velocity

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


Visible

protected boolean Visible
If the point is in the field of view of the bot.


Reachable

protected boolean Reachable
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.


Item

protected UnrealId Item
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.


ItemClass

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


ItemSpawned

protected boolean ItemSpawned
True if the item is spawned at the point. Not sent if point is not an inventory spot.


DoorOpened

protected boolean DoorOpened
True if this NavPoint is a Door and door is opened. Not sent if point is not a door.


Mover

protected UnrealId Mover
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.


LiftOffset

protected Vector3d LiftOffset
Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.


LiftJumpExit

protected boolean LiftJumpExit
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.


NoDoubleJump

protected boolean NoDoubleJump
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.


InvSpot

protected boolean InvSpot
If this is an inventory spot (item is respawned at this point).


PlayerStart

protected boolean PlayerStart
If this is a player start (players and/or bots are respawned at this point).


TeamNumber

protected int TeamNumber
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!


DomPoint

protected boolean DomPoint
If this point marks a DominationPoint (for BotDoubleDomination game).


DomPointController

protected int DomPointController
Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.


Door

protected boolean Door
If this point marks a door mover.


LiftCenter

protected boolean LiftCenter
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).


LiftExit

protected boolean LiftExit
If this point marks a lift exit (used to mark exit point of a lift mover).


AIMarker

protected boolean AIMarker
If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.


JumpSpot

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


JumpDest

protected boolean JumpDest
If this point marks a jump destination - some place that can be reached by some special jump.


Teleporter

protected boolean Teleporter
If this point marks a teleport.


Rotation

protected Rotation Rotation
If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.


RoamingSpot

protected boolean RoamingSpot
Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.


SnipingSpot

protected boolean SnipingSpot
Point good for sniping. Sent only in HandShake.


ItemInstance

protected Item ItemInstance
If item should be present at this navpoint it's instance will be here.


OutgoingEdges

protected java.util.Map<UnrealId,NavPointNeighbourLink> OutgoingEdges
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).


IncomingEdges

protected java.util.Map<UnrealId,NavPointNeighbourLink> IncomingEdges
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).


PreferedWeapon

protected java.lang.String PreferedWeapon
Class of the weapon that should be prefered when using this point for AIMarker specified action. Sent only in HandShake.

Constructor Detail

NavPointMessage

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


NavPointMessage

public NavPointMessage(UnrealId Id,
                       Location Location,
                       Velocity Velocity,
                       boolean Visible,
                       boolean Reachable,
                       UnrealId Item,
                       ItemType ItemClass,
                       boolean ItemSpawned,
                       boolean DoorOpened,
                       UnrealId Mover,
                       Vector3d LiftOffset,
                       boolean LiftJumpExit,
                       boolean NoDoubleJump,
                       boolean InvSpot,
                       boolean PlayerStart,
                       int TeamNumber,
                       boolean DomPoint,
                       int DomPointController,
                       boolean Door,
                       boolean LiftCenter,
                       boolean LiftExit,
                       boolean AIMarker,
                       boolean JumpSpot,
                       boolean JumpDest,
                       boolean Teleporter,
                       Rotation Rotation,
                       boolean RoamingSpot,
                       boolean SnipingSpot,
                       Item ItemInstance,
                       java.util.Map<UnrealId,NavPointNeighbourLink> OutgoingEdges,
                       java.util.Map<UnrealId,NavPointNeighbourLink> IncomingEdges,
                       java.lang.String PreferedWeapon)
Creates new instance of the message NavPoint. 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..). Corresponding GameBots message is NAV.

