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java.lang.Object cz.cuni.amis.pogamut.base.communication.messages.InfoMessage cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Self cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.SelfMessage
public class SelfMessage
Implementation of the GameBots2004 message SLF contains also its Local/Shared/Static subpart class definitions..
Complete message documentation: Synchronous message. Information about your bot's state.
Nested Class Summary | |
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class |
SelfMessage.SelfLocalMessage
Implementation of the local part of the GameBots2004 message SLF, used to facade SLFMessage. |
class |
SelfMessage.SelfSharedMessage
Implementation of the shared part of the GameBots2004 message SLF, used to facade SLFMessage. |
class |
SelfMessage.SelfStaticMessage
Implementation of the static part of the GameBots2004 message SLF, used to facade SLFMessage. |
Nested classes/interfaces inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Self |
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Self.SelfUpdate |
Nested classes/interfaces inherited from interface cz.cuni.amis.pogamut.base.communication.translator.event.IWorldObjectUpdatedEvent |
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IWorldObjectUpdatedEvent.DestroyWorldObject |
Field Summary | |
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protected String |
Action
Name of the current BDI action. |
protected boolean |
Action_Set
Whether property 'Action' was received from GB2004. |
protected int |
Adrenaline
How much adrenaline the bot has. |
protected boolean |
Adrenaline_Set
Whether property 'Adrenaline' was received from GB2004. |
protected boolean |
AltFiring
If we are firing in secondary firing mode. |
protected boolean |
AltFiring_Set
Whether property 'AltFiring' was received from GB2004. |
protected String |
Anim
For UE2. |
protected boolean |
Anim_Set
Whether property 'Anim' was received from GB2004. |
protected int |
Armor
Combined size of high armor and low armor (or small armor). |
protected boolean |
Armor_Set
Whether property 'Armor' was received from GB2004. |
protected UnrealId |
BotId
Unique Id of this bot. |
protected boolean |
BotId_Set
Whether property 'BotId' was received from GB2004. |
protected String |
Bubble
For UE2. |
protected boolean |
Bubble_Set
Whether property 'Bubble' was received from GB2004. |
protected String |
Combo
Name of the current combo (None if no combo active). |
protected boolean |
Combo_Set
Whether property 'Combo' was received from GB2004. |
protected boolean |
Crouched
If we are currently crouched. |
protected boolean |
Crouched_Set
Whether property 'Crouched' was received from GB2004. |
protected String |
EmotCenter
For UE2. |
protected boolean |
EmotCenter_Set
Whether property 'EmotCenter' was received from GB2004. |
protected String |
EmotLeft
For UE2. |
protected boolean |
EmotLeft_Set
Whether property 'EmotLeft' was received from GB2004. |
protected String |
EmotRight
For UE2. |
protected boolean |
EmotRight_Set
Whether property 'EmotRight' was received from GB2004. |
protected Location |
FloorLocation
Holds current floor location under the bot. |
protected boolean |
FloorLocation_Set
Whether property 'FloorLocation' was received from GB2004. |
protected Location |
FloorNormal
Holds current floor normal under the bot. |
protected boolean |
FloorNormal_Set
Whether property 'FloorNormal' was received from GB2004. |
protected int |
Health
How much health the bot has left. |
protected boolean |
Health_Set
Whether property 'Health' was received from GB2004. |
protected UnrealId |
Id
Unique Id of this self message instance. |
protected boolean |
Id_Set
Whether property 'Id' was received from GB2004. |
protected Location |
Location
An absolute location of the bot. |
protected boolean |
Location_Set
Whether property 'Location' was received from GB2004. |
protected String |
Name
Human readable bot name. |
protected boolean |
Name_Set
Whether property 'Name' was received from GB2004. |
protected int |
PrimaryAmmo
How much ammo the bot has left for current weapon primary mode. |
protected boolean |
PrimaryAmmo_Set
Whether property 'PrimaryAmmo' was received from GB2004. |
protected Rotation |
Rotation
Which direction the bot is facing in absolute terms. |
protected boolean |
Rotation_Set
Whether property 'Rotation' was received from GB2004. |
protected int |
SecondaryAmmo
How much ammo the bot has left for current weapon secondary mode. |
protected boolean |
SecondaryAmmo_Set
Whether property 'SecondaryAmmo' was received from GB2004. |
