nl.tudelft.pogamut.ut2004.agent.module.shooting.weapon
Class BioRifleShooting
java.lang.Object
cz.cuni.amis.pogamut.base.agent.module.AgentModule<AGENT>
cz.cuni.amis.pogamut.base.agent.module.SensorModule<UT2004Bot>
nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
nl.tudelft.pogamut.ut2004.agent.module.shooting.weapon.BioRifleShooting
- All Implemented Interfaces:
- cz.cuni.amis.pogamut.base.component.IComponent, nl.tudelft.pogamut.unreal.agent.module.shooting.WeaponShooting
public class BioRifleShooting
- extends nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
| Fields inherited from class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting |
ABOVE_PLAYER_OFFSET, active, BELOW_PLAYER_OFFSET, endMessageListener, FACING_ANGLE, focus, info, shoot, target, weaponPref, weaponry |
| Fields inherited from class cz.cuni.amis.pogamut.base.agent.module.SensorModule |
worldView |
| Fields inherited from class cz.cuni.amis.pogamut.base.agent.module.AgentModule |
agent, controller, eventBus, log |
|
Method Summary |
protected WeaponPref |
getDefaultWeaponPref()
|
protected void |
chargeSecondary()
Starts shooting secondary mode. |
protected void |
shoot()
|
protected void |
shootPrimary(Player player,
boolean facing,
boolean safe)
Shoots primary when it is safe to do so. |
protected void |
shootSecondary(Player player,
boolean facing,
boolean safe)
Shoots a visible player we are facing with the primary mode, otherwise
charges up using secondary. |
protected void |
shootTarget(cz.cuni.amis.pogamut.base3d.worldview.object.ILocated target,
boolean facing,
boolean safe)
Shoots primary mode at the target, if we are facing it. |
| Methods inherited from class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting |
getFocus, getWeaponType, hasTarget, isActive, isWeaponReady, setFocus, shoot, stopShoot |
| Methods inherited from class cz.cuni.amis.pogamut.base.agent.module.AgentModule |
cleanUp, getComponentId, getLog, getState, initComponentId, isRunning, kill, pause, reset, resume, start, stop, toString |
BIO_RIFLE_PRIMARY
protected static final WeaponPref BIO_RIFLE_PRIMARY
BIO_RIFLE_SPLASH_RADIUS
protected static final double BIO_RIFLE_SPLASH_RADIUS
- See Also:
- Constant Field Values
BioRifleShooting
public BioRifleShooting(UT2004Bot<?,?,?> agent,
AgentInfo info,
ImprovedShooting shoot,
Weaponry weaponry)
shoot
protected void shoot()
- Specified by:
shoot in class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
shootTarget
protected void shootTarget(cz.cuni.amis.pogamut.base3d.worldview.object.ILocated target,
boolean facing,
boolean safe)
- Shoots primary mode at the target, if we are facing it. Secondary mode
makes no sense. Will not blow a secondary charge if it is not safe to do
so.
- Parameters:
target - facing -
chargeSecondary
protected void chargeSecondary()
- Starts shooting secondary mode.
shootSecondary
protected void shootSecondary(Player player,
boolean facing,
boolean safe)
- Shoots a visible player we are facing with the primary mode, otherwise
charges up using secondary.
- Parameters:
player - facing -
shootPrimary
protected void shootPrimary(Player player,
boolean facing,
boolean safe)
- Shoots primary when it is safe to do so. If secondary was previously
shooting it won't blow the charge prematurely.
- Parameters:
player - facing -
getDefaultWeaponPref
protected WeaponPref getDefaultWeaponPref()
- Specified by:
getDefaultWeaponPref in class nl.tudelft.pogamut.unreal.agent.module.shooting.AbstractWeaponShooting
Copyright © 2014 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.