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

Package class diagram package NavPointMessage
java.lang.Object
  extended by cz.cuni.amis.pogamut.base.communication.messages.InfoMessage
      extended by cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
          extended by cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPointMessage
All Implemented Interfaces:
IWorldChangeEvent, IWorldObjectUpdatedEvent, IWorldEvent, IWorldObject, ILocated, ILocomotive, IViewable, ICompositeWorldObjectUpdatedEvent, ICompositeWorldObject, IGBViewable, cz.cuni.amis.utils.listener.Event

public class NavPointMessage
extends NavPoint
implements IWorldObjectUpdatedEvent, ICompositeWorldObjectUpdatedEvent

Implementation of the GameBots2004 message NAV contains also its Local/Shared/Static subpart class definitions..

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.).


Nested Class Summary
 class NavPointMessage.NavPointLocalMessage
          Implementation of the local part of the GameBots2004 message NAV, used to facade NAVMessage.
 class NavPointMessage.NavPointSharedMessage
          Implementation of the shared part of the GameBots2004 message NAV, used to facade NAVMessage.
 class NavPointMessage.NavPointStaticMessage
          Implementation of the static part of the GameBots2004 message NAV, used to facade NAVMessage.
 
Nested classes/interfaces inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
NavPoint.NavPointUpdate, NavPoint.ObjectDisappeared
 
Nested classes/interfaces inherited from interface cz.cuni.amis.pogamut.base.communication.translator.event.IWorldObjectUpdatedEvent
IWorldObjectUpdatedEvent.DestroyWorldObject
 
Field Summary
protected  boolean AIMarker
          If this point is an AI marker - marks an interesting spot in the environment.
protected  boolean AIMarker_Set
          Whether property 'AIMarker' was received from GB2004.
protected  boolean DomPoint
          If this point marks a DominationPoint (for BotDoubleDomination game).
protected  boolean DomPoint_Set
          Whether property 'DomPoint' was received from GB2004.
protected  int DomPointController
          Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
protected  boolean DomPointController_Set
          Whether property 'DomPointController' was received from GB2004.
protected  boolean Door
          If this point marks a door mover.
protected  boolean Door_Set
          Whether property 'Door' was received from GB2004.
protected  boolean DoorOpened
          True if this NavPoint is a Door and door is opened.
protected  boolean DoorOpened_Set
          Whether property 'DoorOpened' was received from GB2004.
protected  UnrealId Id
          A unique Id of this navigation point assigned by the game.
protected  boolean Id_Set
          Whether property 'Id' was received from GB2004.
protected  Map<UnrealId,NavPointNeighbourLink> IncomingEdges
          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).
protected  boolean IncomingEdges_Set
          Whether property 'IncomingEdges' was received from GB2004.
protected  boolean InvSpot
          If this is an inventory spot (item is respawned at this point).
protected  boolean InvSpot_Set
          Whether property 'InvSpot' was received from GB2004.
protected  UnrealId Item
          Unique Id of the respawned item (the item respawns at this point).
protected  boolean Item_Set
          Whether property 'Item' was received from GB2004.
protected  ItemType ItemClass
          Class of the item (e.g.
protected  boolean ItemClass_Set
          Whether property 'ItemClass' was received from GB2004.
protected  Item ItemInstance
          If item should be present at this navpoint it's instance will be here.
protected  boolean ItemInstance_Set
          Whether property 'ItemInstance' was received from GB2004.
protected  boolean ItemSpawned
          True if the item is spawned at the point.
protected  boolean ItemSpawned_Set
          Whether property 'ItemSpawned' was received from GB2004.
protected  boolean JumpDest
          If this point marks a jump destination - some place that can be reached by some special jump.
protected  boolean JumpDest_Set
          Whether property 'JumpDest' was received from GB2004.
protected  boolean JumpPad
          If this point marks a jump pad (a special device that causes the bot to jump high or far).
protected  boolean JumpPad_Set
          Whether property 'JumpPad' was received from GB2004.
protected  boolean JumpSpot
          If this point marks a jump spot (a special device that causes the bot to jump high or far).
protected  boolean JumpSpot_Set
          Whether property 'JumpSpot' was received from GB2004.
protected  boolean LiftCenter
          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).
protected  boolean LiftCenter_Set
          Whether property 'LiftCenter' was received from GB2004.
protected  boolean LiftExit
          If this point marks a lift exit (used to mark exit point of a lift mover).
protected  boolean LiftExit_Set
          Whether property 'LiftExit' was received from GB2004.
protected  boolean LiftJumpExit
          Boolean.
protected  boolean LiftJumpExit_Set
          Whether property 'LiftJumpExit' was received from GB2004.
protected  javax.vecmath.Vector3d LiftOffset
          Starting vector between MyLift location and LiftCenter location.
protected  boolean LiftOffset_Set
          Whether property 'LiftOffset' was received from GB2004.
protected  Location Location
          Location of navigation point.
protected  boolean Location_Set
          Whether property 'Location' was received from GB2004.
protected  UnrealId Mover
          If this NavPoint is marking some mover, the mover id will be here.
protected  boolean Mover_Set
          Whether property 'Mover' was received from GB2004.
protected  boolean NoDoubleJump
          Boolean.
protected  boolean NoDoubleJump_Set
          Whether property 'NoDoubleJump' was received from GB2004.
protected  Map<UnrealId,NavPointNeighbourLink> OutgoingEdges
          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).
protected  boolean OutgoingEdges_Set
          Whether property 'OutgoingEdges' was received from GB2004.
protected  boolean PlayerStart
          If this is a player start (players and/or bots are respawned at this point).
protected  boolean PlayerStart_Set
          Whether property 'PlayerStart' was received from GB2004.
protected  String PreferedWeapon
          Class of the weapon that should be prefered when using this point for AIMarker specified action.
protected  boolean PreferedWeapon_Set
          Whether property 'PreferedWeapon' was received from GB2004.
protected  boolean RoamingSpot
          Some ambush point, where is good chance to intercept approaching opponents.
protected  boolean RoamingSpot_Set
          Whether property 'RoamingSpot' was received from GB2004.
protected  Rotation Rotation
          If the type is AIMarker.
protected  boolean Rotation_Set
          Whether property 'Rotation' was received from GB2004.
protected  boolean SnipingSpot
          Point good for sniping.
protected  boolean SnipingSpot_Set
          Whether property 'SnipingSpot' was received from GB2004.
protected  ITeamId TeamId
           
