public class GameInfoMessage extends GameInfo implements IWorldObjectUpdatedEvent, ICompositeWorldObjectUpdatedEvent
| Modifier and Type | Class and Description |
|---|---|
class |
GameInfoMessage.GameInfoLocalMessage
Implementation of the local part of the GameBots2004 message NFO, used
to facade NFOMessage.
|
class |
GameInfoMessage.GameInfoSharedMessage
Implementation of the shared part of the GameBots2004 message NFO, used
to facade NFOMessage.
|
class |
GameInfoMessage.GameInfoStaticMessage
Implementation of the static part of the GameBots2004 message NFO, used
to facade NFOMessage.
|
GameInfo.GameInfoUpdateIWorldObjectUpdatedEvent.DestroyWorldObject| Modifier and Type | Field and Description |
|---|---|
protected Location |
BlueBaseLocation
Location of the base spawning the blue flag (team 1) (BotCTFGame).
|
protected boolean |
BlueBaseLocation_Set
Whether property 'BlueBaseLocation' was received from GB2004.
|
protected boolean |
BotsPaused
If the game is paused just for bots - human controlled
players can normally move.
|
protected boolean |
BotsPaused_Set
Whether property 'BotsPaused' was received from GB2004.
|
protected Location |
DisperserLocation
Sent only in BotScenario game type.
|
protected boolean |
DisperserLocation_Set
Whether property 'DisperserLocation' was received from GB2004.
|
protected double |
DisperserRadius
Sent only in BotScenario game type.
|
protected boolean |
DisperserRadius_Set
Whether property 'DisperserRadius' was received from GB2004.
|
protected double |
FactoryAdrenalineCount
Sent only in BotScenario game type.
|
protected boolean |
FactoryAdrenalineCount_Set
Whether property 'FactoryAdrenalineCount' was received from GB2004.
|
protected Location |
FactoryLocation
Sent only in BotScenario game type.
|
protected boolean |
FactoryLocation_Set
Whether property 'FactoryLocation' was received from GB2004.
|
protected double |
FactoryRadius
Sent only in BotScenario game type.
|
protected boolean |
FactoryRadius_Set
Whether property 'FactoryRadius' was received from GB2004.
|
protected String |
FactorySpawnType
Sent only in BotScenario game type.
|
protected boolean |
FactorySpawnType_Set
Whether property 'FactorySpawnType' was received from GB2004.
|
protected Location |
FirstDomPointLocation
Location of the first dom point (BotDoubleDomination).
|
protected boolean |
FirstDomPointLocation_Set
Whether property 'FirstDomPointLocation' was received from GB2004.
|
protected int |
FragLimit
Number of kills needed to win game (BotDeathMatch only).
|
protected boolean |
FragLimit_Set
Whether property 'FragLimit' was received from GB2004.
|
protected boolean |
GamePaused
If the game is paused - nobody can move.
|
protected boolean |
GamePaused_Set
Whether property 'GamePaused' was received from GB2004.
|
protected String |
Gametype
What you are playing (BotDeathMatch, BotTeamGame,
BotCTFGame,BotDoubleDomination).
|
protected boolean |
Gametype_Set
Whether property 'Gametype' was received from GB2004.
|
protected long |
GoalTeamScore
Number of points a team needs to win the game (BotTeamGame,
BotCTFGame, BotDoubleDomination).
|
protected boolean |
GoalTeamScore_Set
Whether property 'GoalTeamScore' was received from GB2004.
|
protected String |
Level
Name of map in game.
|
protected boolean |
Level_Set
Whether property 'Level' was received from GB2004.
|
protected int |
MaxTeams
Max number of teams.
|
protected boolean |
MaxTeams_Set
Whether property 'MaxTeams' was received from GB2004.
|
protected int |
MaxTeamSize
Max number of players per side (BotTeamGame, BotCTFGame,
BotDoubleDomination).
|
protected boolean |
MaxTeamSize_Set
Whether property 'MaxTeamSize' was received from GB2004.
|
protected Location |
RedBaseLocation
Location of the base spawning the red flag (team 0) (BotCTFGame).
|
protected boolean |
RedBaseLocation_Set
Whether property 'RedBaseLocation' was received from GB2004.
|
protected Location |
SecondDomPointLocation
Location of the second dom point (BotDoubleDomination).
|
protected boolean |
SecondDomPointLocation_Set
Whether property 'SecondDomPointLocation' was received from GB2004.
|
protected ITeamId |
TeamId |
protected double |
TimeLimit
Maximum time game will last (if tied at end may goe to
"sudden death overtime" - depends on the game type).
|
protected boolean |
TimeLimit_Set
Whether property 'TimeLimit' was received from GB2004.
|
protected boolean |
WeaponStay
If true respawned weapons will stay on the ground after picked up (but bot cannot pickup same weapon twice).
|
protected boolean |
WeaponStay_Set
Whether property 'WeaponStay' was received from GB2004.
|
GameInfoId, PROTOTYPE, SimTime| Constructor and Description |
|---|
GameInfoMessage()
Parameter-less contructor for the message.
