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public interface Commands
interface which specifies which commands with what arguments are available
all method descriptions are in the fashion:
| Method Summary | |
|---|---|
void |
addInventory(java.lang.String inventoryClass)
add inventory to the agent - specify class "ADDINV {Class inventoryClass} |
void |
addRayToAutoTrace(int ID,
Triple direction,
java.lang.Double length,
boolean fastTrace,
boolean traceActors)
adds ray to auto-trace rays - those are sended every batch "ADDRAY {Id X} {Direction X X X} {Lenght X} {FastTrace True|False} {TraceActors True|False}" if the trace of same ID is added, the previous one is just configured by the parameters of new one |
void |
configure(boolean autoTrace,
boolean manualSpawn,
java.lang.String name,
boolean invulnerable,
double visionTime,
boolean showFocalPoint,
boolean drawTraceLines,
boolean synchronousOff)
Configure particular agent's properties "CONF {AutoTrace True|False} {ManualSpawn True|False} {Name name} {Invulnerable True|False} {VisionTime X}" |
void |
configureAutoTrace(boolean autoTrace)
Configure particular agent's properties "CONF {AutoTrace True|False}" |
void |
configureInvulnerable(boolean invulnerable)
Configure particular agent's vulnerability "CONF {Invulnerable True|False}" |
void |
configureManualSpawn(boolean manualSpawn)
Configure particular agent's properties "CONF {AutoTrace True|False}" |
void |
configureName(java.lang.String name)
Configure particular agent's properties "CONF {ManualSpawn True|False}" |
void |
configureVisionTime(double visionTime)
Configure particular agent's vision time "CONF {VisionTime X}" |
void |
dodge(Triple direction)
Dodge to the direction. |
void |
doubleJump()
makes agent jump as high as possible "JUMP" |
void |
fastTrace(int id,
Triple to)
fastTrace - emit ray from the place where agent stands from about "1.5m" height to specified location fastTrace will return true, if it hits anything "FTRACE {Id X} {To X X X}" |
void |
fastTrace(int id,
Triple from,
Triple to)
fasttrace - emit ray from from to to which will return true, if it hits anything "FTRACE {Id X} {From X X X} {To X X X}" |
void |
getPathToLocation(int ID,
Triple location)
request path to location, ID is for matching a query with a result "PATH {Location X X X} {Id X}" |
void |
getPathToNavPoint(int ID,
NavPoint navPoint)
request path to navigation point, ID is for matching a query with a result "PATH {Location X X X} {Id X}" |
void |
changeToBestWeapon()
change to best weapon - unreal choose the best - note that it can result in ShieldGun, which is only for defence "CHANGEWEAPON {Id Best}" |
void |
changeWeapon(AddWeapon newWeapon)
change weapon to specified weapon "CHANGEWEAPON {Id UnrealId}" |
void |
init(java.lang.String name,
int team,
boolean manualSpawn,
Triple location,
Triple rotation)
initialize agent name, location, rotation, manualSpawn, team "INIT {Name name} {Location X X X} {Rotation X X X} {Team 0} {ManualSpawn True|False}" |
void |
init(java.lang.String name,
int team,
boolean manualSpawn,
Triple location,
Triple rotation,
java.lang.String skin,
double accuracy,
boolean targetLead)
initialize agent |
void |
init(java.lang.String name,
int team,
Triple location)
initialize agent name, location, team "INIT {Name name} {Location X X X} {Team 0}" |
void |
init(java.lang.String name,
Triple location)
initialize agent name and location "INIT {Name name} {Location X X X}" |
void |
jump()
makes agent jump "JUMP" |
void |
move(double speed,
Triple location1,
Triple location2)
move continuously to location1 and then to location2 - no abrupt movement - just smooth "MOVE {Location1 X X X} {Location2 X X X} {Speed X}" |
void |
moveAlongNavPoints(double speed,
NavPoint nav1,
NavPoint nav2)
move continuously to navigation point 1 and then to navigation point - no abrupt movement - just smooth "MOVE {Location1 X X X} {Location2 X X X} {Speed X}" |
void |
moveContinuous()
|
void |
pauseTheGame()
pause the game - all actors except spectators "PAUSE {Pause True}" |
void |
ping()
send ping to server - it replies with PONG "PING" |
void |
removeAllRaysFromAutoTrace()
remove all rays from auto-trace "REMOVERAY {Id All}" |
void |
removeRayFromAutoTrace(int ID)
remove auto-trace with specified id from auto-trace rays "REMOVERAY {Id X}" |
void |
requestReachcheckLocation(int ID,
Triple to,
Triple from)
request test on reachability of the target from the location, ID is for matching a query with a result "CHECKREACH {Id X} {Target UnrealId} {From X X X}" |
