cz.cuni.pogamut.Client
Interface WorldView

All Known Implementing Classes:
AgentMemory

public interface WorldView

This interface create view on the AgentMemory class that enables information of sensoric character


Method Summary
 java.util.HashMap<java.lang.Integer,java.lang.Double> allPlayersScores()
          get scores of all players
 int getAgentAlternativeAmmo()
          get agent alternative ammo for current weapon
 int getAgentAmmo()
          get agent ammo for current weapon
 int getAgentArmor()
          get agent armor from agent status
 int getAgentHealth()
          get agent health from agent status
 int getAgentID()
          get agent unique integer identifier from agent status
 boolean getAgentIsMoving()
          true if agent is moving
 Triple getAgentLocation()
          get agent location from agent status
 java.lang.String getAgentName()
          get agent name from agent status
 Triple getAgentRotation()
          get agent rotation from agent status
 double getAgentScore()
          get agent score - number of agents killed by him
 int getAgentTeam()
          get agent team from agent status
 double getAgentTeamScore()
          get agent team score
 java.lang.String getAgentUnrealID()
          get agent Unreal ID from agent status
 Triple getAgentVelocity()
          get agent velocity from agent status
 AutoTraceRay getAutoTrace(int ID)
          get auto-trace result according to supplied id
 java.util.ArrayList<java.lang.Integer> getAutoTraceIDs()
          obtain list of auto-trace message IDs from last batch
 java.util.ArrayList<AutoTraceRay> getAutoTraces()
          obtain list of auto-trace messages from last batch
 ZoneChangedBot getBotZoneChanged()
          obtain full information about the zone change of agent- Id - by parsing Id user can obtain additional information
 AddWeapon getCurrentWeapon()
          get agent instance of current weapon from agent status
 FastTrace getFastTraceResult(int id)
          get trace result of specified id - each trace is sent with unique user-defined ID
 ZoneChangedFoot getFootZoneChanged()
          obtain full information about the zone change of agent foot - Id - by parsing Id user can obtain additional information
 ZoneChangedHead getHeadZoneChanged()
          obtain full information about the zone change of agent head - Id - by parsing Id user can obtain additional information
 boolean getHearNoise()
          checks if agent heard noise
 boolean getHearPickUp()
          checks if agent heard noise of pickup
 double getOpposingTeamScore()
          get opposing team score
works only with two teams
 double getPlayerScore(int id)
          get score of agent of specified id - number of agents killed by him
 Ammo getSeeAmmo()
          get first visible ammo agent sees
 Ammo getSeeAmmo(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Ammo> getSeeAmmos()
          get list of visible ammos around the agent
 boolean getSeeAnyAmmo()
          true if agent sees any ammo around
 boolean getSeeAnyArmor()
          true if agent sees any armor around
 boolean getSeeAnyDomPoint()
          true if agent sees any domination point around
 boolean getSeeAnyEnemy()
          true if bot sees any enemy
 boolean getSeeAnyExtra()
          true if agent sees any extra around
 boolean getSeeAnyFriend()
          true if bot sees any friend
 boolean getSeeAnyHealth()
          true if agent sees any health around
 boolean getSeeAnyItem()
          true if agent sees any item around
 boolean getSeeAnyMover()
          true if agent sees any mover around
 boolean getSeeAnyNavPoint()
          true if agent sees any navigation point around
 boolean getSeeAnyPlayer()
          true if bot sees any player
 boolean getSeeAnyReachableAmmo()
          true if agent sees any ammo around
 boolean getSeeAnyReachableArmor()
          true if agent sees any armor around
 boolean getSeeAnyReachableExtra()
          true if agent sees any extra around
 boolean getSeeAnyReachableHealth()
          true if agent sees any health around
 boolean getSeeAnyReachableItem()
          true if agent sees any item around
 boolean getSeeAnyReachableNavPoint()
          true if agent sees any navigation point around
 boolean getSeeAnyReachableWeapon()
          true if agent sees any weapon around
 boolean getSeeAnyWeapon()
          true if agent sees any weapon around
 Armor getSeeArmor()
          get first visible armor agent sees
 Armor getSeeArmor(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Armor> getSeeArmors()
          get list of visible armors around the agent
 DominationPoint getSeeDomPoint()
          get first visible domination point agent sees
 Player getSeeEnemy()
          get first visible enemy
 Extra getSeeExtra()
          get first visible extra agent sees
 Extra getSeeExtra(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Extra> getSeeExtras()
          get list of visible extras around the agent
 Player getSeeFriend()
          get first visible friendly player
 Health getSeeHealth()
          get first visible health agent sees
 Health getSeeHealth(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Health> getSeeHealths()
          get list of visible healths around the agent
 Item getSeeItem()
          get first visible item agent sees
 Item getSeeItem(int itemID)
          indicate whether item of supplied ID is visible
 Item getSeeItem(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Item> getSeeItems()
          get list of visible items around the agent
 Mover getSeeMover()
          get first visible mover agent sees
 Mover getSeeMover(int moverID)
          indicate whether mover of supplied ID is visible
 Mover getSeeMover(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Mover> getSeeMovers()
          get list of visible movers around the agent
 NavPoint getSeeNavPoint()
          get first visible navigation point agent sees
 NavPoint getSeeNavPoint(int navPointID)
          indicate whether navigation point of supplied ID is visible
 NavPoint getSeeNavPoint(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<NavPoint> getSeeNavPoints()
          get list of visible navigation poins around the agent
 Player getSeePlayer()
          get first visible player
 Player getSeePlayer(int playerID)
          get Player if he is visible
 Player getSeePlayer(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Player> getSeePlayers()
          get all visible players
 Ammo getSeeReachableAmmo()
          get first visible ammo agent sees
 java.util.ArrayList<Ammo> getSeeReachableAmmos()
          get list of visible ammos around the agent
 Armor getSeeReachableArmor()
          get first visible armor agent sees
 Health getSeeReachableHealth()
          get first visible health agent sees
 NavPoint getSeeReachableNavPoint()
          get first visible navigation point agent sees
 java.util.ArrayList<NavPoint> getSeeReachableNavPoints()
          get list of visible navigation points around the agent
 Weapon getSeeReachableWeapon()
          get first visible weapon agent sees
 java.util.ArrayList<Weapon> getSeeReachableWeapons()
          get list of visible weapons around the agent
 Weapon getSeeWeapon()
          get first visible weapon agent sees
 Weapon getSeeWeapon(java.lang.String UnrealID)
          to get an object of UnrealID if it is visible
 java.util.ArrayList<Weapon> getSeeWeapons()
          get list of visible weapons around the agent
 int getWasKilledBy()
          obtain unique integer identifier of killer of agent
 int getWhoAgentKilled()
          obtain unique integer identifier enemy agent killed by agent
 boolean isBeingDamaged()
          checks if agent is being damaged - necessary for some reaction - like turn around to localize enemy
 boolean isBotChangedZone()
          check of agent change of zone
 boolean isBumpingToAnotherActor()
          checks if agent bumped to another actor
 boolean isColliding()
          checks if a hit wall happened
 boolean isFalling()
          checks if agent is falling
 boolean isFlagStolen()
          check if the agent's team flag is stolen
 boolean isFootChangedZone()
          check of agent's foot change of zone
 boolean isHeadChangedZone()
          check of agent's head change of zone - for figuring out if agent emersed from water for instance
 boolean isHoldingFlag()
          check if agent is holding flag
 boolean isMoving()
          check velocity from agent status
 boolean isProjectileComming()
          true if a projectile is in the collision course with agent current location
 boolean isShooting()
          checks if agent is shooting at the moment - for sending cease fire only once
 java.util.HashMap<java.lang.Integer,java.lang.Double> opposingTeamScores()
           