Parameters:
Id - A unique Id of this navigation point assigned by the game.
Location - Location of navigation point.
Velocity - Velocity of the navigation point (if the navigation point is currently moving). Not sent at the moment.
Visible - If the point is in the field of view of the bot.
Reachable - 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.
Item - 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.
ItemClass - Class of the item (e.g. xWeapons.FlakCannonPickup). Not sent if point is not an inventory spot. Sent only in HandShake.
ItemSpawned - True if the item is spawned at the point. Not sent if point is not an inventory spot.
DoorOpened - True if this NavPoint is a Door and door is opened. Not sent if point is not a door.
Mover - 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.
LiftOffset - Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.
LiftJumpExit - 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.
NoDoubleJump - 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.
InvSpot - If this is an inventory spot (item is respawned at this point).
PlayerStart - If this is a player start (players and/or bots are respawned at this point).
TeamNumber - 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!
DomPoint - If this point marks a DominationPoint (for BotDoubleDomination game).
DomPointController - Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
Door - If this point marks a door mover.
LiftCenter - 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).
LiftExit - If this point marks a lift exit (used to mark exit point of a lift mover).
AIMarker - If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.
JumpSpot - If this point marks a jump spot (a special device that causes the bot to jump high or far).
JumpDest - If this point marks a jump destination - some place that can be reached by some special jump.
Teleporter - If this point marks a teleport.
Rotation - If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.
RoamingSpot - Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.
SnipingSpot - Point good for sniping. Sent only in HandShake.
ItemInstance - If item should be present at this navpoint it's instance will be here.
OutgoingEdges - 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).
IncomingEdges - 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).
PreferedWeapon - Class of the weapon that should be prefered when using this point for AIMarker specified action. Sent only in HandShake.

NavPointMessage

public NavPointMessage(NavPointMessage original)
Cloning constructor from the full message.

Parameters:
original -
Method Detail

setTeamId

protected void setTeamId(ITeamId TeamId)
Used by Yylex to slip corretn TeamId.


getTeamId

public ITeamId getTeamId()

getId

public UnrealId getId()
Description copied from class: NavPoint
A unique Id of this navigation point assigned by the game.

Specified by:
getId in interface IWorldObjectUpdatedEvent
Specified by:
getId in interface IWorldObject
Specified by:
getId in class NavPoint
Returns:

getLocation

public Location getLocation()
Description copied from class: NavPoint
Location of navigation point.

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

getVelocity

public Velocity getVelocity()
Description copied from class: NavPoint
Velocity of the navigation point (if the navigation point is currently moving). Not sent at the moment.

Specified by:
getVelocity in interface ILocomotive
Specified by:
getVelocity in class NavPoint
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 boolean isVisible()
Description copied from class: NavPoint
If the point is in the field of view of the bot.

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

isReachable

public boolean isReachable()
Description copied from class: NavPoint
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.

Specified by:
isReachable in class NavPoint

getItem

public UnrealId getItem()
Description copied from class: NavPoint
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.

Specified by:
getItem in class NavPoint

getItemClass

public ItemType getItemClass()
Description copied from class: NavPoint
Class of the item (e.g. xWeapons.FlakCannonPickup). Not sent if point is not an inventory spot. Sent only in HandShake.

Specified by:
getItemClass in class NavPoint

isItemSpawned

public boolean isItemSpawned()
Description copied from class: NavPoint
True if the item is spawned at the point. Not sent if point is not an inventory spot.

Specified by:
isItemSpawned in class NavPoint

isDoorOpened

public boolean isDoorOpened()
Description copied from class: NavPoint
True if this NavPoint is a Door and door is opened. Not sent if point is not a door.

Specified by:
isDoorOpened in class NavPoint

getMover

public UnrealId getMover()
Description copied from class: NavPoint
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.

Specified by:
getMover in class NavPoint

getLiftOffset

public Vector3d getLiftOffset()
Description copied from class: NavPoint
Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.

Specified by:
getLiftOffset in class NavPoint

isLiftJumpExit

public boolean isLiftJumpExit()
Description copied from class: NavPoint
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.

Specified by:
isLiftJumpExit in class NavPoint

isNoDoubleJump

public boolean isNoDoubleJump()
Description copied from class: NavPoint
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.