void |
requestReachcheckTargetFrom(int ID,
MessageObject target,
Triple from)
request test on reachability of the target from the location, ID is for matching a query with a result "CHECKREACH {Id X} {Location X X X} {From X X X}" |
void |
respawn()
respawn agent on random location "RESPAWN" |
void |
respawn(Triple location,
Triple rotation)
respawn agent on supplied location with supplied rotation "RESPAWN {Location X X X} {Rotation X X X}" |
void |
restartAutoTraceRays()
restart auto-trace - set to default settings "ADDRAY {Id Default}" |
void |
runToLocation(Triple location)
agent run to location "RUN {Location X X X} {Speed XXXX} {Accel X}" |
void |
runToNavPoint(NavPoint target)
agent run to supplied navigation point "RUN {Location X X X} {Speed XXXX} {Accel X}" |
void |
runToTarget(MessageObject target)
agent run to target - e. g. enemy "RUN {Location X X X} {Speed XXXX} {Accel X}" |
void |
sendGlobalMessage(java.lang.String text)
send message to global communication channel "MESSAGE {Text text} {Global True}" |
void |
sendPrivateMessage(java.lang.String text)
send message to private team communication channel "MESSAGE {Text text} {Global False}" |
void |
setCrouch(boolean crouch)
switch from normal movement to crouch and back "SETCROUCH {Crouch True|False}" |
void |
setLenghtOAutoTrace(int lenght,
int ID)
change lenght of all traces at once |
void |
setRun()
change the way of agent movement from walk to run "SETWALK {Walk False}" |
void |
setSkin(java.lang.String name)
set skin of the agent to the skin of specified name |
void |
setWalk()
change the way of agent movement from run to walk "SETWALK {Walk True}" |
void |
shoot(Player target)
shoot at target player "SHOOT {Location X X X} {Target UnrealId} {Alt False}" |
void |
shoot(Triple location)
shoot at target player "SHOOT {Location X X X} {Alt False}" |
void |
shootAlternate(Player target)
shoot at target player "SHOOT {Location X X X} {Target UnrealId} {Alt True}" |
void |
shootAlternate(Triple location)
shoot at target player "SHOOT {Location X X X} {Alt True}" |
void |
startAutoTrace()
start auto tracing - 3 default traces - left, front, right |
void |
startRecording(java.lang.String fileName)
start recording a demo of the simulation, name of the file as specified record will be stored at the server "REC {Filename fileName}" |
void |
stop()
stop agent's movement "STOP" |
void |
stopAutoTrace()
stop auto tracing |
void |
stopRecording()
stop recording the demo "STOPREC" |
void |
stopShoot()
stop agent's fire "STOPSHOOT" |
void |
strafeToLocation(Triple whereToGo,
Triple whereToStrafeTo)
strafe to location whereToStrafeTo while going towards whereToGo "STRAFE {Location X X X} {Focus X X X}" |
void |
strafeToTarget(MessageObject target,
Triple whereToGo)
strafe to location whereToStrafeTo while going towards whereToGo "STRAFE {Location X X X} {Target UnrealID}" |
void |
throwWeapon()
agent throws its current weapon away - can be used for trade/cooperation between agents "THROW" |
void |
trace(int id,
Triple to,
boolean traceActors)
trace - emit ray from the place where agent stands from about "1.5m" height to specified location trace will return true, if it hits anything "TRACE {Id X} {To X X X} {TraceActors True}" |
void |
trace(int id,
Triple from,
Triple to,
boolean traceActors)
trace - emit ray from from to to which will return true, if it hits anything "TRACE {Id X} {From X X X} {To X X X} {TraceActors True}" |
void |
turn(int pitch,
int yaw,
int roll)
turn agent's avatar in the specified directions "TURN {Pitch X} {Yaw X} {Roll X}" |
void |
turnHorizontal(int amount)
Turn agent around (Yaw) - amount is in degrees not in UT units where 360 degrees is 65535 UT units "ROTATE {Axis Horizontal} {Amount X}" - X should be correct according to conversion between degrees and UT units |
void |
turnToLocation(Triple location)
agent turn to location "TURN {Location X X X}" |
void |
turnToTarget(MessageObject target)
agent turn to target "TURN {Target UnrealId}" |
void |
turnVertical(int amount)
Turn agent around (Pitch) - amount is in degrees not in UT units where 360 degrees is 65535 UT units "ROTATE {Axis Vertical} {Amount X}" - X should be correct according to conversion between degrees and UT units |
void |
unpauseTheGame()
unpause paused game "PAUSE {Pause False}" |
| Method Detail |
|---|
void setRun()
void setWalk()
void stop()
void jump()