protected  int TeamNumber
          Will be sent if this is a player start.
protected  boolean TeamNumber_Set
          Whether property 'TeamNumber' was received from GB2004.
protected  boolean Teleporter
          If this point marks a teleport.
protected  boolean Teleporter_Set
          Whether property 'Teleporter' was received from GB2004.
protected  Velocity Velocity
          Velocity of the navigation point (if the navigation point is currently moving).
protected  boolean Velocity_Set
          Whether property 'Velocity' was received from GB2004.
protected  boolean Visible
          If the point is in the field of view of the bot.
protected  boolean Visible_Set
          Whether property 'Visible' was received from GB2004.
 
Fields inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
PROTOTYPE, SimTime
 
Constructor Summary
NavPointMessage()
          Parameter-less contructor for the message.
NavPointMessage(NavPointMessage original)
          Cloning constructor from the full message.
NavPointMessage(UnrealId Id, Location Location, Velocity Velocity, boolean Visible, UnrealId Item, ItemType ItemClass, boolean ItemSpawned, boolean DoorOpened, UnrealId Mover, javax.vecmath.Vector3d LiftOffset, boolean LiftJumpExit, boolean NoDoubleJump, boolean InvSpot, boolean PlayerStart, int TeamNumber, boolean DomPoint, int DomPointController, boolean Door, boolean LiftCenter, boolean LiftExit, boolean AIMarker, boolean JumpSpot, boolean JumpPad, boolean JumpDest, boolean Teleporter, Rotation Rotation, boolean RoamingSpot, boolean SnipingSpot, Item ItemInstance, Map<UnrealId,NavPointNeighbourLink> OutgoingEdges, Map<UnrealId,NavPointNeighbourLink> IncomingEdges, String PreferedWeapon)
          Creates new instance of the message NavPoint.
 
