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java.lang.Object cz.cuni.amis.pogamut.base.communication.messages.InfoMessage cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Self cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.SelfMessage
public class SelfMessage
Implementation of the GameBots2004 message SLF contains also its Local/Shared/Static subpart class definitions..
Complete message documentation: Synchronous message. Information about your bot's state.
Nested Class Summary | |
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class |
SelfMessage.SelfLocalMessage
Implementation of the local part of the GameBots2004 message SLF, used to facade SLFMessage. |
class |
SelfMessage.SelfSharedMessage
Implementation of the shared part of the GameBots2004 message SLF, used to facade SLFMessage. |
class |
SelfMessage.SelfStaticMessage
Implementation of the static part of the GameBots2004 message SLF, used to facade SLFMessage. |
Nested classes/interfaces inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Self |
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Self.SelfUpdate |
Field Summary | |
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protected java.lang.String |
Action
Name of the current BDI action. |
protected int |
Adrenaline
How much adrenaline the bot has. |
protected boolean |
AltFiring
If we are firing in secondary firing mode. |
protected int |
Armor
Combined size of high armor and low armor (or small armor). |
protected UnrealId |
BotId
Unique Id of the observed bot. |
protected java.lang.String |
Combo
Name of the current combo (None if no combo active). |
protected boolean |
Crouched
If we are currently crouched. |
protected Location |
FloorLocation
Holds current floor location under the bot. |
protected Location |
FloorNormal
Holds current floor normal under the bot. |
protected int |
Health
How much health the bot has left. |
protected UnrealId |
Id
Unique Id of the bot. |
protected Location |
Location
An absolute location of the bot. |
protected java.lang.String |
Name
Human readable bot name. |
protected int |
PrimaryAmmo
How much ammo the bot has left for current weapon primary mode. |
protected Rotation |
Rotation
Which direction the bot is facing in absolute terms. |
protected int |
SecondaryAmmo
How much ammo the bot has left for current weapon secondary mode. |
protected boolean |
Shooting
If the bot is shooting or not. |
protected int |
SmallArmor
Also refered to as a "low armor". |
protected int |
Team
What team the bot is on. |
protected ITeamId |
TeamId
|
protected double |
UDamageTime
Time when the UDamage effect expires. |
protected boolean |
Vehicle
If we are vehicle just these attr. |
protected Velocity |
Velocity
Absolute velocity of the bot as a vector of movement per one game second. |
protected boolean |
Walking
If we are currently in walking mode. |
protected java.lang.String |
Weapon
Id of the weapon we are holding. |
Fields inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Self |
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PROTOTYPE, SimTime |
Constructor Summary | |
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SelfMessage()
Parameter-less contructor for the message. |
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SelfMessage(SelfMessage original)
Cloning constructor from the full message. |
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SelfMessage(UnrealId Id,
UnrealId BotId,
java.lang.String Name,
boolean Vehicle,
Location Location,
Velocity Velocity,
Rotation Rotation,
int Team,
java.lang.String Weapon,
boolean Shooting,
int Health,
int PrimaryAmmo,
int SecondaryAmmo,
int Adrenaline,
int Armor,
int SmallArmor,
boolean AltFiring,
boolean Crouched,
boolean Walking,
Location FloorLocation,
Location FloorNormal,
java.lang.String Combo,
double UDamageTime,
java.lang.String Action)
Creates new instance of the message Self. |
Method Summary | |
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java.lang.String |
getAction()
Name of the current BDI action. |
int |
getAdrenaline()
How much adrenaline the bot has. |
int |
getArmor()
Combined size of high armor and low armor (or small armor). |
UnrealId |
getBotId()
Unique Id of the observed bot. |
java.lang.String |
getCombo()
Name of the current combo (None if no combo active). |
Location |
getFloorLocation()
Holds current floor location under the bot. |
Location |
getFloorNormal()
Holds current floor normal under the bot. |
int |
getHealth()
How much health the bot has left. |
UnrealId |
getId()
Unique Id of the bot. |
SelfLocal |
getLocal()
|
Location |
getLocation()
An absolute location of the bot. |
java.lang.String |
getName()
Human readable bot name. |
int |
getPrimaryAmmo()
How much ammo the bot has left for current weapon primary mode. |
Rotation |
getRotation()
Which direction the bot is facing in absolute terms. |
int |
getSecondaryAmmo()
How much ammo the bot has left for current weapon secondary mode. |
SelfShared |
getShared()
|
int |
getSmallArmor()
Also refered to as a "low armor". |
SelfStatic |
getStatic()
|
int |
getTeam()
What team the bot is on. |
ITeamId |
getTeamId()
|
double |
getUDamageTime()
Time when the UDamage effect expires. |
Velocity |
getVelocity()
Absolute velocity of the bot as a vector of movement per one game second. |
java.lang.String |
getWeapon()
Id of the weapon we are holding. |
boolean |
isAltFiring()
If we are firing in secondary firing mode. |
boolean |
isCrouched()
If we are currently crouched. |
boolean |
isShooting()
If the bot is shooting or not. |
boolean |
isVehicle()
If we are vehicle just these attr. |
boolean |
isWalking()
If we are currently in walking mode. |
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.Self |
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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 UnrealId BotId
protected java.lang.String Name
protected boolean Vehicle
protected Location Location