|
GameInfoMessage(GameInfoMessage original)
Cloning constructor from the full message.
|
GameInfoMessage(String Gametype,
String Level,
boolean WeaponStay,
double TimeLimit,
int FragLimit,
long GoalTeamScore,
int MaxTeams,
int MaxTeamSize,
Location RedBaseLocation,
Location BlueBaseLocation,
Location FirstDomPointLocation,
Location SecondDomPointLocation,
boolean GamePaused,
boolean BotsPaused,
Location FactoryLocation,
double FactoryRadius,
Location DisperserLocation,
double DisperserRadius,
double FactoryAdrenalineCount,
String FactorySpawnType)
Creates new instance of the message GameInfo.
|
| Modifier and Type | Method and Description |
|---|---|
Location |
getBlueBaseLocation()
Location of the base spawning the blue flag (team 1) (BotCTFGame).
|
Location |
getDisperserLocation()
Sent only in BotScenario game type.
|
double |
getDisperserRadius()
Sent only in BotScenario game type.
|
double |
getFactoryAdrenalineCount()
Sent only in BotScenario game type.
|
Location |
getFactoryLocation()
Sent only in BotScenario game type.
|
double |
getFactoryRadius()
Sent only in BotScenario game type.
|
String |
getFactorySpawnType()
Sent only in BotScenario game type.
|
Location |
getFirstDomPointLocation()
Location of the first dom point (BotDoubleDomination).
|
int |
getFragLimit()
Number of kills needed to win game (BotDeathMatch only).
|
String |
getGametype()
What you are playing (BotDeathMatch, BotTeamGame,
BotCTFGame,BotDoubleDomination).
|
long |
getGoalTeamScore()
Number of points a team needs to win the game (BotTeamGame,
BotCTFGame, BotDoubleDomination).
|
UnrealId |
getId() |
String |
getLevel()
Name of map in game.
|
GameInfoLocal |
getLocal() |
ILocalWorldObjectUpdatedEvent |
getLocalEvent() |
int |
getMaxTeams()
Max number of teams.
|
int |
getMaxTeamSize()
Max number of players per side (BotTeamGame, BotCTFGame,
BotDoubleDomination).
|
Location |
getRedBaseLocation()
Location of the base spawning the red flag (team 0) (BotCTFGame).
|
Location |
getSecondDomPointLocation()
Location of the second dom point (BotDoubleDomination).
|
GameInfoShared |
getShared() |
ISharedWorldObjectUpdatedEvent |
getSharedEvent() |
GameInfoStatic |
getStatic() |
IStaticWorldObjectUpdatedEvent |
getStaticEvent() |
ITeamId |
getTeamId() |
double |
getTimeLimit()
Maximum time game will last (if tied at end may goe to
"sudden death overtime" - depends on the game type).
|
boolean |
isBotsPaused()
If the game is paused just for bots - human controlled
players can normally move.
|
boolean |
isGamePaused()
If the game is paused - nobody can move.
|
boolean |
isWeaponStay()
If true respawned weapons will stay on the ground after picked up (but bot cannot pickup same weapon twice).
|
protected void |
setTeamId(ITeamId TeamId)
Used by Yylex to slip corretn TeamId.
|
String |
toHtmlString() |
String |
toString() |
IWorldObjectUpdateResult<IWorldObject> |
update(IWorldObject object) |
getSimTime, setSimTime, toJsonLiteralclone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, waitgetSimTimeprotected ITeamId TeamId
protected String Gametype
protected boolean Gametype_Set
protected String Level
protected boolean Level_Set
protected boolean WeaponStay
protected boolean WeaponStay_Set
protected double TimeLimit
protected boolean TimeLimit_Set
protected int FragLimit
protected boolean FragLimit_Set
protected long GoalTeamScore
protected boolean GoalTeamScore_Set
protected int MaxTeams
protected boolean MaxTeams_Set
protected int MaxTeamSize
protected boolean MaxTeamSize_Set
protected Location RedBaseLocation
protected boolean RedBaseLocation_Set
protected Location BlueBaseLocation
protected boolean BlueBaseLocation_Set
protected Location FirstDomPointLocation
protected boolean FirstDomPointLocation_Set
protected Location SecondDomPointLocation
protected boolean SecondDomPointLocation_Set
protected boolean GamePaused
protected boolean GamePaused_Set
protected boolean BotsPaused
protected boolean BotsPaused_Set
protected Location FactoryLocation
protected boolean FactoryLocation_Set
protected double FactoryRadius
protected boolean FactoryRadius_Set
protected Location DisperserLocation
protected boolean DisperserLocation_Set
protected double DisperserRadius
protected boolean DisperserRadius_Set
protected double FactoryAdrenalineCount
protected boolean FactoryAdrenalineCount_Set
protected String FactorySpawnType
protected boolean FactorySpawnType_Set
public GameInfoMessage()
public GameInfoMessage(String Gametype, String Level, boolean WeaponStay, double TimeLimit, int FragLimit, long GoalTeamScore, int MaxTeams, int MaxTeamSize, Location RedBaseLocation, Location BlueBaseLocation, Location FirstDomPointLocation, Location SecondDomPointLocation, boolean GamePaused, boolean BotsPaused, Location FactoryLocation, double FactoryRadius, Location DisperserLocation, double DisperserRadius, double FactoryAdrenalineCount, String FactorySpawnType)