Method Summary
 int getDomPointController()
          Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
 UnrealId getId()
          A unique Id of this navigation point assigned by the game.
 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).
 UnrealId getItem()
          Unique Id of the respawned item (the item respawns at this point).
 ItemType getItemClass()
          Class of the item (e.g.
 Item getItemInstance()
          If item should be present at this navpoint it's instance will be here.
 javax.vecmath.Vector3d getLiftOffset()
          Starting vector between MyLift location and LiftCenter location.
 NavPointLocal getLocal()
           
 ILocalWorldObjectUpdatedEvent getLocalEvent()
           
 Location getLocation()
          Location of navigation point.
 UnrealId getMover()
          If this NavPoint is marking some mover, the mover id will be here.
 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).
 String getPreferedWeapon()
          Class of the weapon that should be prefered when using this point for AIMarker specified action.
 Rotation getRotation()
          If the type is AIMarker.
 NavPointShared getShared()
           
 ISharedWorldObjectUpdatedEvent getSharedEvent()
           
 NavPointStatic getStatic()
           
 IStaticWorldObjectUpdatedEvent getStaticEvent()
           
 ITeamId getTeamId()
           
 int getTeamNumber()
          Will be sent if this is a player start.
 Velocity getVelocity()
          Velocity of the navigation point (if the navigation point is currently moving).
 boolean isAIMarker()
          If this point is an AI marker - marks an interesting spot in the environment.
 boolean isDomPoint()
          If this point marks a DominationPoint (for BotDoubleDomination game).
 boolean isDoor()
          If this point marks a door mover.
 boolean isDoorOpened()
          True if this NavPoint is a Door and door is opened.
 boolean isInvSpot()
          If this is an inventory spot (item is respawned at this point).
 boolean isItemSpawned()
          True if the item is spawned at the point.
 boolean isJumpDest()
          If this point marks a jump destination - some place that can be reached by some special jump.
 boolean isJumpPad()
          If this point marks a jump pad (a special device that causes the bot to jump high or far).
 boolean isJumpSpot()
          If this point marks a jump spot (a special device that causes the bot to jump high or far).
 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).
 boolean isLiftExit()
          If this point marks a lift exit (used to mark exit point of a lift mover).
 boolean isLiftJumpExit()
          Boolean.
 boolean isNoDoubleJump()
          Boolean.
 boolean isPlayerStart()
          If this is a player start (players and/or bots are respawned at this point).
 boolean isRoamingSpot()
          Some ambush point, where is good chance to intercept approaching opponents.
 boolean isSnipingSpot()
          Point good for sniping.
 boolean isTeleporter()
          If this point marks a teleport.
 boolean isVisible()
          If the point is in the field of view of the bot.
 void setItemInstance(Item item)
          DO NOT USE THIS METHOD! Reserved for GaviaLib (Pogamut core)! It's used to set correct item instance into the NavPoint.
protected  void setTeamId(ITeamId TeamId)
          Used by Yylex to slip corretn TeamId.
 String toHtmlString()
           
 String toString()
           
 IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
           
 
Methods inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.NavPoint
createDisappearEvent, getSimTime, setSimTime, toJsonLiteral
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
 
Methods inherited from interface cz.cuni.amis.pogamut.base.communication.translator.event.IWorldChangeEvent
getSimTime
 

Field Detail

TeamId

protected ITeamId TeamId

Id

protected UnrealId Id
A unique Id of this navigation point assigned by the game.


Id_Set

protected boolean Id_Set
Whether property 'Id' was received from GB2004.


Location

protected Location Location
Location of navigation point.


Location_Set

protected boolean Location_Set
Whether property 'Location' was received from GB2004.


Velocity

protected Velocity Velocity
Velocity of the navigation point (if the navigation point is currently moving). Not sent at the moment.


Velocity_Set

protected boolean Velocity_Set
Whether property 'Velocity' was received from GB2004.


Visible

protected boolean Visible
If the point is in the field of view of the bot.


Visible_Set

protected boolean Visible_Set
Whether property 'Visible' was received from GB2004.