Specified by:
isNoDoubleJump in class NavPoint

isInvSpot

public boolean isInvSpot()
Description copied from class: NavPoint
If this is an inventory spot (item is respawned at this point).

Specified by:
isInvSpot in class NavPoint

isPlayerStart

public boolean isPlayerStart()
Description copied from class: NavPoint
If this is a player start (players and/or bots are respawned at this point).

Specified by:
isPlayerStart in class NavPoint

getTeamNumber

public int getTeamNumber()
Description copied from class: NavPoint
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!

Specified by:
getTeamNumber in class NavPoint

isDomPoint

public boolean isDomPoint()
Description copied from class: NavPoint
If this point marks a DominationPoint (for BotDoubleDomination game).

Specified by:
isDomPoint in class NavPoint

getDomPointController

public int getDomPointController()
Description copied from class: NavPoint
Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.

Specified by:
getDomPointController in class NavPoint

isDoor

public boolean isDoor()
Description copied from class: NavPoint
If this point marks a door mover.

Specified by:
isDoor in class NavPoint

isLiftCenter

public boolean isLiftCenter()
Description copied from class: NavPoint
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).

Specified by:
isLiftCenter in class NavPoint

isLiftExit

public boolean isLiftExit()
Description copied from class: NavPoint
If this point marks a lift exit (used to mark exit point of a lift mover).

Specified by:
isLiftExit in class NavPoint

isAIMarker

public boolean isAIMarker()
Description copied from class: NavPoint
If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.

Specified by:
isAIMarker in class NavPoint

isJumpSpot

public boolean isJumpSpot()
Description copied from class: NavPoint
If this point marks a jump spot (a special device that causes the bot to jump high or far).

Specified by:
isJumpSpot in class NavPoint

isJumpDest

public boolean isJumpDest()
Description copied from class: NavPoint
If this point marks a jump destination - some place that can be reached by some special jump.

Specified by:
isJumpDest in class NavPoint

isTeleporter

public boolean isTeleporter()
Description copied from class: NavPoint
If this point marks a teleport.

Specified by:
isTeleporter in class NavPoint

getRotation

public Rotation getRotation()
Description copied from class: NavPoint
If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.

Specified by:
getRotation in class NavPoint

isRoamingSpot

public boolean isRoamingSpot()
Description copied from class: NavPoint
Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.

Specified by:
isRoamingSpot in class NavPoint

isSnipingSpot

public boolean isSnipingSpot()
Description copied from class: NavPoint
Point good for sniping. Sent only in HandShake.

Specified by:
isSnipingSpot in class NavPoint

getItemInstance

public Item getItemInstance()
Description copied from class: NavPoint
If item should be present at this navpoint it's instance will be here.

Specified by:
getItemInstance in class NavPoint

getOutgoingEdges

public java.util.Map<UnrealId,NavPointNeighbourLink> getOutgoingEdges()
Description copied from class: NavPoint
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).

Specified by:
getOutgoingEdges in class NavPoint

getIncomingEdges

public java.util.Map<UnrealId,NavPointNeighbourLink> getIncomingEdges()
Description copied from class: NavPoint
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).

Specified by:
getIncomingEdges in class NavPoint

getPreferedWeapon

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

Specified by:
getPreferedWeapon in class NavPoint

getLocal

public NavPointLocal getLocal()
Specified by:
getLocal in interface ICompositeWorldObject

getShared

public NavPointShared getShared()
Specified by:
getShared in interface ICompositeWorldObject

getStatic

public NavPointStatic getStatic()
Specified by:
getStatic in interface ICompositeWorldObject

update

public IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
Specified by:
update in interface IWorldObjectUpdatedEvent

toString

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

toHtmlString

public java.lang.String toHtmlString()
Overrides:
toHtmlString in class NavPoint

setItemInstance

public void setItemInstance(Item item)
DO NOT USE THIS METHOD! Reserved for GaviaLib (Pogamut core)! It's used to set correct item instance into the NavPoint.