Gametype - What you are playing (BotDeathMatch, BotTeamGame,
BotCTFGame,BotDoubleDomination).Level - Name of map in game.WeaponStay - If true respawned weapons will stay on the ground after picked up (but bot cannot pickup same weapon twice).TimeLimit - Maximum time game will last (if tied at end may goe to
"sudden death overtime" - depends on the game type).FragLimit - Number of kills needed to win game (BotDeathMatch only).GoalTeamScore - Number of points a team needs to win the game (BotTeamGame,
BotCTFGame, BotDoubleDomination).MaxTeams - Max number of teams. Valid team range will be 0 to (MaxTeams
- 1) (BotTeamGame, BotCTFGame, BotDoubleDomination). Usually
there will be two teams - 0 and 1.MaxTeamSize - Max number of players per side (BotTeamGame, BotCTFGame,
BotDoubleDomination).RedBaseLocation - Location of the base spawning the red flag (team 0) (BotCTFGame).BlueBaseLocation - Location of the base spawning the blue flag (team 1) (BotCTFGame).FirstDomPointLocation - Location of the first dom point (BotDoubleDomination).SecondDomPointLocation - Location of the second dom point (BotDoubleDomination).GamePaused - If the game is paused - nobody can move.BotsPaused - If the game is paused just for bots - human controlled
players can normally move.FactoryLocation - Sent only in BotScenario game type. Location of the factory.FactoryRadius - Sent only in BotScenario game type. Radius of the factory.DisperserLocation - Sent only in BotScenario game type. Location of the goal point where UDamagePack should be taken.DisperserRadius - Sent only in BotScenario game type. Radius of the disperser point.FactoryAdrenalineCount - Sent only in BotScenario game type. How much adrenaline we need to activate the factory.FactorySpawnType - Sent only in BotScenario game type. Pickup class our factory spawns when used properly. Item will be spawned at the bot's location.public GameInfoMessage(GameInfoMessage original)
original - public UnrealId getId()
getId in interface IWorldObjectUpdatedEventgetId in interface IWorldObjectgetId in interface ICompositeWorldObjectUpdatedEventgetId in class GameInfoprotected void setTeamId(ITeamId TeamId)
public ITeamId getTeamId()
public String getGametype()
GameInfogetGametype in class GameInfopublic boolean isWeaponStay()
GameInfoisWeaponStay in class GameInfopublic double getTimeLimit()
GameInfogetTimeLimit in class GameInfopublic int getFragLimit()
GameInfogetFragLimit in class GameInfopublic long getGoalTeamScore()
GameInfogetGoalTeamScore in class GameInfopublic int getMaxTeams()
GameInfogetMaxTeams in class GameInfopublic int getMaxTeamSize()
GameInfogetMaxTeamSize in class GameInfopublic Location getRedBaseLocation()
GameInfogetRedBaseLocation in class GameInfopublic Location getBlueBaseLocation()
GameInfogetBlueBaseLocation in class GameInfopublic Location getFirstDomPointLocation()
GameInfogetFirstDomPointLocation in class GameInfopublic Location getSecondDomPointLocation()
GameInfogetSecondDomPointLocation in class GameInfopublic boolean isGamePaused()
GameInfoisGamePaused in class GameInfopublic boolean isBotsPaused()
GameInfoisBotsPaused in class GameInfopublic Location getFactoryLocation()
GameInfogetFactoryLocation in class GameInfopublic double getFactoryRadius()
GameInfogetFactoryRadius in class GameInfopublic Location getDisperserLocation()
GameInfogetDisperserLocation in class GameInfopublic double getDisperserRadius()
GameInfogetDisperserRadius in class GameInfopublic double getFactoryAdrenalineCount()
GameInfogetFactoryAdrenalineCount in class GameInfopublic String getFactorySpawnType()
GameInfogetFactorySpawnType in class GameInfopublic GameInfoLocal getLocal()
getLocal in interface ICompositeWorldObjectpublic GameInfoShared getShared()
getShared in interface ICompositeWorldObjectpublic GameInfoStatic getStatic()
getStatic in interface ICompositeWorldObjectpublic IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
update in interface IWorldObjectUpdatedEventpublic ILocalWorldObjectUpdatedEvent getLocalEvent()
getLocalEvent in interface ICompositeWorldObjectUpdatedEventpublic ISharedWorldObjectUpdatedEvent getSharedEvent()
getSharedEvent in interface ICompositeWorldObjectUpdatedEventpublic IStaticWorldObjectUpdatedEvent getStaticEvent()
getStaticEvent in interface ICompositeWorldObjectUpdatedEventpublic String toHtmlString()
toHtmlString in class GameInfoCopyright © 2012 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.