Item

protected UnrealId Item
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.


Item_Set

protected boolean Item_Set
Whether property 'Item' was received from GB2004.


ItemClass

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


ItemClass_Set

protected boolean ItemClass_Set
Whether property 'ItemClass' was received from GB2004.


ItemSpawned

protected boolean ItemSpawned
True if the item is spawned at the point. Not sent if point is not an inventory spot.


ItemSpawned_Set

protected boolean ItemSpawned_Set
Whether property 'ItemSpawned' was received from GB2004.


DoorOpened

protected boolean DoorOpened
True if this NavPoint is a Door and door is opened. Not sent if point is not a door.


DoorOpened_Set

protected boolean DoorOpened_Set
Whether property 'DoorOpened' was received from GB2004.


Mover

protected UnrealId Mover
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.


Mover_Set

protected boolean Mover_Set
Whether property 'Mover' was received from GB2004.


LiftOffset

protected javax.vecmath.Vector3d LiftOffset
Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.


LiftOffset_Set

protected boolean LiftOffset_Set
Whether property 'LiftOffset' was received from GB2004.


LiftJumpExit

protected boolean LiftJumpExit
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.


LiftJumpExit_Set

protected boolean LiftJumpExit_Set
Whether property 'LiftJumpExit' was received from GB2004.


NoDoubleJump

protected boolean NoDoubleJump
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.


NoDoubleJump_Set

protected boolean NoDoubleJump_Set
Whether property 'NoDoubleJump' was received from GB2004.


InvSpot

protected boolean InvSpot
If this is an inventory spot (item is respawned at this point).


InvSpot_Set

protected boolean InvSpot_Set
Whether property 'InvSpot' was received from GB2004.


PlayerStart

protected boolean PlayerStart
If this is a player start (players and/or bots are respawned at this point).


PlayerStart_Set

protected boolean PlayerStart_Set
Whether property 'PlayerStart' was received from GB2004.


TeamNumber

protected int TeamNumber
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!


TeamNumber_Set

protected boolean TeamNumber_Set
Whether property 'TeamNumber' was received from GB2004.


DomPoint

protected boolean DomPoint
If this point marks a DominationPoint (for BotDoubleDomination game).


DomPoint_Set

protected boolean DomPoint_Set
Whether property 'DomPoint' was received from GB2004.


DomPointController

protected int DomPointController
Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.


DomPointController_Set

protected boolean DomPointController_Set
Whether property 'DomPointController' was received from GB2004.


Door

protected boolean Door
If this point marks a door mover.


Door_Set

protected boolean Door_Set
Whether property 'Door' was received from GB2004.


LiftCenter

protected boolean LiftCenter
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).


LiftCenter_Set

protected boolean LiftCenter_Set
Whether property 'LiftCenter' was received from GB2004.


LiftExit

protected boolean LiftExit
If this point marks a lift exit (used to mark exit point of a lift mover).


LiftExit_Set

protected boolean LiftExit_Set
Whether property 'LiftExit' was received from GB2004.


AIMarker

protected boolean AIMarker
If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.


AIMarker_Set

protected boolean AIMarker_Set
Whether property 'AIMarker' was received from GB2004.


JumpSpot

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


JumpSpot_Set

protected boolean JumpSpot_Set
Whether property 'JumpSpot' was received from GB2004.


JumpPad

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


JumpPad_Set

protected boolean JumpPad_Set
Whether property 'JumpPad' was received from GB2004.


JumpDest

protected boolean JumpDest
If this point marks a jump destination - some place that can be reached by some special jump.


JumpDest_Set

protected boolean JumpDest_Set
Whether property 'JumpDest' was received from GB2004.


Teleporter

protected boolean Teleporter
If this point marks a teleport.


Teleporter_Set

protected boolean Teleporter_Set
Whether property 'Teleporter' was received from GB2004.


Rotation

protected Rotation Rotation
If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.


Rotation_Set

protected boolean Rotation_Set
Whether property 'Rotation' was received from GB2004.


RoamingSpot

protected boolean RoamingSpot
Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.


RoamingSpot_Set

protected boolean RoamingSpot_Set
Whether property 'RoamingSpot' was received from GB2004.