protected boolean |
Shooting
If the bot is shooting or not. |
protected boolean |
Shooting_Set
Whether property 'Shooting' was received from GB2004. |
protected int |
SmallArmor
Also refered to as a "low armor". |
protected boolean |
SmallArmor_Set
Whether property 'SmallArmor' was received from GB2004. |
protected int |
Team
What team the bot is on. |
protected boolean |
Team_Set
Whether property 'Team' was received from GB2004. |
protected ITeamId |
TeamId
|
protected double |
UDamageTime
Time when the UDamage effect expires. |
protected boolean |
UDamageTime_Set
Whether property 'UDamageTime' was received from GB2004. |
protected boolean |
Vehicle
If we are vehicle just these attr. |
protected boolean |
Vehicle_Set
Whether property 'Vehicle' was received from GB2004. |
protected Velocity |
Velocity
Absolute velocity of the bot as a vector of movement per one game second. |
protected boolean |
Velocity_Set
Whether property 'Velocity' was received from GB2004. |
protected boolean |
Walking
If we are currently in walking mode. |
protected boolean |
Walking_Set
Whether property 'Walking' was received from GB2004. |
protected String |
Weapon
Id of the weapon we are holding. |
protected boolean |
Weapon_Set
Whether property 'Weapon' was received from GB2004. |
Fields inherited from class cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.Self |
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PROTOTYPE, SimTime |
Constructor Summary | |
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SelfMessage()
Parameter-less contructor for the message. |
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SelfMessage(SelfMessage original)
Cloning constructor from the full message. |
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SelfMessage(UnrealId Id,
UnrealId BotId,
String Name,
boolean Vehicle,
Location Location,
Velocity Velocity,
Rotation Rotation,
int Team,
String Weapon,
boolean Shooting,
int Health,
int PrimaryAmmo,
int SecondaryAmmo,
int Adrenaline,
int Armor,
int SmallArmor,
boolean AltFiring,
boolean Crouched,
boolean Walking,
Location FloorLocation,
Location FloorNormal,
String Combo,
double UDamageTime,
String Action,
String EmotLeft,
String EmotCenter,
String EmotRight,
String Bubble,
String Anim)
Creates new instance of the message Self. |
Method Summary | |
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String |
getAction()
Name of the current BDI action. |
int |
getAdrenaline()
How much adrenaline the bot has. |
String |
getAnim()
For UE2. |
int |
getArmor()
Combined size of high armor and low armor (or small armor). |
UnrealId |
getBotId()
Unique Id of this bot. |
String |
getBubble()
For UE2. |
String |
getCombo()
Name of the current combo (None if no combo active). |
String |
getEmotCenter()
For UE2. |
String |
getEmotLeft()
For UE2. |
String |
getEmotRight()
For UE2. |
Location |
getFloorLocation()
Holds current floor location under the bot. |
Location |
getFloorNormal()
Holds current floor normal under the bot. |
int |
getHealth()
How much health the bot has left. |
UnrealId |
getId()
Unique Id of this self message instance. |
SelfLocal |
getLocal()
|
ILocalWorldObjectUpdatedEvent |
getLocalEvent()
|
Location |
getLocation()
An absolute location of the bot. |
String |
getName()
Human readable bot name. |
int |
getPrimaryAmmo()
How much ammo the bot has left for current weapon primary mode. |
Rotation |
getRotation()
Which direction the bot is facing in absolute terms. |
int |
getSecondaryAmmo()
How much ammo the bot has left for current weapon secondary mode. |
SelfShared |
getShared()
|
ISharedWorldObjectUpdatedEvent |
getSharedEvent()
|
int |
getSmallArmor()
Also refered to as a "low armor". |
SelfStatic |
getStatic()
|
IStaticWorldObjectUpdatedEvent |
getStaticEvent()
|
int |
getTeam()
What team the bot is on. |
ITeamId |
getTeamId()
|
double |
getUDamageTime()
Time when the UDamage effect expires. |
Velocity |
getVelocity()
Absolute velocity of the bot as a vector of movement per one game second. |
String |
getWeapon()
Id of the weapon we are holding. |
boolean |
isAltFiring()
If we are firing in secondary firing mode. |
boolean |
isCrouched()
If we are currently crouched. |
boolean |
isShooting()
If the bot is shooting or not. |
boolean |
isVehicle()
If we are vehicle just these attr. |
boolean |
isWalking()
If we are currently in walking mode. |
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.Self |
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getSimTime, setSimTime, toJsonLiteral |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait |
