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IUT2004PathNavigator that implements AbstractUT2004PathNavigator.setBot(UT2004Bot) and
AbstractUT2004PathNavigator#setExecutor(IPathExecutorHelper).AbstractEmbodiedAgent.getAct().
UT2004Bot.botDisconnectorThread as a Runtime.addShutdownHook(Thread).
NavigationGraphBuilder.NewNavPointBuilder.edges.
ItemDescriptor).ItemType.Category#ADRENALINE.ItemDescriptor).ItemType.Category#ARMOR.IWorldView.
UT2004Bot logic module - does not synchronize the logic together with the IVisionWorldView.AgentInfo.AT_LOCATION_EPSILON.
NavigationGraphBuilder.isAutoPrefix() is on (== true), it returns 'navPointId' prefixed with "NavigationGraphBuilder.getMapName().".
ICustomControlMessage sparing you of the necessity of BaseCustomControlMessage.simTime declaration
and IWorldEvent.getSimTime() / IWorldChangeEvent.getSimTime() implementation.VisibilityLocations.InitedMessage is received.
CTF.isEnemyFlagHome().
CTF.isOurFlagHome().
Raycasting.allRaysInitialized flag to true if all rays has been initialized.
UT2004PathAutoFixer.badLinks count has been increased, decide whether to remove the link from the graph.
UT2004Analyzer.stopAgent() and UT2004Analyzer.killAgent() to clean up stuff (stops observers).
UT2004AStar.findPath(NavPoint, NavPoint) to implement IPathPlanner.computePath(Object, Object) interface.
UT2004AnalyzerObserver.startAgent() after InitializeObserver command
is sent to configure the observer instance.
UT2004AnalyzerFullObserver.startAgent() after InitializeObserver command
is sent to configure the observer instance.
UT2004AnalyzerObserver.startAgent() after InitializeObserver command
is sent to configure the observer instance.
ICustomControlMessage implementation interpreting ControlMessageType, ControlMessageField and ControlMessageSimType.ICustomControlMessage.ControlMessages to read ControlMessage out of IWorldView translating them into ICustomControlMessage
that are IWorldChangeEventInput.notifyImmediately(cz.cuni.amis.pogamut.base.communication.translator.event.IWorldChangeEvent) re-entered into the same IWorldView.IWorldView of the bot.
ItemPickedUp listener.UnrealUtils.ONE_DEGREE_IN_UNREAL_DEGREES
ItemType and ItemDescriptor providing
an easy way to obtain item descriptors for various items in UT2004.
IUT2004PathExecutor.extendPath(List).
UT2004PFGoal to define START-NODE (from) and TARGET-NODE (to) for the A-Star, using
standard 3D-Euclidian heuristic and customized 'mapView'.
UT2004PFGoal to define START-NODE (from) and TARGET-NODE (to) for the A-Star, using
standard 3D-Euclidian heuristic.
IUT2004BotController.botFirstSpawn(GameInfo, ConfigChange, InitedMessage, Self) as a hook for Pogamut's core developers
to finalize initialization of various modules.
shared field.
Jump.setDelay(Double)) if full double jump is needed.
Jump.setForce(Double) if full double jump is needed.
Jump.setForce(Double) if full jump is needed.
IPathPlanner using NavPoints), you may use it to find paths inside the environment wihtout
waiting for round-trip of GetPath command and PathLists response from UT2004.
GameRestart message with GameRestarted.isFinished() is received.
GameRestart message with GameRestarted.isFinished() is received.
GameRestart message with GameRestarted.isStarted() is received.
GameRestart message with GameRestarted.isStarted() is received.
cz.cuni.amis.pogamut.ut2004.bot.commands.Action command
module.
WeaponPref for actually used weapon.
WeaponPref for actually used weapon.
IUT2004GetBackToNavGraph object that is being used by this IUT2004Navigation.
UT2004BotModuleController.navigation
without fear of catastrophe.
NavPointNeighbourLink, value == how many times bot failed to navigate through the link.
UT2004Bot class that is managing life-cycle of the bot.
AgentStats.isObserver().
Self object of the observed bot.
Player object of the player the bot has bumped into (if it was a bot).
cz.cuni.amis.pogamut.ut2004.bot.commands.Communication
command module.
cz.cuni.amis.pogamut.ut2004.bot.commands.ConfigureCommands
command module.
IUT2004Navigation.setContinueTo(ILocated).
UT2004Bot#AbstractUT2004Bot(IAgentId, IComponentBus, IAgentLogger, IVisionWorldView, IAct, IUT2004BotInitialization).