SnipingSpot

protected boolean SnipingSpot
Point good for sniping. Sent only in HandShake.


SnipingSpot_Set

protected boolean SnipingSpot_Set
Whether property 'SnipingSpot' was received from GB2004.


ItemInstance

protected Item ItemInstance
If item should be present at this navpoint it's instance will be here.


ItemInstance_Set

protected boolean ItemInstance_Set
Whether property 'ItemInstance' was received from GB2004.


OutgoingEdges

protected Map<UnrealId,NavPointNeighbourLink> OutgoingEdges
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).


OutgoingEdges_Set

protected boolean OutgoingEdges_Set
Whether property 'OutgoingEdges' was received from GB2004.


IncomingEdges

protected Map<UnrealId,NavPointNeighbourLink> IncomingEdges
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).


IncomingEdges_Set

protected boolean IncomingEdges_Set
Whether property 'IncomingEdges' was received from GB2004.


PreferedWeapon

protected String PreferedWeapon
Class of the weapon that should be prefered when using this point for AIMarker specified action. Sent only in HandShake.


PreferedWeapon_Set

protected boolean PreferedWeapon_Set
Whether property 'PreferedWeapon' was received from GB2004.

Constructor Detail

NavPointMessage

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


NavPointMessage

public NavPointMessage(UnrealId Id,
                       Location Location,
                       Velocity Velocity,
                       boolean Visible,
                       UnrealId Item,
                       ItemType ItemClass,
                       boolean ItemSpawned,
                       boolean DoorOpened,
                       UnrealId Mover,
                       javax.vecmath.Vector3d LiftOffset,
                       boolean LiftJumpExit,
                       boolean NoDoubleJump,
                       boolean InvSpot,
                       boolean PlayerStart,
                       int TeamNumber,
                       boolean DomPoint,
                       int DomPointController,
                       boolean Door,
                       boolean LiftCenter,
                       boolean LiftExit,
                       boolean AIMarker,
                       boolean JumpSpot,
                       boolean JumpPad,
                       boolean JumpDest,
                       boolean Teleporter,
                       Rotation Rotation,
                       boolean RoamingSpot,
                       boolean SnipingSpot,
                       Item ItemInstance,
                       Map<UnrealId,NavPointNeighbourLink> OutgoingEdges,
                       Map<UnrealId,NavPointNeighbourLink> IncomingEdges,
                       String PreferedWeapon)
Creates new instance of the message NavPoint. 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.). Corresponding GameBots message is NAV.

Parameters:
Id - A unique Id of this navigation point assigned by the game.
Location - Location of navigation point.
Velocity - Velocity of the navigation point (if the navigation point is currently moving). Not sent at the moment.
Visible - If the point is in the field of view of the bot.
Item - 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.
ItemClass - Class of the item (e.g. xWeapons.FlakCannonPickup). Not sent if point is not an inventory spot. Sent only in HandShake.
ItemSpawned - True if the item is spawned at the point. Not sent if point is not an inventory spot.
DoorOpened - True if this NavPoint is a Door and door is opened. Not sent if point is not a door.
Mover - 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.
LiftOffset - Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.
LiftJumpExit - 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.
NoDoubleJump - 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.
InvSpot - If this is an inventory spot (item is respawned at this point).
PlayerStart - If this is a player start (players and/or bots are respawned at this point).
TeamNumber - 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!
DomPoint - If this point marks a DominationPoint (for BotDoubleDomination game).
DomPointController - Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.
Door - If this point marks a door mover.
LiftCenter - 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).
LiftExit - If this point marks a lift exit (used to mark exit point of a lift mover).
AIMarker - If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.
JumpSpot - If this point marks a jump spot (a special device that causes the bot to jump high or far).
JumpPad - If this point marks a jump pad (a special device that causes the bot to jump high or far).
JumpDest - If this point marks a jump destination - some place that can be reached by some special jump.
Teleporter - If this point marks a teleport.
Rotation - If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.
RoamingSpot - Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.
SnipingSpot - Point good for sniping. Sent only in HandShake.
ItemInstance - If item should be present at this navpoint it's instance will be here.
OutgoingEdges - 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).
IncomingEdges - 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).
PreferedWeapon - Class of the weapon that should be prefered when using this point for AIMarker specified action. Sent only in HandShake.