protected Velocity Velocity
protected Rotation Rotation
protected int Team
protected java.lang.String Weapon
protected boolean Shooting
protected int Health
protected int PrimaryAmmo
protected int SecondaryAmmo
protected int Adrenaline
protected int Armor
protected int SmallArmor
protected boolean AltFiring
protected boolean Crouched
protected boolean Walking
protected Location FloorLocation
protected Location FloorNormal
protected java.lang.String Combo
protected double UDamageTime
protected java.lang.String Action
Constructor Detail |
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public SelfMessage()
public SelfMessage(UnrealId Id, UnrealId BotId, java.lang.String Name, boolean Vehicle, Location Location, Velocity Velocity, Rotation Rotation, int Team, java.lang.String Weapon, boolean Shooting, int Health, int PrimaryAmmo, int SecondaryAmmo, int Adrenaline, int Armor, int SmallArmor, boolean AltFiring, boolean Crouched, boolean Walking, Location FloorLocation, Location FloorNormal, java.lang.String Combo, double UDamageTime, java.lang.String Action)
Id
- Unique Id of the bot.BotId
- Unique Id of the observed bot. Sent only for observers, note that observers has different Id in Self.Id than bots.Name
- Human readable bot name.Vehicle
- If we are vehicle just these attr. are sent in SLF: "Id","Vehicle""Rotation", "Location","Velocity ","Name ","Team" ,"Health"
"Armor","Adrenaline", "FloorLocation", "FloorNormal".Location
- An absolute location of the bot.Velocity
- Absolute velocity of the bot as a vector of movement per one
game second.Rotation
- Which direction the bot is facing in absolute terms.Team
- What team the bot is on. 255 is no team. 0-3 are red,
blue, green, gold in that order.Weapon
- Id of the weapon we are holding. This is unique Id of an
item in our inventory and is different from the Id of the
item we pick up from the ground! We can parse this string to
look which weapon we hold. Weapon strings to look for
include: "AssaultRifle", "ShieldGun", "FlakCannon",
"BioRifle", "ShockRifle", "LinkGun", "SniperRifle",
"RocketLauncher", "Minigun", "LightingGun", "Translocator".
TODO: Look if this is all.Shooting
- If the bot is shooting or not.Health
- How much health the bot has left. Starts at 100, ranges from
0 to 200.PrimaryAmmo
- How much ammo the bot has left for current weapon primary
mode.SecondaryAmmo
- How much ammo the bot has left for current weapon secondary
mode. Weapon does not have to support sec. fire mode.Adrenaline
- How much adrenaline the bot has.Armor
- Combined size of high armor and low armor (or small armor). The high and low armor are tracked
separately. Low armor is limited to 50 points, while the
high armor can have up to 150 points. Both stacks can have a combined size of 150 points as well,
so if low armor is already at 50 points, high armor can have
100 points at max.SmallArmor
- Also refered to as a "low armor". Ranges from 0 to 50 points.AltFiring
- If we are firing in secondary firing mode.Crouched
- If we are currently crouched.Walking
- If we are currently in walking mode.FloorLocation
- Holds current floor location under the bot.FloorNormal
- Holds current floor normal under the bot.Combo
- Name of the current combo (None if no combo active).
Can be xGame.ComboBerserk, xGame.ComboDefensive, xGame.ComboInvis or xGame.ComboSpeed.
To trigger combo adrenaline needs to be at 100 (maximum) and no other combo can be active.UDamageTime
- Time when the UDamage effect expires. If the number is higher then the current
time, it means the bot has UDamage effect active right now.Action
- Name of the current BDI action.public SelfMessage(SelfMessage original)
original
- Method Detail |
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protected void setTeamId(ITeamId TeamId)
public ITeamId getTeamId()
public UnrealId getId()
Self
getId
in interface IWorldObjectUpdatedEvent
getId
in interface IWorldObject
getId
in class Self
public UnrealId getBotId()
Self
getBotId
in class Self
public java.lang.String getName()
Self
getName
in interface IPerson
getName
in class Self
public boolean isVehicle()
Self
isVehicle
in class Self
public Location getLocation()
Self
getLocation
in interface ILocated
getLocation
in class Self
public Velocity getVelocity()
Self
getVelocity
in interface ILocomotive
getVelocity
in class Self
public Rotation getRotation()
Self
getRotation
in interface IRotable
getRotation
in class Self
public int getTeam()
Self
getTeam
in class Self
public java.lang.String getWeapon()
Self
getWeapon
in class Self
public boolean isShooting()
Self
isShooting
in class Self
public int getHealth()
Self
getHealth
in class Self
public int getPrimaryAmmo()
Self
getPrimaryAmmo
in class Self
public int getSecondaryAmmo()
Self
getSecondaryAmmo
in class Self
public int getAdrenaline()
Self
getAdrenaline
in class Self
public int getArmor()
Self
getArmor
in class Self
public int getSmallArmor()
Self
getSmallArmor
in class Self
public boolean isAltFiring()
Self
isAltFiring
in class Self
public boolean isCrouched()
Self
isCrouched
in class Self
public boolean isWalking()
Self
isWalking
in class Self
public Location getFloorLocation()
Self
getFloorLocation
in class Self
public Location getFloorNormal()
Self
getFloorNormal
in class Self
public java.lang.String getCombo()
Self
getCombo
in class Self
public double getUDamageTime()
Self
getUDamageTime
in class Self
public java.lang.String getAction()
Self
getAction
in class Self
public SelfLocal getLocal()
getLocal
in interface ICompositeWorldObject
public SelfShared getShared()
getShared
in interface ICompositeWorldObject
public SelfStatic getStatic()
getStatic
in interface ICompositeWorldObject
public IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
update
in interface IWorldObjectUpdatedEvent
public java.lang.String toString()
toString
in class Self
public java.lang.String toHtmlString()
toHtmlString
in class Self
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