NavPoint that are NOT visible according to 'column' (column[key] == FALSE, locations.get(key) included if NavPoint).
NavPoint that are not visible from "loc".
NavPoint that are not visible from "loc".
NavPoint that are not visible from any 'enemies'.
NavPoint that are not visible from any 'locs'.
VisibilityLocation that are NOT visible according to 'column' (column[key] == FALSE, locations.get(key) included).
VisibilityLocation that are not visible from "loc".
VisibilityLocation that are not visible from "loc".
VisibilityLocation that are not visible from any 'enemies'.
VisibilityLocation that are not visible from any 'locs'.
NavPointNeighbourLink the bot is currently running over.
GameRestarted.
BeginMessages).
WeaponDescriptor for a given inventory UnrealId of the weapon.
FlagInfo that describes ENEMY-team flag.
UT2004AnalyzerObserver.getOutputFilePath().
UT2004AnalyzerObserver.getOutputFilePath().
GameInfo message.
NavPoint that are not visible FROM CURRENT BOT LOCATION.
VisibilityLocation that are not visible FROM BOT CURRENT LOCATION.
ImprovedShooting.
System.currentTimeMillis().
System.currentTimeMillis().
UnrealUtils.UT2004_TIME_SPEED * 1 seconds).
UnrealUtils.UT2004_TIME_SPEED * 1 seconds).
Items module.
ItemType.Category) your bot has collected so far.
ItemType) your bot has collected so far (in total).
UnrealId of the weapon.
System.currentTimeMillis() when the bot changed the weapon for the last time.
StopShooting command.
UT2004Navigation.getCurrentTarget() before
another UT2004Navigation.navigate(ILocated) or UT2004Navigation.navigate(Player) was called.
Item we previously tried to get to.
UT2004Navigation.getCurrentTargetPlayer() before
another UT2004Navigation.navigate(ILocated) or UT2004Navigation.navigate(Player) was called.
NavPointNeighbourLink we have failed to traverse.
cz.cuni.amis.pogamut.ut2004.bot.commands.AdvancedLocomotion
command module.
VisibilityMatrix that is neede for custom advanced computation.
FlagInfo that describes MY-team flag.
IAgentId of the bots.
IAgentId of the bots.
NavPointNeighbourLink, this is NEVER NULL.
NavPointNeighbourLink, may be null.
NavPoint instance for a given location.
NavPointNeighbourLink.getFromNavPoint(), this is NEVER NULL.
NavPointNeighbourLink.getToNavPoint(), this is NEVER NULL.
VisibilityLocation to 'located'.
NavPoint to 'loc'.
NavPoint against 'from' for 'target'.
NavPoint for BOT where to hide from 'enemy'.
VisibilityLocation entry to 'located'.
VisibilityLocation index to 'located'.
VisibilityLocation for 'locs'.
NavLinkPair to current bot position.
NavLinkPair to some 'target'.
NavPoint to current bot position.
NavPoint to current bot position no further than 'maxDistance' from the bot.
NavPoint to some 'target'.
NavPoint to some 'target' no further than 'maxDistance' from the bot.
VisibilityLocation to 'located'.
NavPoint to current bot's location.
NavPoint to 'located' present in the matrix, this should equal (== 99.99%) to nearest navpoint in the map.
NavPoint to BOT CURRENT LOCATION present in the matrix, this should equal (== 99.99%) to nearest navpoint (to bot) in the map.
VisibilityLocation to BOT CURRENT LOCATION.
VisibilityLocation to 'located' present in matrix.
File for a given 'pathToFile'.
AgentStats.startOutput(String) or AgentStats.startOutput(String, boolean).
IUT2004PathExecutor object that is being used by this IUT2004Navigation.
Game.getMapName().".
NavigationGraphBuilder.getMapName().".
Game.getMapName().".
ItemType for a weapon.
IUT2004RunStraight object that is being used by this IUT2004Navigation.
ItemType for a weapon.
Self object.
cz.cuni.amis.pogamut.ut2004.bot.commands.AdvancedShooting
command module.
cz.cuni.amis.pogamut.ut2004.bot.commands.SimpleRayCasting
command module.
Items.isPickupSpawned(Item) to return all items that are believed to
be currently spawned.
Items.isPickupSpawned(Item) to return all items of 'type' that are believed to
be currently spawned.
Items.isPickupSpawned(Item) to return all items belonging to a specific 'category' that are believed to
be currently spawned.
Items.isPickupSpawned(Item) to return all items belonging to a specific 'group' that are believed to
be currently spawned.