NavPointMessage

public NavPointMessage(NavPointMessage original)
Cloning constructor from the full message.

Parameters:
original -
Method Detail

setTeamId

protected void setTeamId(ITeamId TeamId)
Used by Yylex to slip corretn TeamId.


getTeamId

public ITeamId getTeamId()

getId

public UnrealId getId()
Description copied from class: NavPoint
A unique Id of this navigation point assigned by the game.

Specified by:
getId in interface IWorldObjectUpdatedEvent
Specified by:
getId in interface IWorldObject
Specified by:
getId in interface ICompositeWorldObjectUpdatedEvent
Specified by:
getId in class NavPoint

getLocation

public Location getLocation()
Description copied from class: NavPoint
Location of navigation point.

Specified by:
getLocation in interface ILocated
Specified by:
getLocation in class NavPoint

getVelocity

public Velocity getVelocity()
Description copied from class: NavPoint
Velocity of the navigation point (if the navigation point is currently moving). Not sent at the moment.

Specified by:
getVelocity in interface ILocomotive
Specified by:
getVelocity in class NavPoint

isVisible

public boolean isVisible()
Description copied from class: NavPoint
If the point is in the field of view of the bot.

Specified by:
isVisible in interface IViewable
Specified by:
isVisible in class NavPoint

getItem

public UnrealId getItem()
Description copied from class: NavPoint
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.

Specified by:
getItem in class NavPoint

getItemClass

public ItemType getItemClass()
Description copied from class: NavPoint
Class of the item (e.g. xWeapons.FlakCannonPickup). Not sent if point is not an inventory spot. Sent only in HandShake.

Specified by:
getItemClass in class NavPoint

isItemSpawned

public boolean isItemSpawned()
Description copied from class: NavPoint
True if the item is spawned at the point. Not sent if point is not an inventory spot.

Specified by:
isItemSpawned in class NavPoint

isDoorOpened

public boolean isDoorOpened()
Description copied from class: NavPoint
True if this NavPoint is a Door and door is opened. Not sent if point is not a door.

Specified by:
isDoorOpened in class NavPoint

getMover

public UnrealId getMover()
Description copied from class: NavPoint
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.

Specified by:
getMover in class NavPoint

getLiftOffset

public javax.vecmath.Vector3d getLiftOffset()
Description copied from class: NavPoint
Starting vector between MyLift location and LiftCenter location. Not sent if point is not a LiftCenter. Sent only in HandShake.

Specified by:
getLiftOffset in class NavPoint

isLiftJumpExit

public boolean isLiftJumpExit()
Description copied from class: NavPoint
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.

Specified by:
isLiftJumpExit in class NavPoint

isNoDoubleJump

public boolean isNoDoubleJump()
Description copied from class: NavPoint
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.

Specified by:
isNoDoubleJump in class NavPoint

isInvSpot

public boolean isInvSpot()
Description copied from class: NavPoint
If this is an inventory spot (item is respawned at this point).

Specified by:
isInvSpot in class NavPoint

isPlayerStart

public boolean isPlayerStart()
Description copied from class: NavPoint
If this is a player start (players and/or bots are respawned at this point).

Specified by:
isPlayerStart in class NavPoint

getTeamNumber

public int getTeamNumber()
Description copied from class: NavPoint
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!

Specified by:
getTeamNumber in class NavPoint

isDomPoint

public boolean isDomPoint()
Description copied from class: NavPoint
If this point marks a DominationPoint (for BotDoubleDomination game).

Specified by:
isDomPoint in class NavPoint

getDomPointController

public int getDomPointController()
Description copied from class: NavPoint
Exported if this NavPoint is a DominationPoint (for BotDoubleDomination game) - which team controls this point.

Specified by:
getDomPointController in class NavPoint

isDoor

public boolean isDoor()
Description copied from class: NavPoint
If this point marks a door mover.

