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

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

public class SelfMessage
extends Self
implements IWorldObjectUpdatedEvent, ICompositeWorldObjectUpdatedEvent

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
 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
Self.SelfUpdate
 
Nested classes/interfaces inherited from interface cz.cuni.amis.pogamut.base.communication.translator.event.IWorldObjectUpdatedEvent
IWorldObjectUpdatedEvent.DestroyWorldObject
 
Field Summary
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
PROTOTYPE, SimTime
 
Constructor Summary
SelfMessage()
          Parameter-less contructor for the message.
SelfMessage(SelfMessage original)
          Cloning constructor from the full message.
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
 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
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
Unique Id of this self message instance.


Id_Set

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


BotId

protected UnrealId BotId
Unique Id of this bot.


BotId_Set

protected boolean BotId_Set
Whether property 'BotId' was received from GB2004.


Name

protected String Name
Human readable bot name.


Name_Set

protected boolean Name_Set
Whether property 'Name' was received from GB2004.


Vehicle

protected boolean Vehicle
If we are vehicle just these attr. are sent in SLF: "Id","Vehicle""Rotation", "Location","Velocity ","Name ","Team" ,"Health" "Armor","Adrenaline", "FloorLocation", "FloorNormal".


Vehicle_Set

protected boolean Vehicle_Set
Whether property 'Vehicle' was received from GB2004.


Location

protected Location Location
An absolute location of the bot.


Location_Set

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


Velocity

protected Velocity Velocity
Absolute velocity of the bot as a vector of movement per one game second.


Velocity_Set

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


Rotation

protected Rotation Rotation
Which direction the bot is facing in absolute terms.


Rotation_Set

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


Team

protected int Team
What team the bot is on. 255 is no team. 0-3 are red, blue, green, gold in that order.


Team_Set

protected boolean Team_Set
Whether property 'Team' was received from GB2004.


Weapon

protected String 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.


Weapon_Set

protected boolean Weapon_Set
Whether property 'Weapon' was received from GB2004.


Shooting

protected boolean Shooting
If the bot is shooting or not.


Shooting_Set

protected boolean Shooting_Set
Whether property 'Shooting' was received from GB2004.


Health

protected int Health
How much health the bot has left. Starts at 100, ranges from 0 to 200.


Health_Set

protected boolean Health_Set
Whether property 'Health' was received from GB2004.


PrimaryAmmo

protected int PrimaryAmmo
How much ammo the bot has left for current weapon primary mode.


PrimaryAmmo_Set

protected boolean PrimaryAmmo_Set
Whether property 'PrimaryAmmo' was received from GB2004.


SecondaryAmmo

protected int SecondaryAmmo
How much ammo the bot has left for current weapon secondary mode. Weapon does not have to support sec. fire mode.


SecondaryAmmo_Set

protected boolean SecondaryAmmo_Set
Whether property 'SecondaryAmmo' was received from GB2004.


Adrenaline

protected int Adrenaline
How much adrenaline the bot has.


Adrenaline_Set

protected boolean Adrenaline_Set
Whether property 'Adrenaline' was received from GB2004.


Armor

protected int 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.


Armor_Set

protected boolean Armor_Set
Whether property 'Armor' was received from GB2004.


SmallArmor

protected int SmallArmor
Also refered to as a "low armor". Ranges from 0 to 50 points.


SmallArmor_Set

protected boolean SmallArmor_Set
Whether property 'SmallArmor' was received from GB2004.


AltFiring

protected boolean AltFiring
If we are firing in secondary firing mode.


AltFiring_Set

protected boolean AltFiring_Set
Whether property 'AltFiring' was received from GB2004.


Crouched

protected boolean Crouched
If we are currently crouched.


Crouched_Set

protected boolean Crouched_Set
Whether property 'Crouched' was received from GB2004.


Walking

protected boolean Walking
If we are currently in walking mode.


Walking_Set

protected boolean Walking_Set
Whether property 'Walking' was received from GB2004.


FloorLocation

protected Location FloorLocation
Holds current floor location under the bot.


FloorLocation_Set

protected boolean FloorLocation_Set
Whether property 'FloorLocation' was received from GB2004.


FloorNormal

protected Location FloorNormal
Holds current floor normal under the bot.


FloorNormal_Set

protected boolean FloorNormal_Set
Whether property 'FloorNormal' was received from GB2004.


Combo

protected String 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.


Combo_Set

protected boolean Combo_Set
Whether property 'Combo' was received from GB2004.


UDamageTime

protected double 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.


UDamageTime_Set

protected boolean UDamageTime_Set
Whether property 'UDamageTime' was received from GB2004.


Action

protected String Action
Name of the current BDI action.


Action_Set

protected boolean Action_Set
Whether property 'Action' was received from GB2004.


EmotLeft

protected String EmotLeft
For UE2. Holds left emoticon of the bot, "None" means none set.


EmotLeft_Set

protected boolean EmotLeft_Set
Whether property 'EmotLeft' was received from GB2004.


EmotCenter

protected String EmotCenter
For UE2. Holds center emoticon of the bot, "None" means none set.


EmotCenter_Set

protected boolean EmotCenter_Set
Whether property 'EmotCenter' was received from GB2004.


EmotRight

protected String EmotRight
For UE2. Holds right emoticon of the bot, "None" means none set.