 

Method Detail

getAgentHealth

int getAgentHealth()
get agent health from agent status


getAgentArmor

int getAgentArmor()
get agent armor from agent status


getAgentAmmo

int getAgentAmmo()
get agent ammo for current weapon


getAgentAlternativeAmmo

int getAgentAlternativeAmmo()
get agent alternative ammo for current weapon


getAgentTeam

int getAgentTeam()
get agent team from agent status


getCurrentWeapon

AddWeapon getCurrentWeapon()
get agent instance of current weapon from agent status


getAgentName

java.lang.String getAgentName()
get agent name from agent status


getAgentLocation

Triple getAgentLocation()
get agent location from agent status


getAgentRotation

Triple getAgentRotation()
get agent rotation from agent status


getAgentVelocity

Triple getAgentVelocity()
get agent velocity from agent status


getAgentIsMoving

boolean getAgentIsMoving()
true if agent is moving


getAgentUnrealID

java.lang.String getAgentUnrealID()
get agent Unreal ID from agent status


getAgentID

int getAgentID()
get agent unique integer identifier from agent status


getAgentScore

double getAgentScore()
get agent score - number of agents killed by him


getPlayerScore

double getPlayerScore(int id)
get score of agent of specified id - number of agents killed by him


allPlayersScores

java.util.HashMap<java.lang.Integer,java.lang.Double> allPlayersScores()
get scores of all players