void doubleJump()
void runToNavPoint(NavPoint target)
target - void runToLocation(Triple location)
location - void runToTarget(MessageObject target)
target -
void strafeToLocation(Triple whereToGo,
Triple whereToStrafeTo)
whereToGo - whereToStrafeTo -
void strafeToTarget(MessageObject target,
Triple whereToGo)
whereToGo - target - - typically player
void turn(int pitch,
int yaw,
int roll)
pitch - yaw - roll - void turnToTarget(MessageObject target)
target - void turnToLocation(Triple location)
location - void turnHorizontal(int amount)
amount - void turnVertical(int amount)
amount - void shoot(Player target)
target - void shootAlternate(Player target)
target - void shoot(Triple location)
location - void shootAlternate(Triple location)
location - void changeWeapon(AddWeapon newWeapon)
newWeapon - void changeToBestWeapon()
void stopShoot()
void requestReachcheckTargetFrom(int ID,
MessageObject target,
Triple from)
ID - target - from -
void requestReachcheckLocation(int ID,
Triple to,
Triple from)
ID - to - from -
void getPathToLocation(int ID,
Triple location)
ID - location -
void getPathToNavPoint(int ID,
NavPoint navPoint)
ID - navPoint - void sendGlobalMessage(java.lang.String text)
text - void sendPrivateMessage(java.lang.String text)
text - void ping()
void throwWeapon()
void startRecording(java.lang.String fileName)
fileName - void stopRecording()
void trace(int id,
Triple from,
Triple to,
boolean traceActors)
id - - id of requestfrom - - from where the ray goesto - - to where the ray goestraceActors - - whether to take actors (players) in account
void fastTrace(int id,
Triple from,
Triple to)
id - - id of requestfrom - - from where the ray goesto - - to where the ray goes
void trace(int id,
Triple to,
boolean traceActors)
id - - id of requestto - - to where the ray goestraceActors - - whether to take actors (players) in account
void fastTrace(int id,
Triple to)
id - - id of requestto - - to where the ray goes
void respawn(Triple location,
Triple rotation)
location - rotation - void respawn()
void init(java.lang.String name,
Triple location)
name - location -
void init(java.lang.String name,
int team,
Triple location)
name - team - location -
void init(java.lang.String name,
int team,
boolean manualSpawn,
Triple location,
Triple rotation)
name - team - - value 0, 1, 2, 3 - red, blue, gold, green (approximately)manualSpawn - - whether agent respawn automaticaly or is respawned manuallylocation - rotation -
void init(java.lang.String name,
int team,
boolean manualSpawn,
Triple location,
Triple rotation,
java.lang.String skin,
double accuracy,
boolean targetLead)
name - team - - value 0, 1, 2, 3 - red, blue, gold, green (approximately)manualSpawn - - whether agent respawn automaticaly or is respawned manuallylocation - rotation - skin - - from the supported skins (see SkinTypes)accuracy - - range [0-1]targetLead - - boolean for engine if it should lead the bullets according to target movement, see GB doc
void move(double speed,
Triple location1,
Triple location2)
speed - location1 - location2 - void setCrouch(boolean crouch)
crouch -
void moveAlongNavPoints(double speed,
NavPoint nav1,
NavPoint nav2)
speed - nav1 - nav2 -
void addRayToAutoTrace(int ID,
Triple direction,
java.lang.Double length,
boolean fastTrace,
boolean traceActors)
ID - - id of the auto-trace raydirection - - direction of the raylength - - ray lengthfastTrace - - fast trace or not (fast is faster and is less demanding for server)traceActors - - trace actors or notvoid removeRayFromAutoTrace(int ID)
ID - void removeAllRaysFromAutoTrace()
void restartAutoTraceRays()
void startAutoTrace()
void stopAutoTrace()
void setLenghtOAutoTrace(int lenght,
int ID)
void moveContinuous()
void pauseTheGame()
void unpauseTheGame()
void addInventory(java.lang.String inventoryClass)
inventoryClass -
void configure(boolean autoTrace,
boolean manualSpawn,
java.lang.String name,
boolean invulnerable,
double visionTime,
boolean showFocalPoint,
boolean drawTraceLines,
boolean synchronousOff)
autoTrace - manualSpawn - name - invulnerable - visionTime - void configureAutoTrace(boolean autoTrace)
autoTrace - void configureManualSpawn(boolean manualSpawn)
manualSpawn - void configureName(java.lang.String name)
name - void configureInvulnerable(boolean invulnerable)
invulnerable - void configureVisionTime(double visionTime)
visionTime - void setSkin(java.lang.String name)
void dodge(Triple direction)
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