EmotRight_Set

protected boolean EmotRight_Set
Whether property 'EmotRight' was received from GB2004.


Bubble

protected String Bubble
For UE2. Holds the bubble of the emoticon of the bot, "None" means none set.


Bubble_Set

protected boolean Bubble_Set
Whether property 'Bubble' was received from GB2004.


Anim

protected String Anim
For UE2. Current played animation of the bot.


Anim_Set

protected boolean Anim_Set
Whether property 'Anim' was received from GB2004.

Constructor Detail

SelfMessage

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


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)
Creates new instance of the message Self. Synchronous message. Information about your bot's state. Corresponding GameBots message is SLF.

Parameters:
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.

SelfMessage

public SelfMessage(SelfMessage 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: Self
Unique Id of this self message instance.

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

getBotId

public UnrealId getBotId()
Description copied from class: Self
Unique Id of this bot.

Specified by:
getBotId in class Self

getName

public String getName()
Description copied from class: Self
Human readable bot name.

Specified by:
getName in interface IPerson
Specified by:
getName in class Self

isVehicle

public boolean isVehicle()
Description copied from class: Self
If we are vehicle just these attr. are sent in SLF: "Id","Vehicle""Rotation", "Location","Velocity ","Name ","Team" ,"Health" "Armor","Adrenaline", "FloorLocation", "FloorNormal".

Specified by:
isVehicle in class Self

getLocation

public Location getLocation()
Description copied from class: Self
An absolute location of the bot.

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

getVelocity

public Velocity getVelocity()
Description copied from class: Self
Absolute velocity of the bot as a vector of movement per one game second.

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

getRotation

public Rotation getRotation()
Description copied from class: Self
Which direction the bot is facing in absolute terms.

Specified by:
getRotation in interface IRotable
Specified by:
getRotation in class Self

getTeam

public int getTeam()
Description copied from class: Self
What team the bot is on. 255 is no team. 0-3 are red, blue, green, gold in that order.

Specified by:
getTeam in class Self

getWeapon

public String getWeapon()
Description copied from class: Self
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.

Specified by:
getWeapon in class Self

isShooting

public boolean isShooting()
Description copied from class: Self
If the bot is shooting or not.

Specified by:
isShooting in class Self

getHealth

public int getHealth()
Description copied from class: Self
How much health the bot has left. Starts at 100, ranges from 0 to 200.

Specified by:
getHealth in class Self

getPrimaryAmmo

public int getPrimaryAmmo()
Description copied from class: Self
How much ammo the bot has left for current weapon primary mode.

Specified by:
getPrimaryAmmo in class Self

getSecondaryAmmo

public int getSecondaryAmmo()
Description copied from class: Self
How much ammo the bot has left for current weapon secondary mode. Weapon does not have to support sec. fire mode.

Specified by:
getSecondaryAmmo in class Self

getAdrenaline

public int getAdrenaline()
Description copied from class: Self
How much adrenaline the bot has.

Specified by:
getAdrenaline in class Self

getArmor

public int getArmor()
Description copied from class: Self
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.

Specified by:
getArmor in class Self

getSmallArmor

public int getSmallArmor()
Description copied from class: Self
Also refered to as a "low armor". Ranges from 0 to 50 points.

Specified by:
getSmallArmor in class Self

isAltFiring

public boolean isAltFiring()
Description copied from class: Self
If we are firing in secondary firing mode.

Specified by:
isAltFiring in class Self

isCrouched

public boolean isCrouched()
Description copied from class: Self
If we are currently crouched.

Specified by:
isCrouched in class Self

isWalking

public boolean isWalking()
Description copied from class: Self
If we are currently in walking mode.

Specified by:
isWalking in class Self

getFloorLocation

public Location getFloorLocation()
Description copied from class: Self
Holds current floor location under the bot.

Specified by:
getFloorLocation in class Self

getFloorNormal

public Location getFloorNormal()
Description copied from class: Self
Holds current floor normal under the bot.

Specified by:
getFloorNormal in class Self

getCombo

public String getCombo()
Description copied from class: Self
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.

Specified by:
getCombo in class Self

getUDamageTime

public double getUDamageTime()
Description copied from class: Self
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.

Specified by:
getUDamageTime in class Self

getAction

public String getAction()
Description copied from class: Self
Name of the current BDI action.

Specified by:
getAction in class Self

getEmotLeft

public String getEmotLeft()
Description copied from class: Self
For UE2. Holds left emoticon of the bot, "None" means none set.

Specified by:
getEmotLeft in class Self

getEmotCenter

public String getEmotCenter()
Description copied from class: Self
For UE2. Holds center emoticon of the bot, "None" means none set.

Specified by:
getEmotCenter in class Self

getEmotRight

public String getEmotRight()
Description copied from class: Self
For UE2. Holds right emoticon of the bot, "None" means none set.

Specified by:
getEmotRight in class Self

getBubble

public String getBubble()
Description copied from class: Self
For UE2. Holds the bubble of the emoticon of the bot, "None" means none set.

Specified by:
getBubble in class Self

getAnim

public String getAnim()
Description copied from class: Self
For UE2. Current played animation of the bot.

Specified by:
getAnim in class Self

getLocal

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

getShared

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

getStatic

public SelfStatic 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 Self

toHtmlString

public String toHtmlString()
Overrides:
toHtmlString in class Self


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