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java.lang.Object cz.cuni.amis.pogamut.base.communication.messages.InfoMessage cz.cuni.amis.pogamut.udk.communication.messages.GBObjectUpdate cz.cuni.amis.pogamut.udk.communication.messages.gbinfomessages.NavPoint
public class NavPoint
Synchronous message. NavPoint carries information about UT navigation point - location, reachability... Also some item can be respawned at this point. Or some additional information can be stored here (if it is an ambush point, or sniper point..). Corresponding GameBots message is NAV.
Nested Class Summary | |
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static class |
NavPoint.ObjectDisappeared
Used to drop Visible flag from the object. |
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 boolean |
AIMarker
If this point is an AI marker - marks an interesting spot in the environment. |
protected boolean |
Door
If this point marks a door mover. |
protected boolean |
DoorOpened
True if this NavPoint is a Door and door is opened. |
protected int |
FlagOfTeam
If this is a CTF game, then this contains team number that owns the flag located at this NavPoint. |
protected UnrealId |
Id
A unique Id of this navigation point assigned by the game. |
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 |
InvSpot
If this is an inventory spot (item is respawned at this point). |
protected UnrealId |
Item
Unique Id of the respawned item (the item respawns at this point). |
protected ItemType |
ItemClass
Class of the item (e.g. |
protected Item |
ItemInstance
If item should be present at this navpoint it's instance will be here. |
protected boolean |
ItemSpawned
True if the item is spawned at the point. |
protected boolean |
JumpDest
If this point marks a jump destination - some place that can be reached by some special jump. |
protected boolean |
JumpSpot
If this point marks a jump spot (a special device that causes the bot to jump high or far). |
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 |
LiftExit
If this point marks a lift exit (used to mark exit point of a lift mover). |
protected boolean |
LiftJumpExit
Boolean. |
protected javax.vecmath.Vector3d |
LiftOffset
Starting vector between MyLift location and LiftCenter location. |
protected Location |
Location
Location of navigation point. |
protected UnrealId |
Mover
If this NavPoint is marking some mover, the mover id will be here. |
protected boolean |
NoDoubleJump
Boolean. |
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 |
PlayerStart
If this is a player start (players and/or bots are respawned at this point). |
protected String |
PreferedWeapon
Class of the weapon that should be prefered when using this point for AIMarker specified action. |
static String |
PROTOTYPE
Example how the message looks like - used during parser tests. |
protected boolean |
RoamingSpot
Some ambush point, where is good chance to intercept approaching opponents. |
protected Rotation |
Rotation
If the type is AIMarker. |
protected boolean |
SnipingSpot
Point good for sniping. |
protected int |
TeamNumber
Will be sent if this is a player start. |
protected boolean |
Teleporter
If this point marks a teleport. |
protected double |
Time
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protected Velocity |
Velocity
Velocity of the navigation point (if the navigation point is currently moving). |
protected boolean |
Visible
If the point is in the field of view of the bot. |
Constructor Summary | |
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NavPoint()
Used by Yylex to create empty message then to fill it's protected fields (Yylex is in the same package). |
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NavPoint(NavPoint original)
Cloning constructor. |
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NavPoint(NavPoint Original,
boolean Visible)
Used to create event that drops the Visible flag of the item. |
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NavPoint(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 Door,
boolean LiftCenter,
boolean LiftExit,
boolean AIMarker,
boolean JumpSpot,
boolean JumpDest,
boolean Teleporter,
Rotation Rotation,
boolean RoamingSpot,
boolean SnipingSpot,
Item ItemInstance,
Map<UnrealId,NavPointNeighbourLink> OutgoingEdges,
Map<UnrealId,NavPointNeighbourLink> IncomingEdges,
String PreferedWeapon,
int FlagOfTeam)
Creates new instance of command NavPoint. |
Method Summary | |
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IGBWorldObjectDisappeared |
createDisappearEvent()
Creates an update event that has to update visibility to false. |
boolean |
equals(Object obj)
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int |
getFlagOfTeam()
If this is a CTF game, then this contains team number that owns the flag located at this NavPoint. |
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. |
double |
getLastSeenTime()
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javax.vecmath.Vector3d |
getLiftOffset()
Starting vector between MyLift location and LiftCenter location. |
ILocalWorldObject |
getLocal()
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Location |
getLocation()
Location of navigation point. |
UnrealId |
getMover()
If this NavPoint is marking some mover, the mover id will be here. |
IWorldObject |
getObject()
Returns original object (if method update() has already been called, for bot-programmer that is always true as the original object is updated and then the event is propagated). |
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. |
ISharedWorldObject |