Methods inherited from interface cz.cuni.amis.pogamut.base.communication.translator.event.IWorldChangeEvent |
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getSimTime |
Field Detail |
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protected ITeamId TeamId
protected UnrealId Id
protected boolean Id_Set
protected UnrealId BotId
protected boolean BotId_Set
protected String Name
protected boolean Name_Set
protected boolean Vehicle
protected boolean Vehicle_Set
protected Location Location
protected boolean Location_Set
protected Velocity Velocity
protected boolean Velocity_Set
protected Rotation Rotation
protected boolean Rotation_Set
protected int Team
protected boolean Team_Set
protected String Weapon
protected boolean Weapon_Set
protected boolean Shooting
protected boolean Shooting_Set
protected int Health
protected boolean Health_Set
protected int PrimaryAmmo
protected boolean PrimaryAmmo_Set
protected int SecondaryAmmo
protected boolean SecondaryAmmo_Set
protected int Adrenaline
protected boolean Adrenaline_Set
protected int Armor
protected boolean Armor_Set
protected int SmallArmor
protected boolean SmallArmor_Set
protected boolean AltFiring
protected boolean AltFiring_Set
protected boolean Crouched
protected boolean Crouched_Set
protected boolean Walking
protected boolean Walking_Set
protected Location FloorLocation
protected boolean FloorLocation_Set
protected Location FloorNormal
protected boolean FloorNormal_Set
protected String Combo
protected boolean Combo_Set
protected double UDamageTime
protected boolean UDamageTime_Set
protected String Action
protected boolean Action_Set
protected String EmotLeft
protected boolean EmotLeft_Set
protected String EmotCenter
protected boolean EmotCenter_Set
protected String EmotRight
protected boolean EmotRight_Set
protected String Bubble
protected boolean Bubble_Set
protected String Anim
protected boolean Anim_Set
Constructor Detail |
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public SelfMessage()
public SelfMessage(UnrealId Id, UnrealId BotId, String Name, boolean Vehicle, Location Location, Velocity Velocity, Rotation Rotation, int Team, String Weapon, boolean Shooting, int Health, int PrimaryAmmo, int SecondaryAmmo, int Adrenaline, int Armor, int SmallArmor, boolean AltFiring, boolean Crouched, boolean Walking, Location FloorLocation, Location FloorNormal, String Combo, double UDamageTime, String Action, String EmotLeft, String EmotCenter, String EmotRight, String Bubble, String Anim)
Id
- Unique Id of this self message instance.BotId
- Unique Id of this bot.Name
- Human readable bot name.Vehicle
- If we are vehicle just these attr. are sent in SLF: "Id","Vehicle""Rotation", "Location","Velocity ","Name ","Team" ,"Health"
"Armor","Adrenaline", "FloorLocation", "FloorNormal".Location
- An absolute location of the bot.Velocity
- Absolute velocity of the bot as a vector of movement per one
game second.Rotation
- Which direction the bot is facing in absolute terms.Team
- What team the bot is on. 255 is no team. 0-3 are red,
blue, green, gold in that order.Weapon
- Id of the weapon we are holding. This is unique Id of an
item in our inventory and is different from the Id of the
item we pick up from the ground! We can parse this string to
look which weapon we hold. Weapon strings to look for
include: "AssaultRifle", "ShieldGun", "FlakCannon",
"BioRifle", "ShockRifle", "LinkGun", "SniperRifle",
"RocketLauncher", "Minigun", "LightingGun", "Translocator".
TODO: Look if this is all.Shooting
- If the bot is shooting or not.Health
- How much health the bot has left. Starts at 100, ranges from
0 to 200.PrimaryAmmo
- How much ammo the bot has left for current weapon primary
mode.SecondaryAmmo
- How much ammo the bot has left for current weapon secondary
mode. Weapon does not have to support sec. fire mode.Adrenaline
- How much adrenaline the bot has.Armor
- Combined size of high armor and low armor (or small armor). The high and low armor are tracked
separately. Low armor is limited to 50 points, while the
high armor can have up to 150 points. Both stacks can have a combined size of 150 points as well,
so if low armor is already at 50 points, high armor can have
100 points at max.SmallArmor
- Also refered to as a "low armor". Ranges from 0 to 50 points.AltFiring
- If we are firing in secondary firing mode.Crouched
- If we are currently crouched.Walking
- If we are currently in walking mode.FloorLocation
- Holds current floor location under the bot.FloorNormal
- Holds current floor normal under the bot.Combo
- Name of the current combo (None if no combo active).