IStuckDetector that has reported the stuck ~ why we have stopped the execution.
NavPoint that are visible according to 'column' (column[key] == TRUE, locations.get(key) included if NavPoint).
NavPoint that are visible from "loc".
NavPoint that are visible FROM CURRENT BOT LOCATION.
NavPoint that are visible from "loc".
VisibilityLocation that are visible according to 'column' (column[key] == TRUE, locations.get(key) included).
VisibilityLocation that are visible from "loc".
VisibilityLocation that are visible FROM CURRENT BOT LOCATION.
VisibilityLocation that are visible from "loc".
Weapon instance for given 'weaponType' if the bot posses it.
WeaponDescriptor for a given 'weaponType' (if it is not a weapon, returns null).
UnrealId of the weapon the bot has inside its inventory (if the bot does not have
it, returns null).
UnrealId of the weapon the bot has inside its inventory (if the bot does not have
it, returns null).
Weaponry.hasWeaponAmmo(ItemType).
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
ControlMessage.getType() via CustomMessageType.
Have every relevant field (that should be linked to some ControlMessage field) annotated with ControlMessageField
Have simType field of 'long' type annotated with ControlMessageSimType
Declare public parameter-less constructor.
You can use BaseCustomControlMessage as the ancestor for all ICustomControlMessage implementations.Weapon / / WeaponPrefs you want to shoot.NavigationGraphHelper.MapPointListObtainedListener.
UT2004Server.reset().
UT2004Bot before the GameBots2004 greets the bot even before
IUT2004BotController.prepareBot(UT2004Bot) method.
UT2004BotModuleControllerNew#listenerRegistrator and calls AnnotationListenerRegistrator.addListeners() method
to probe all declared methods for event-annotation presence.
UT2004BotModuleControllerNew#pathPlanner, UT2004BotModuleController.fwMap and UT2004BotModuleControllerNew#pathExecutor.
DistanceUtils methods to filter items.
NavigationGraphBuilder is auto prefixing all navpoint ids with current map name.
FloydWarshallMap.setEnabled(boolean) for more documentation.
CTF.isOurFlagHeld().
UT2004GetBackToNavGraph.isOnNavGraph() true).
UT2004PathExecutor) == true, or it was detected by UT2004PathExecutorStuckState.getStuckDetector() == false.
NavLinkPair contains (as either end) 'navPoint'.
NavLinkPair contains (as either end) 'navPoint'.
GameRestarted? Default: TRUE.
IUT2004PathExecutor, IUT2004GetBackToNavGraph or IUT2004RunStraight.
NavPoint.
CTF.isEnemyFlagHeld().
UT2004Navigation is currently using IUT2004PathExecutor to follow the path.
UT2004Navigation is currently using UT2004Navigation.runStraight to get to player by running straight to it/him/her.
BeginMessage in order to have all time-vars initialized
so we may collect all stats.
UT2004Navigation is currently trying to get back to nav using IUT2004GetBackToNavGraph.
ItemType and ItemDescriptor providing
an easy way to obtain item descriptors for various items in UT2004.EndMessage listener.ItemPickedUp listener.ItemType.Category the bot has collected.
ItemDescriptor.IUT2004AnalyzerObserver agent onto
every bot inside UT2004 game sniffing info about the bot.IPathExecutor
and UT2004PathExecutor documentation, do it now.EventListener, ObjectClassEventListener,
ObjectClassListener, ObjectEventListener and ObjectListener annotations and automatically registers
them as listeners on a specific events.
VisibilityCreator, connects it to the localhost:3001 (localhost GB2004 server connection)
and calls VisibilityCreator.createAndSave(File) method.
UT2004PathAutoFixer bans some navpoint or you use NavigationGraphBuilder, etc.
IUT2004Server implementors when the map change fails.VisibilityLocations on one NavPointNeighbourLink.
ImprovedShooting.setChangeWeaponCooldown(long)).
NavigationGraphBuilder.ExistingNavPointEdgeBuilder.createEdge().
NavPoint instance, if navpoint of specified id is not found, an exception is thrown.
FloydWarshallMap.enabled.
IAgentId, see IAgentParameters.assignDefaults(IAgentParameters).
IAgentId, see IAgentParameters.assignDefaults(IAgentParameters).
IAgentId, see IAgentParameters.assignDefaults(IAgentParameters).
IAgentId, see IAgentParameters.assignDefaults(IAgentParameters).
IAgentId, see IAgentParameters.assignDefaults(IAgentParameters).
UT2004PathExecutor to continue the navigation of the bot
inside the UT2004.