getShared()
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long |
getSimTime()
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IStaticWorldObject |
getStatic()
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int |
getTeamNumber()
Will be sent if this is a player start. |
protected double |
getTime()
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Velocity |
getVelocity()
Velocity of the navigation point (if the navigation point is currently moving). |
int |
hashCode()
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boolean |
isAIMarker()
If this point is an AI marker - marks an interesting spot in the environment. |
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 |
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 |
setItem(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 |
setTime(double time)
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String |
toHtmlString()
|
String |
toString()
|
IWorldObjectUpdateResult |
update(IWorldObject obj)
|
Methods inherited from class cz.cuni.amis.pogamut.base.communication.messages.InfoMessage |
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toJsonLiteral |
Methods inherited from class java.lang.Object |
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clone, finalize, getClass, notify, notifyAll, wait, wait, wait |
Field Detail |
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public static final String PROTOTYPE
protected UnrealId Id
protected Location Location
protected Velocity Velocity
protected boolean Visible
protected UnrealId Item
protected ItemType ItemClass
protected boolean ItemSpawned
protected boolean DoorOpened
protected UnrealId Mover
protected javax.vecmath.Vector3d LiftOffset
protected boolean LiftJumpExit
protected boolean NoDoubleJump
protected boolean InvSpot
protected boolean PlayerStart
protected int TeamNumber
protected boolean Door
protected boolean LiftCenter
protected boolean LiftExit
protected boolean AIMarker
protected boolean JumpSpot
protected boolean JumpDest
protected boolean Teleporter
protected Rotation Rotation
protected boolean RoamingSpot
protected boolean SnipingSpot
protected Item ItemInstance
protected Map<UnrealId,NavPointNeighbourLink> OutgoingEdges
protected Map<UnrealId,NavPointNeighbourLink> IncomingEdges
protected String PreferedWeapon
protected int FlagOfTeam
protected double Time
Constructor Detail |
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public NavPoint(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 Door, boolean LiftCenter, boolean LiftExit, boolean AIMarker, boolean JumpSpot, boolean JumpDest, boolean Teleporter, Rotation Rotation, boolean RoamingSpot, boolean SnipingSpot, Item ItemInstance, Map<UnrealId,NavPointNeighbourLink> OutgoingEdges, Map<UnrealId,NavPointNeighbourLink> IncomingEdges, String PreferedWeapon, int FlagOfTeam)
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. LinkGun.WeaponPickup). 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) holds information about which team respawns at this player start spot. In non-team games will return 0!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).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.FlagOfTeam
- If this is a CTF game, then this contains team number that owns the flag located at this NavPoint.public NavPoint(NavPoint original)
public NavPoint()
public NavPoint(NavPoint Original, boolean Visible)
Method Detail |
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public UnrealId getId()
getId
in interface IWorldObjectUpdatedEvent
getId
in interface IWorldObject
public Location getLocation()
getLocation
in interface ILocated
public Velocity getVelocity()
getVelocity
in interface ILocomotive
public boolean isVisible()
isVisible
in interface IViewable
public UnrealId getItem()
public ItemType getItemClass()
public boolean isItemSpawned()
public boolean isDoorOpened()
public UnrealId getMover()
public javax.vecmath.Vector3d getLiftOffset()
public boolean isLiftJumpExit()
public boolean isNoDoubleJump()
public boolean isInvSpot()
public boolean isPlayerStart()
public int getTeamNumber()
public boolean isDoor()
public boolean isLiftCenter()
public boolean isLiftExit()
public boolean isAIMarker()
public boolean isJumpSpot()
public boolean isJumpDest()
public boolean isTeleporter()
public Rotation getRotation()
public boolean isRoamingSpot()
public boolean isSnipingSpot()
public Item getItemInstance()
public Map<UnrealId,NavPointNeighbourLink> getOutgoingEdges()
public Map<UnrealId,NavPointNeighbourLink> getIncomingEdges()
public String getPreferedWeapon()
public int getFlagOfTeam()
protected double getTime()
protected void setTime(double time)
public double getLastSeenTime()
public ILocalWorldObject getLocal()
getLocal
in interface ICompositeWorldObject
public ISharedWorldObject getShared()
getShared
in interface ICompositeWorldObject
public IStaticWorldObject getStatic()
getStatic
in interface ICompositeWorldObject
public long getSimTime()
getSimTime
in interface IWorldChangeEvent
getSimTime
in interface IWorldObject
public boolean equals(Object obj)
equals
in class Object
public int hashCode()
hashCode
in class Object
public void setItem(Item item)
public IGBWorldObjectDisappeared createDisappearEvent()
IGBViewable
createDisappearEvent
in interface IGBViewable
public IWorldObjectUpdateResult update(IWorldObject obj)
update
in interface IWorldObjectUpdatedEvent
public IWorldObject getObject()
public String toString()
toString
in class InfoMessage
public String toHtmlString()
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