cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages
Class NavPointStatic

Package class diagram package NavPointStatic
java.lang.Object
  extended by cz.cuni.amis.pogamut.base.communication.messages.InfoMessage
      extended by cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPointStatic
All Implemented Interfaces:
IWorldObject, IStaticWorldObject
Direct Known Subclasses:
NavPointMessage.NavPointStaticMessage, NavPointStaticImpl

public abstract class NavPointStatic
extends InfoMessage
implements IStaticWorldObject

Abstract definition of the static part of the GameBots2004 message NAV.

Complete message documentation: Synchronous message - however only NavPoints marking item pickup locations are exported synchronously. Other NavPoints are not exported synchronously at all, even if the bot can actually see them (but note that ALL NavPoints are exported in the handshake between bot and the server). Exporting NavPoints synchronously took a lot of UT server resources with limited information gain (in Pogamut there is now available visibility matrix holding static information which points can be seen from other points). NavPoint carries information about UT navigation point - location, paths and some additional information are stored there (if it is an ambush point, or sniper point, etc.).


Field Summary
protected  long SimTime
           
 
Constructor Summary
NavPointStatic()
          Parameter-less contructor for the message.
 
Method Summary
abstract  NavPointStatic clone()
           
 Class getCompositeClass()
           
abstract  int getDomPointController()
          Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
abstract  UnrealId getId()
          A unique Id of this navigation point assigned by the game.
abstract  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).
abstract  UnrealId getItem()
          Unique Id of the respawned item (the item respawns at this point).
abstract  ItemType getItemClass()
          Class of the item (e.g. xWeapons.FlakCannonPickup).
abstract  Item getItemInstance()
          If item should be present at this navpoint it's instance will be here.
abstract  javax.vecmath.Vector3d getLiftOffset()
          Starting vector between MyLift location and LiftCenter location.
abstract  UnrealId getMover()
          If this NavPoint is marking some mover, the mover id will be here.
abstract  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).
abstract  String getPreferedWeapon()
          Class of the weapon that should be prefered when using this point for AIMarker specified action.
abstract  Rotation getRotation()
          If the type is AIMarker.
 long getSimTime()
          Simulation time in MILLI SECONDS !!!
abstract  int getTeamNumber()
          Will be sent if this is a player start.
abstract  boolean isAIMarker()
          If this point is an AI marker - marks an interesting spot in the environment.
 boolean isDifferentFrom(IStaticWorldObject other)
           
abstract  boolean isDomPoint()
          If this point marks a DominationPoint (for BotDoubleDomination game).
abstract  boolean isDoor()
          If this point marks a door mover.
abstract  boolean isInvSpot()
          If this is an inventory spot (item is respawned at this point).
abstract  boolean isJumpDest()
          If this point marks a jump destination - some place that can be reached by some special jump.
abstract  boolean isJumpPad()
          If this point marks a jump pad (a special device that causes the bot to jump high or far).
abstract  boolean isJumpSpot()
          If this point marks a jump spot (a special device that causes the bot to jump high or far).
abstract  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).
abstract  boolean isLiftExit()
          If this point marks a lift exit (used to mark exit point of a lift mover).
abstract  boolean isLiftJumpExit()
          Boolean.
abstract  boolean isNoDoubleJump()
          Boolean.
abstract  boolean isPlayerStart()
          If this is a player start (players and/or bots are respawned at this point).
abstract  boolean isRoamingSpot()
          Some ambush point, where is good chance to intercept approaching opponents.
abstract  boolean isSnipingSpot()
          Point good for sniping.
abstract  boolean isTeleporter()
          If this point marks a teleport.
protected  void setSimTime(long SimTime)
          Used by Yylex to slip correct time of the object or programmatically.
 String toHtmlString()
           
 String toString()
           
 
Methods inherited from class cz.cuni.amis.pogamut.base.communication.messages.InfoMessage
toJsonLiteral
 
Methods inherited from class java.lang.Object
equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
 

Field Detail

SimTime

protected long SimTime
Constructor Detail

NavPointStatic

public NavPointStatic()
Parameter-less contructor for the message.

Method Detail

getSimTime

public long getSimTime()
Simulation time in MILLI SECONDS !!!

Specified by:
getSimTime in interface IWorldObject

setSimTime

protected void setSimTime(long SimTime)
Used by Yylex to slip correct time of the object or programmatically.


clone

public abstract NavPointStatic clone()
Overrides:
clone in class Object

getCompositeClass

public Class getCompositeClass()
Specified by:
getCompositeClass in interface IStaticWorldObject

getId

public abstract UnrealId getId()
A unique Id of this navigation point assigned by the game.

Specified by:
getId in interface IWorldObject

getItem

public abstract UnrealId getItem()
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.


getItemClass

public abstract ItemType getItemClass()
Class of the item (e.g. xWeapons.FlakCannonPickup). Not sent if point is not an inventory spot. Sent only in HandShake.


getMover

public abstract UnrealId getMover()
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.


getLiftOffset

public abstract javax.vecmath.Vector3d getLiftOffset()
Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.


isLiftJumpExit

public abstract boolean isLiftJumpExit()
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.


isNoDoubleJump

public abstract boolean isNoDoubleJump()
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.


isInvSpot

public abstract boolean isInvSpot()
If this is an inventory spot (item is respawned at this point).


isPlayerStart

public abstract boolean isPlayerStart()
If this is a player start (players and/or bots are respawned at this point).


getTeamNumber

public abstract int getTeamNumber()
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!


isDomPoint

public abstract boolean isDomPoint()
If this point marks a DominationPoint (for BotDoubleDomination game).


getDomPointController

public abstract int getDomPointController()
Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.


isDoor

public abstract boolean isDoor()
If this point marks a door mover.


isLiftCenter

public abstract 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).


isLiftExit

public abstract boolean isLiftExit()
If this point marks a lift exit (used to mark exit point of a lift mover).


isAIMarker

public abstract boolean isAIMarker()
If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.


isJumpSpot

public abstract boolean isJumpSpot()
If this point marks a jump spot (a special device that causes the bot to jump high or far).


isJumpPad

public abstract boolean isJumpPad()
If this point marks a jump pad (a special device that causes the bot to jump high or far).


isJumpDest

public abstract boolean isJumpDest()
If this point marks a jump destination - some place that can be reached by some special jump.


isTeleporter

public abstract boolean isTeleporter()
If this point marks a teleport.


getRotation

public abstract Rotation getRotation()
If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.


isRoamingSpot

public abstract boolean isRoamingSpot()
Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.


isSnipingSpot

public abstract boolean isSnipingSpot()
Point good for sniping. Sent only in HandShake.


getItemInstance

public abstract Item getItemInstance()
If item should be present at this navpoint it's instance will be here.


getOutgoingEdges

public abstract 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).


getIncomingEdges

public abstract 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).


getPreferedWeapon

public abstract String getPreferedWeapon()
Class of the weapon that should be prefered when using this point for AIMarker specified action. Sent only in HandShake.


isDifferentFrom

public boolean isDifferentFrom(IStaticWorldObject other)
Specified by:
isDifferentFrom in interface IStaticWorldObject

toString

public String toString()
Overrides:
toString in class InfoMessage

toHtmlString

public String toHtmlString()


Copyright © 2013 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.