UT2004PathExecutor for path-following and FloydWarshallMap
for path planning resulting in unified class that can solely handle navigation of the bot within the environment.
NavigationGraphBuilder.ExistingNavPointModifier.createEdge(),
NavigationGraphBuilder.ExistingNavPointModifier.createEdgeTo(String), NavigationGraphBuilder.ExistingNavPointModifier.modifyEdgeTo(String) methods.NavPoint and NavPointNeighbourLink to your current location.MapPointListObtained listener.NavPointNeighbourLink.NavLinkPair in the map.
NavPoint.getId()
Value: set of link (pairs) that either originate or ends in the corresponding navpoint, i.e.
NavPoints from the IWorldView.NavPoints out of IWorldView.
UT2004BotFactory for agent construction.
IAgentId using MultipleUT2004BotRunner.name and SocketConnectionAddress
using MultipleUT2004BotRunner.host and MultipleUT2004BotRunner.port.
IAgentId using UT2004AnalyzerRunner.name and SocketConnectionAddress
using UT2004AnalyzerRunner.host and UT2004AnalyzerRunner.port.
IAgentId using UT2004BotRunner.name and SocketConnectionAddress
using UT2004BotRunner.host and UT2004BotRunner.port.
IAgentId using UT2004ObserverRunner.name and SocketConnectionAddress
using UT2004ObserverRunner.host and UT2004ObserverRunner.port.
IAgentId using UT2004ServerRunner.name and SocketConnectionAddress
using UT2004ServerRunner.host and UT2004ServerRunner.port.
UT2004PathExecutor reports that new path has been received and the IUT2004PathNavigator#navigate()
is about to be called in near future.
WeaponPrefsRange, these weapon will be used when the target is at "maxDistance" afar.
ItemDescriptor).ItemType.Category#OTHER.UT2004AnalyzerObserver#observerFile.
AgentStats.outputFile is not null, was initialized by AgentStats.startOutput(String) or AgentStats.startOutput(String, boolean)).
UT2004PathExecutor.extendPath(List), how many OLD (already passed by elements) should be left in the merged path.
IUT2004PathNavigator.newPath(List)
and set the path into the GB2004 via SetRoute.
Requests.getLastPong() to see the results.
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
IAgentParameters.assignDefaults(IAgentParameters).
UT2004Bot before the GameBots2004 greets the bot.
Injector.
Level.WARNING here so the bot won't log much.
IncomingProjectile objects within worldview.UnrealUtils.ONE_RAD_IN_UNREAL_DEGREES
AutoTraceRay that is being utilized).AutoTraceRay that is being utilized).
NavigationGraphBuilder.
UT2004Bot.botDisconnectorThread as a Runtime.removeShutdownHook(Thread) and nullify the field.
LinkFlag.DOOR flag from edge flags.
LinkFlag.FLY flag from edge flags.
LinkFlag.FORCED flag from edge flags.
LinkFlag.JUMP flag from edge flags.
LinkFlag.LADDER flag from edge flags.
LinkFlag.PLAYERONLY flag from edge flags.
LinkFlag.PROSCRIBED flag from edge flags.
LinkFlag.SPECIAL flag from edge flags.
LinkFlag.SWIM flag from edge flags.
LinkFlag.WALK flag from edge flags.
UT2004PathExecutor reports that execution of current path has been terminated - clean up your internal data
structure and prepare to navigate the bot along the new path in the future.
AgentStats.getCurrentMatchTime() > 0).
AgentStats.getCurrentMatchTime() (use AgentStats.resetMatchTime() for that purpose separately).
Self object that is lazy-initialized inside AbstractUT2004PathNavigator.self.
ICustomControlMessage implementation interpreting ControlMessageType, ControlMessageField and ControlMessageSimType.IAgent.stop() and IAgent.start().
UT2004Bot instance that the navigator should navigate.
NavPointNeighbourLink.getCollisionH().
NavPointNeighbourLink.getCollisionR().
LinkFlag.DOOR flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
NavPointNeighbourLink.isForceDoubleJump().
CTF.GameInfoListener.
IPathExecutorHelper who is using the navigator, i.e., are calling its
IUT2004PathNavigator#navigate(Self) and IUT2004PathNavigator.reset()
methods.
LinkFlag.FLY flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
LinkFlag.FORCED flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
NavPoint.getId().
UT2004BotName.setInfo(String, String)(null, value), i.e., assigning 'value' to 'NULL KEY'.
LinkFlag.JUMP flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
LinkFlag.LADDER flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
NavPoint.getLocation().
