
            /**
            IMPORTANT !!!
       
            DO NOT EDIT THIS FILE. IT IS GENERATED FROM approriate xml file in xmlresources/gbcommands BY
            THE JavaClassesGenerator.xslt. MODIFY THESE FILES INSTEAD OF THIS ONE.
       
            IMPORTANT END !!!
            */
            package
            cz.cuni.amis.pogamut.ut2004.communication.messages.gbcommands;
	    		import java.util.*;    
    import javax.vecmath.*;    
    import cz.cuni.amis.pogamut.base.communication.messages.*;    
    import cz.cuni.amis.pogamut.base.agent.worldview.*;    
    import cz.cuni.amis.pogamut.base.agent.worldview.objects.*;    
    import cz.cuni.amis.pogamut.base.communication.translator.*;    
    import cz.cuni.amis.pogamut.ut2004.communication.translator.itemdescriptor.*;    
    import cz.cuni.amis.pogamut.ut2004.communication.messages.ItemType.Category;    
    import cz.cuni.amis.pogamut.base.exceptions.*;    
    import cz.cuni.amis.pogamut.base3d.worldview.objects.*;    
    import cz.cuni.amis.pogamut.ut2004.communication.messages.*;    
    import cz.cuni.amis.pogamut.ut2004.agent.worldview.objects.*;    
                
            
            /**
              
		Specify a point, rotation value or object to turn towards.
	
                          Corresponding GameBots command is 
                          TURNTO.
                      
             */
            
            public class
            TurnTo extends
        CommandMessage
                        
            {
            
            
            
            /**
              Creates new instance of command TurnTo.
              
		Specify a point, rotation value or object to turn towards.
	Corresponding GameBots message for this command is 
              TURNTO.
                  @param Target 
			The unique id of a player/object/nav point/whatever that you
			want to face. Must be visible.
		
                  @param Rotation 
			Rotation you want to spin to. Must be provided as comma
			delimited ("0,50000,0") and should be in absolute terms and
			in UT units (2pi = 65535 units). Used only if no target
			provided.
		
                  @param Location 
			Location you want to face. Normal rules for location. Only
			used if no Target or Rotation.
		
              */
             public TurnTo(
                UnrealId Target,  Rotation Rotation,  Location Location) {
                    
                    this.Target = Target;
                
                    this.Rotation = Rotation;
                
                    this.Location = Location;
                
                }
               
            
            		/**
		             Creates new instance of command TurnTo.
		             
		Specify a point, rotation value or object to turn towards.
	Corresponding GameBots message for this command is 
		             TURNTO.
		             <p></p>WARNING: this is empty-command constructor, you have to use setters to fill it up!
		             */
            		public  TurnTo() {
            		}
            	
            
            /////// Properties BEGIN
            
        /**
        
			The unique id of a player/object/nav point/whatever that you
			want to face. Must be visible.
		 */
        protected
         UnrealId Target = 
        	null;
        
        
        /**
        
			The unique id of a player/object/nav point/whatever that you
			want to face. Must be visible.
		 */
        public
        UnrealId getTarget() {
            return
         Target;
        }
        

        
            /**         
        
			The unique id of a player/object/nav point/whatever that you
			want to face. Must be visible.
		 */
        public TurnTo setTarget(UnrealId Target) {
            this.Target = Target;
            return this;
            }
       
        /**
        
			Rotation you want to spin to. Must be provided as comma
			delimited ("0,50000,0") and should be in absolute terms and
			in UT units (2pi = 65535 units). Used only if no target
			provided.
		 */
        protected
         Rotation Rotation = 
        	null;
        
        
        /**
        
			Rotation you want to spin to. Must be provided as comma
			delimited ("0,50000,0") and should be in absolute terms and
			in UT units (2pi = 65535 units). Used only if no target
			provided.
		 */
        public
        Rotation getRotation() {
            return
         Rotation;
        }
        

        
            /**         
        
			Rotation you want to spin to. Must be provided as comma
			delimited ("0,50000,0") and should be in absolute terms and
			in UT units (2pi = 65535 units). Used only if no target
			provided.
		 */
        public TurnTo setRotation(Rotation Rotation) {
            this.Rotation = Rotation;
            return this;
            }
       
        /**
        
			Location you want to face. Normal rules for location. Only
			used if no Target or Rotation.
		 */
        protected
         Location Location = 
        	null;
        
        
        /**
        
			Location you want to face. Normal rules for location. Only
			used if no Target or Rotation.
		 */
        public
        Location getLocation() {
            return
         Location;
        }
        

        
            /**         
        
			Location you want to face. Normal rules for location. Only
			used if no Target or Rotation.
		 */
        public TurnTo setLocation(Location Location) {
            this.Location = Location;
            return this;
            }
       
            /////// Properties END
            
            /////// Extra Java code BEGIN
                        	
            	/////// Additional code from xslt BEGIN            	 
            			
            		
            		
            	/////// Additional code from xslt END            
				                    
	            /////// Extra Java from XML BEGIN
            		
            	/////// Extra Java from XML END
            	    
            /////// Extra Java code END
            
            
            
            /**
              * Cloning constructor.
              */
             public TurnTo(TurnTo original) {
                
                     this.Target=original.Target;
                
                     this.Rotation=original.Rotation;
                
                     this.Location=original.Location;
                
             }   
             
             
                
                 
            public String toString() {
                return
                
                    	super.toString();
                     
             }
             
             public String toHtmlString() {
                return super.toString() +
             
            "<b>Target</b> : " + 
            String.valueOf(Target) + 
            " <br/> " +
             
            "<b>Rotation</b> : " + 
            String.valueOf(Rotation) + 
            " <br/> " +
             
            "<b>Location</b> : " + 
            String.valueOf(Location) + 
            " <br/> " +
             "";
             }            
             
             
             
                 public String toMessage() {
              		StringBuffer buf = new StringBuffer();
              		buf.append("TURNTO");
              		
		    					if (Target != null) {
		    						buf.append(" {Target " + Target.getUnrealId() + "}");
		    					}
		    				
                                if (Rotation != null) {
                                    buf.append(" {Rotation Y" + 
                                        Rotation.getYaw() + ",R" + 
                                        Rotation.getRoll() + ",P" + 
                                        Rotation.getPitch() + "}");
                                }
                            
                                if (Location != null) {
                                    buf.append(" {Location " + 
                                        Location.getX() + "," + 
                                        Location.getY() + "," + 
                                        Location.getZ() + "}");
                                }
                                        
            		return buf.toString();
            }
             
             }
                         
        