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java.lang.Object cz.cuni.amis.pogamut.base.communication.messages.InfoMessage cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPointMessage
public class NavPointMessage
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 | |
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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 |
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NavPoint.NavPointUpdate, NavPoint.ObjectDisappeared |
Field Summary | |
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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 |
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PROTOTYPE, SimTime |
Constructor Summary | |
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NavPointMessage()
Parameter-less contructor for the message. |
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NavPointMessage(NavPointMessage original)
Cloning constructor from the full message. |
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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 | |
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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 |
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createDisappearEvent, getSimTime, setSimTime |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait |
Methods inherited from interface cz.cuni.amis.pogamut.base.communication.translator.event.IWorldChangeEvent |
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getSimTime |
Field Detail |
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protected ITeamId TeamId
protected UnrealId Id
protected Location Location
protected Velocity Velocity
protected boolean Visible
protected boolean Reachable
protected UnrealId Item
protected ItemType ItemClass
protected boolean ItemSpawned
protected boolean DoorOpened
protected UnrealId Mover
protected Vector3d LiftOffset
protected boolean LiftJumpExit
protected boolean NoDoubleJump
protected boolean InvSpot
protected boolean PlayerStart
protected int TeamNumber
protected boolean DomPoint
protected int DomPointController
protected boolean Door
protected boolean LiftCenter
protected boolean LiftExit
protected boolean AIMarker
protected boolean JumpSpot
protected boolean JumpDest
protected boolean Teleporter
protected Rotation Rotation
protected boolean RoamingSpot
protected boolean SnipingSpot
protected Item ItemInstance
protected java.util.Map<UnrealId,NavPointNeighbourLink> OutgoingEdges
protected java.util.Map<UnrealId,NavPointNeighbourLink> IncomingEdges
protected java.lang.String PreferedWeapon
Constructor Detail |
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public 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)
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.public NavPointMessage(NavPointMessage original)
original
- Method Detail |
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protected void setTeamId(ITeamId TeamId)
public ITeamId getTeamId()
public UnrealId getId()
NavPoint
getId
in interface IWorldObjectUpdatedEvent
getId
in interface IWorldObject
getId
in class NavPoint
public Location getLocation()
NavPoint
getLocation
in interface ILocated
getLocation
in class NavPoint
public Velocity getVelocity()
NavPoint
getVelocity
in interface ILocomotive
getVelocity
in class NavPoint
public boolean isVisible()
NavPoint
isVisible
in interface IViewable
isVisible
in class NavPoint
public boolean isReachable()
NavPoint
isReachable
in class NavPoint
public UnrealId getItem()
NavPoint
getItem
in class NavPoint
public ItemType getItemClass()
NavPoint
getItemClass
in class NavPoint
public boolean isItemSpawned()
NavPoint
isItemSpawned
in class NavPoint
public boolean isDoorOpened()
NavPoint
isDoorOpened
in class NavPoint
public UnrealId getMover()
NavPoint
getMover
in class NavPoint
public Vector3d getLiftOffset()
NavPoint
getLiftOffset
in class NavPoint
public boolean isLiftJumpExit()
NavPoint
isLiftJumpExit
in class NavPoint
public boolean isNoDoubleJump()
NavPoint
isNoDoubleJump
in class NavPoint
public boolean isInvSpot()
NavPoint
isInvSpot
in class NavPoint
public boolean isPlayerStart()
NavPoint
isPlayerStart
in class NavPoint
public int getTeamNumber()
NavPoint
getTeamNumber
in class NavPoint
public boolean isDomPoint()
NavPoint
isDomPoint
in class NavPoint
public int getDomPointController()
NavPoint
getDomPointController
in class NavPoint
public boolean isDoor()
NavPoint
isDoor
in class NavPoint
public boolean isLiftCenter()
NavPoint
isLiftCenter
in class NavPoint
public boolean isLiftExit()
NavPoint
isLiftExit
in class NavPoint
public boolean isAIMarker()
NavPoint
isAIMarker
in class NavPoint
public boolean isJumpSpot()
NavPoint
isJumpSpot
in class NavPoint
public boolean isJumpDest()
NavPoint
isJumpDest
in class NavPoint
public boolean isTeleporter()
NavPoint
isTeleporter
in class NavPoint
public Rotation getRotation()
NavPoint
getRotation
in class NavPoint
public boolean isRoamingSpot()
NavPoint
isRoamingSpot
in class NavPoint
public boolean isSnipingSpot()
NavPoint
isSnipingSpot
in class NavPoint
public Item getItemInstance()
NavPoint
getItemInstance
in class NavPoint
public java.util.Map<UnrealId,NavPointNeighbourLink> getOutgoingEdges()
NavPoint
getOutgoingEdges
in class NavPoint
public java.util.Map<UnrealId,NavPointNeighbourLink> getIncomingEdges()
NavPoint
getIncomingEdges
in class NavPoint
public java.lang.String getPreferedWeapon()
NavPoint
getPreferedWeapon
in class NavPoint
public NavPointLocal getLocal()
getLocal
in interface ICompositeWorldObject
public NavPointShared getShared()
getShared
in interface ICompositeWorldObject
public NavPointStatic getStatic()
getStatic
in interface ICompositeWorldObject
public IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
update
in interface IWorldObjectUpdatedEvent
public java.lang.String toString()
toString
in class NavPoint
public java.lang.String toHtmlString()
toHtmlString
in class NavPoint
public void setItemInstance(Item item)
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