Specified by:
isDoor in class NavPoint

isLiftCenter

public boolean isLiftCenter()
Description copied from class: NavPoint
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).

Specified by:
isLiftCenter in class NavPoint

isLiftExit

public boolean isLiftExit()
Description copied from class: NavPoint
If this point marks a lift exit (used to mark exit point of a lift mover).

Specified by:
isLiftExit in class NavPoint

isAIMarker

public boolean isAIMarker()
Description copied from class: NavPoint
If this point is an AI marker - marks an interesting spot in the environment. May be ambush point or sniping spot, etc.

Specified by:
isAIMarker in class NavPoint

isJumpSpot

public boolean isJumpSpot()
Description copied from class: NavPoint
If this point marks a jump spot (a special device that causes the bot to jump high or far).

Specified by:
isJumpSpot in class NavPoint

isJumpPad

public boolean isJumpPad()
Description copied from class: NavPoint
If this point marks a jump pad (a special device that causes the bot to jump high or far).

Specified by:
isJumpPad in class NavPoint

isJumpDest

public boolean isJumpDest()
Description copied from class: NavPoint
If this point marks a jump destination - some place that can be reached by some special jump.

Specified by:
isJumpDest in class NavPoint

isTeleporter

public boolean isTeleporter()
Description copied from class: NavPoint
If this point marks a teleport.

Specified by:
isTeleporter in class NavPoint

getRotation

public Rotation getRotation()
Description copied from class: NavPoint
If the type is AIMarker. The rotation the bot should be facing, when doing the action specified by AIMarker. Sent only in HandShake.

Specified by:
getRotation in class NavPoint

isRoamingSpot

public boolean isRoamingSpot()
Description copied from class: NavPoint
Some ambush point, where is good chance to intercept approaching opponents. Sent only in HandShake.

Specified by:
isRoamingSpot in class NavPoint

isSnipingSpot

public boolean isSnipingSpot()
Description copied from class: NavPoint
Point good for sniping. Sent only in HandShake.

Specified by:
isSnipingSpot in class NavPoint

getItemInstance

public Item getItemInstance()
Description copied from class: NavPoint
If item should be present at this navpoint it's instance will be here.

Specified by:
getItemInstance in class NavPoint

getOutgoingEdges

public Map<UnrealId,NavPointNeighbourLink> getOutgoingEdges()
Description copied from class: NavPoint
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).

Specified by:
getOutgoingEdges in class NavPoint

getIncomingEdges

public Map<UnrealId,NavPointNeighbourLink> getIncomingEdges()
Description copied from class: NavPoint
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).

Specified by:
getIncomingEdges in class NavPoint

getPreferedWeapon

public String getPreferedWeapon()
Description copied from class: NavPoint
Class of the weapon that should be prefered when using this point for AIMarker specified action. Sent only in HandShake.

Specified by:
getPreferedWeapon in class NavPoint

getLocal

public NavPointLocal getLocal()
Specified by:
getLocal in interface ICompositeWorldObject

getShared

public NavPointShared getShared()
Specified by:
getShared in interface ICompositeWorldObject

getStatic

public NavPointStatic getStatic()
Specified by:
getStatic in interface ICompositeWorldObject

update

public IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
Specified by:
update in interface IWorldObjectUpdatedEvent

getLocalEvent

public ILocalWorldObjectUpdatedEvent getLocalEvent()
Specified by:
getLocalEvent in interface ICompositeWorldObjectUpdatedEvent

getSharedEvent

public ISharedWorldObjectUpdatedEvent getSharedEvent()
Specified by:
getSharedEvent in interface ICompositeWorldObjectUpdatedEvent

getStaticEvent

public IStaticWorldObjectUpdatedEvent getStaticEvent()
Specified by:
getStaticEvent in interface ICompositeWorldObjectUpdatedEvent

toString

public String toString()
Overrides:
toString in class NavPoint

toHtmlString

public String toHtmlString()
Overrides:
toHtmlString in class NavPoint

setItemInstance

public void setItemInstance(Item item)
DO NOT USE THIS METHOD! Reserved for GaviaLib (Pogamut core)! It's used to set correct item instance into the NavPoint.



Copyright © 2014 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.