public class SelfMessage extends Self implements IWorldObjectUpdatedEvent, ICompositeWorldObjectUpdatedEvent
| Modifier and Type | Class and Description |
|---|---|
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.
|
Self.SelfUpdateIWorldObjectUpdatedEvent.DestroyWorldObject| Modifier and Type | Field and Description |
|---|---|
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.
|
| Constructor and Description |
|---|
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.
|
| Modifier and Type | Method and Description |
|---|---|
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) |
getSimTime, setSimTime, toJsonLiteralclone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, waitgetSimTimeprotected 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
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 - protected void setTeamId(ITeamId TeamId)
public ITeamId getTeamId()
public UnrealId getId()
SelfgetId in interface IWorldObjectUpdatedEventgetId in interface IWorldObjectgetId in interface ICompositeWorldObjectUpdatedEventgetId in class Selfpublic boolean isVehicle()
Selfpublic Location getLocation()
SelfgetLocation in interface ILocatedgetLocation in class Selfpublic Velocity getVelocity()
SelfgetVelocity in interface ILocomotivegetVelocity in class Selfpublic Rotation getRotation()
SelfgetRotation in interface IRotablegetRotation in class Selfpublic int getTeam()
Selfpublic String getWeapon()
Selfpublic boolean isShooting()
SelfisShooting in class Selfpublic int getHealth()
Selfpublic int getPrimaryAmmo()
SelfgetPrimaryAmmo in class Selfpublic int getSecondaryAmmo()
SelfgetSecondaryAmmo in class Selfpublic int getAdrenaline()
SelfgetAdrenaline in class Selfpublic int getArmor()
Selfpublic int getSmallArmor()
SelfgetSmallArmor in class Selfpublic boolean isAltFiring()
SelfisAltFiring in class Selfpublic boolean isCrouched()
SelfisCrouched in class Selfpublic boolean isWalking()
Selfpublic Location getFloorLocation()
SelfgetFloorLocation in class Selfpublic Location getFloorNormal()
SelfgetFloorNormal in class Selfpublic String getCombo()
Selfpublic double getUDamageTime()
SelfgetUDamageTime in class Selfpublic String getAction()
Selfpublic String getEmotLeft()
SelfgetEmotLeft in class Selfpublic String getEmotCenter()
SelfgetEmotCenter in class Selfpublic String getEmotRight()
SelfgetEmotRight in class Selfpublic String getBubble()
Selfpublic String getAnim()
Selfpublic SelfLocal getLocal()
getLocal in interface ICompositeWorldObjectpublic SelfShared getShared()
getShared in interface ICompositeWorldObjectpublic SelfStatic getStatic()
getStatic in interface ICompositeWorldObjectpublic IWorldObjectUpdateResult<IWorldObject> update(IWorldObject object)
update in interface IWorldObjectUpdatedEventpublic ILocalWorldObjectUpdatedEvent getLocalEvent()
getLocalEvent in interface ICompositeWorldObjectUpdatedEventpublic ISharedWorldObjectUpdatedEvent getSharedEvent()
getSharedEvent in interface ICompositeWorldObjectUpdatedEventpublic IStaticWorldObjectUpdatedEvent getStaticEvent()
getStaticEvent in interface ICompositeWorldObjectUpdatedEventpublic String toHtmlString()
toHtmlString in class SelfCopyright © 2012 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.