Can be xGame.ComboBerserk, xGame.ComboDefensive, xGame.ComboInvis or xGame.ComboSpeed.
To trigger combo adrenaline needs to be at 100 (maximum) and no other combo can be active.UDamageTime
- Time when the UDamage effect expires. If the number is higher then the current
time, it means the bot has UDamage effect active right now.Action
- Name of the current BDI action.EmotLeft
- For UE2. Holds left emoticon of the bot, "None" means none set.EmotCenter
- For UE2. Holds center emoticon of the bot, "None" means none set.EmotRight
- For UE2. Holds right emoticon of the bot, "None" means none set.Bubble
- For UE2. Holds the bubble of the emoticon of the bot, "None" means none set.Anim
- For UE2. Current played animation of the bot.public SelfMessage(SelfMessage original)
original
- Method Detail |
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protected void setTeamId(ITeamId TeamId)
public ITeamId getTeamId()
public UnrealId getId()
Self
getId
in interface IWorldObjectUpdatedEvent
getId
in interface IWorldObject
getId
in interface ICompositeWorldObjectUpdatedEvent
getId
in class Self
public UnrealId getBotId()
Self
getBotId
in class Self
public String getName()
Self
getName
in interface IPerson
getName
in class Self
public boolean isVehicle()
Self
isVehicle
in class Self
public Location getLocation()
Self
getLocation
in interface ILocated
getLocation
in class Self
public Velocity getVelocity()
Self
getVelocity
in interface ILocomotive
getVelocity
in class Self
public Rotation getRotation()
Self
getRotation
in interface IRotable
getRotation
in class Self
public int getTeam()
Self
getTeam
in class Self
public String getWeapon()
Self
getWeapon
in class Self
public boolean isShooting()
Self
isShooting
in class Self
public int getHealth()
Self
getHealth
in class Self
public int getPrimaryAmmo()
Self
getPrimaryAmmo
in class Self
public int getSecondaryAmmo()
Self
getSecondaryAmmo
in class Self
public int getAdrenaline()
Self
getAdrenaline
in class Self
public int getArmor()
Self
getArmor
in class Self
public int getSmallArmor()
Self
getSmallArmor
in class Self
public boolean isAltFiring()
Self
isAltFiring
in class Self
public boolean isCrouched()
Self
isCrouched
in class Self
public boolean isWalking()
Self
isWalking
in class Self
public Location getFloorLocation()
Self
getFloorLocation
in class Self
public Location getFloorNormal()
Self
getFloorNormal
in class Self
public String getCombo()
Self
getCombo
in class Self
public double getUDamageTime()
Self
getUDamageTime
in class Self
public String getAction()
Self
getAction
in class Self
public String getEmotLeft()
Self
getEmotLeft
in class Self
public String getEmotCenter()
Self
getEmotCenter
in class Self
public String getEmotRight()
Self
getEmotRight
in class Self
public String getBubble()
Self
getBubble
in class Self
public String getAnim()
Self
getAnim
in class Self
public SelfLocal getLocal()
getLocal
in interface ICompositeWorldObject
public SelfShared getShared()
getShared
in interface ICompositeWorldObject
public SelfStatic getStatic()
getStatic
in interface ICompositeWorldObject
public IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
update
in interface IWorldObjectUpdatedEvent
public ILocalWorldObjectUpdatedEvent getLocalEvent()
getLocalEvent
in interface ICompositeWorldObjectUpdatedEvent
public ISharedWorldObjectUpdatedEvent getSharedEvent()
getSharedEvent
in interface ICompositeWorldObjectUpdatedEvent
public IStaticWorldObjectUpdatedEvent getStaticEvent()
getStaticEvent
in interface ICompositeWorldObjectUpdatedEvent
public String toString()
toString
in class Self
public String toHtmlString()
toHtmlString
in class Self
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