nl.tudelft.pogamut.ut2004.agent.module.shooting.weapon
Class ShieldGunShooting
java.lang.Object
cz.cuni.amis.pogamut.base.agent.module.AgentModule<AGENT>
cz.cuni.amis.pogamut.base.agent.module.SensorModule<UT2004Bot>
nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
nl.tudelft.pogamut.ut2004.agent.module.shooting.weapon.ShieldGunShooting
- All Implemented Interfaces:
- cz.cuni.amis.pogamut.base.component.IComponent, nl.tudelft.pogamut.unreal.agent.module.shooting.WeaponShooting
public class ShieldGunShooting
- extends nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
Module to work efficiently with the shield gun.
When the primary mode is given to the weapon preferences the shield gun will
simply charge up. It's up to other component to run into someone.
When the secondary mode is requested by weapon preferences the shield gun
activate for 1 second when ever it detects that it is taking damage, sees an
incoming projectile or sees it's target shooting or sees it's target aiming a
hitscan weapon at it. While doing this the bot will aim in the direction of
its target, potentially bouncing shock cores and link gun projectiles to it's
target.
- Author:
- mpkorstanje
| Fields inherited from class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting |
ABOVE_PLAYER_OFFSET, active, BELOW_PLAYER_OFFSET, endMessageListener, FACING_ANGLE, focus, info, shoot, target, weaponPref, weaponry |
| Fields inherited from class cz.cuni.amis.pogamut.base.agent.module.SensorModule |
worldView |
| Fields inherited from class cz.cuni.amis.pogamut.base.agent.module.AgentModule |
agent, controller, eventBus, log |
| Methods inherited from class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting |
getFocus, getWeaponType, hasTarget, isActive, isWeaponReady, setFocus, shoot, stopShoot |
| Methods inherited from class cz.cuni.amis.pogamut.base.agent.module.AgentModule |
cleanUp, getComponentId, getLog, getState, initComponentId, isRunning, kill, pause, reset, resume, start, stop, toString |
INCOMMING_PROJECTILE_MIN_THREAT_DISTANCE
protected static final int INCOMMING_PROJECTILE_MIN_THREAT_DISTANCE
- Distance at which incoming projectiles can be considered threatening.
- See Also:
- Constant Field Values
SHIELD_GUN_SEC_BURST_DURATION
protected static final double SHIELD_GUN_SEC_BURST_DURATION
- Duration in second that the shield gun will fire.
- See Also:
- Constant Field Values
DEFAULT_WEAPON_PREF
protected static final WeaponPref DEFAULT_WEAPON_PREF
- Default is the secondary mode.
projectiles
protected nl.tudelft.pogamut.unreal.agent.module.sensor.Projectiles projectiles
Projectiles modules.
senses
protected Senses senses
- Senses module. Note: shared with the main again. Careful with "Once"
functions.
ShieldGunShooting
public ShieldGunShooting(UT2004Bot<?,?,?> bot,
AgentInfo info,
ImprovedShooting shoot,
Weaponry weaponry,
nl.tudelft.pogamut.unreal.agent.module.sensor.Projectiles projectiles,
Senses senses)
shoot
protected void shoot()
- Specified by:
shoot in class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
shootPrimary
protected void shootPrimary()
shootSecondary
protected void shootSecondary()
getDefaultWeaponPref
protected WeaponPref getDefaultWeaponPref()
- Specified by:
getDefaultWeaponPref in class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
Copyright © 2015 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.