GameRestarted event.
IAgentId of the bots.
IAgentId of the bots.
NavPointNeighbourLink.getNeededJump().
UnrealId that is present for instance in Self.getId())
of the bot that is going to be observed by newly created observer.
UnrealId that is present for instance in Self#getId())
of the bot that is going to be observed by newly created observer.
UT2004AnalyzerObserver in
order to sniff info about connected bots.
LinkFlag#PLAYERONLYK flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
LinkFlag.PROSCRIBED flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
LinkFlag.SPECIAL flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
LinkFlag.SWIM flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
IWorldObjectUpdatedEvent.
NavPointNeighbourLink.getToNavPoint().
NavPointNeighbourLink.getToNavPoint().
NavigationGraphBuilder.isUsed().
LinkFlag.WALK flag into NavigationGraphBuilder.NewNavPointEdgeBuilder.flags of the new navpoint edge,
corresponds to NavPointNeighbourLink.getFlags().
ItemDescriptor).ItemType.Category#SHIELD.WeaponPref.getWeapon() primary/secondary (as specified) at 'target'.
WeaponPref.getWeapon() primary/secondary (as specified) at 'target'.
Weapon.getType() primary/secondary (as specified) at 'target'.
Weapon.getType() primary/secondary (as specified) at 'target'.
WeaponPref.getWeapon() primary/secondary (as specified) at 'target'.
WeaponPref.getWeapon() primary/secondary (as specified) at 'target'.
Weapon.getType() primary/secondary (as specified) at 'target'.
Weapon.getType() primary/secondary (as specified) at 'target'.
AdvancedShooting.shootPrimary(UnrealId).
AdvancedShooting.shootPrimaryCharged(UnrealId, double).
AdvancedShooting.shootSecondary(UnrealId).
AdvancedShooting.shootSecondaryCharged(UnrealId, double).
UT2004AnalyzerObserverParameters.getObservedAgentId() that is obtained from
the UT2004AnalyzerFullObserver.getParams().
UT2004AnalyzerObserverParameters.getObservedAgentId() that is obtained from
the UT2004AnalyzerObserver.getParams().
AgentStats.outputFile and AgentStats.fileToOutput.
SetRoute whenever switch occurs and the rest of the path is greater than
32 path elements.
DisconnectBot commands to GB2004, eats up all exceptions.
UCCWrapper to parse out information needed for successfull UCC startup.EndMessage is received, writes another line into the UT2004AnalyzerObsStats#outputFile.
UT2004Navigation.getBackToNavGraph.
IAgentId and ISocketConnectionAddress.UT2004AgentParameters.setAgentId(IAgentId), UT2004AgentParameters.setWorldAddress(IWorldConnectionAddress).
IUT2004Server factory.UT2004AnalyzerObserver, but it may output ALL MESSAGES for a given bot.UT2004AnalyzerParameters.setAgentId(IAgentId), UT2004AnalyzerParameters.setWorldAddress(IWorldConnectionAddress),
UT2004AnalyzerParameters#setObserverModule(UT2004ObserverModule).
UT2004PFMap with no agent-specific view on the map, IPFMapView.DefaultView is used.
UT2004PFMap with no agent-specific view on the map, IPFMapView.DefaultView is used.
IPFMapView.DefaultView is used.
IPFMapView.DefaultView is going to be used.
IPathFuture implementation that is using UT2004 inner AStar algorithm for finding the path inside UT2004
environment.IUT2004Bot factory.UT2004CommunicationModule for the purpose of UT2004Bot instantiation.UT2004Bot name in the game allowing to append "extra infos" to it.UT2004BotParameters.setAgentId(IAgentId), UT2004BotParameters.setWorldAddress(IWorldConnectionAddress), UT2004BotParameters#setTeam(int).
RemoteGuiceAgentModule for the purpose of UT2004 communication specification.UT2004Observer class.IUT2004Observer factory.UT2004CommunicationModule for the purpose of UT2004Observer instantiation.UT2004PathAutoFixer.REAMOVE_EDGE_AFTER_N_FAILURES_DEFAULT times to walk through it.
UT2004PathExecutor whenever it gets stuck.AStar or FloydWarshall.UT2004Server class.IUT2004Server factory.UT2004CommunicationModule for the purpose of UT2004Server instantiation.IStuckDetector that watches whether the bot moves at all.UnrealUtils.ONE_UNREAD_DEGREE_IN_RAD
Shoot command
has been effective for the bot.
UT2004Bot.getWorldView().
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