Returns:
hash map - key = unique player identifier, value = number of agents killed by him

getAgentTeamScore

double getAgentTeamScore()
get agent team score

Returns:
score of agent's team

getOpposingTeamScore

double getOpposingTeamScore()
get opposing team score
works only with two teams

Returns:
score of opposing team

opposingTeamScores

java.util.HashMap<java.lang.Integer,java.lang.Double> opposingTeamScores()

getSeePlayer

Player getSeePlayer()
get first visible player

Returns:
Player instance of the first visible player

getSeeEnemy

Player getSeeEnemy()
get first visible enemy

Returns:
Player instance of the first visible enemy

getSeeFriend

Player getSeeFriend()
get first visible friendly player

Returns:
Player instance of the first visible friendly player

getSeePlayers

java.util.ArrayList<Player> getSeePlayers()
get all visible players

Returns:
array of visible Players

getSeeAnyPlayer

boolean getSeeAnyPlayer()
true if bot sees any player

Returns:
true - see any | false - no player around

getSeeAnyFriend

boolean getSeeAnyFriend()
true if bot sees any friend

Returns:
true - see any | false - no friend around

getSeeAnyEnemy

boolean getSeeAnyEnemy()
true if bot sees any enemy

Returns:
true - see any | false - no enemy around

getSeePlayer

Player getSeePlayer(int playerID)
get Player if he is visible

Returns:
Player of supplied ID if visible | null

getSeePlayer

Player getSeePlayer(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the Player of supplied UnrealID, else return object

getSeeAnyNavPoint

boolean getSeeAnyNavPoint()
true if agent sees any navigation point around

Returns:
true see any | false

getSeeNavPoint

NavPoint getSeeNavPoint()
get first visible navigation point agent sees

Returns:
the navigation point

getSeeNavPoints

java.util.ArrayList<NavPoint> getSeeNavPoints()
get list of visible navigation poins around the agent

Returns:
list of visible navigation points

getSeeNavPoint

NavPoint getSeeNavPoint(int navPointID)
indicate whether navigation point of supplied ID is visible

Parameters:
navPointID -
Returns:
true if specified navigation point is visible | false

getSeeReachableNavPoint

NavPoint getSeeReachableNavPoint()
get first visible navigation point agent sees

Returns:
the navigation point

getSeeAnyReachableNavPoint

boolean getSeeAnyReachableNavPoint()
true if agent sees any navigation point around

Returns:
true see any | false

getSeeReachableNavPoints

java.util.ArrayList<NavPoint> getSeeReachableNavPoints()
get list of visible navigation points around the agent

Returns:
list of visible navigation points

getSeeNavPoint

NavPoint getSeeNavPoint(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the NavPoint of supplied UnrealID, else return object

getSeeAnyMover

boolean getSeeAnyMover()
true if agent sees any mover around

Returns:
true see any | false

getSeeMover

Mover getSeeMover()
get first visible mover agent sees

Returns:
the mover

getSeeMovers

java.util.ArrayList<Mover> getSeeMovers()
get list of visible movers around the agent

Returns:
list of visible movers

getSeeMover

Mover getSeeMover(int moverID)
indicate whether mover of supplied ID is visible

Parameters:
moverID -
Returns:
true if specified mover is visible | false

getSeeMover

Mover getSeeMover(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see a mover of supplied UnrealID, else return object

getSeeDomPoint

DominationPoint getSeeDomPoint()
get first visible domination point agent sees

Returns:
the domination point

getSeeAnyDomPoint

boolean getSeeAnyDomPoint()
true if agent sees any domination point around

Returns:
true see any | false

isHoldingFlag

boolean isHoldingFlag()
check if agent is holding flag

Returns:
true if agent is holding a flag | false

isFlagStolen

boolean isFlagStolen()
check if the agent's team flag is stolen

Returns:
true if flag is stolen

getSeeAnyItem

boolean getSeeAnyItem()
true if agent sees any item around

Returns:
true see any | false

getSeeAnyReachableItem

boolean getSeeAnyReachableItem()
true if agent sees any item around

Returns:
true see any | false

getSeeItem

Item getSeeItem()
get first visible item agent sees

Returns:
the item

getSeeItems

java.util.ArrayList<Item> getSeeItems()
get list of visible items around the agent

Returns:
list of visible items

getSeeItem

Item getSeeItem(int itemID)
indicate whether item of supplied ID is visible

Parameters:
itemID -
Returns:
true if specified item is visible | false

getSeeItem

Item getSeeItem(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the Item of supplied UnrealID, else return object

getSeeAnyReachableWeapon

boolean getSeeAnyReachableWeapon()
true if agent sees any weapon around

Returns:
true see any | false

getSeeReachableWeapon

Weapon getSeeReachableWeapon()
get first visible weapon agent sees

Returns:
the weapon

getSeeReachableWeapons

java.util.ArrayList<Weapon> getSeeReachableWeapons()
get list of visible weapons around the agent

Returns:
list of visible weapons

getSeeAnyWeapon

boolean getSeeAnyWeapon()
true if agent sees any weapon around

Returns:
true see any | false

getSeeWeapon

Weapon getSeeWeapon()
get first visible weapon agent sees

Returns:
the weapon

getSeeWeapons

java.util.ArrayList<Weapon> getSeeWeapons()
get list of visible weapons around the agent

Returns:
list of visible weapons

getSeeWeapon

Weapon getSeeWeapon(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the Weapon of supplied UnrealID, else return object

getSeeAnyArmor

boolean getSeeAnyArmor()
true if agent sees any armor around

Returns:
true see any | false

getSeeArmor

Armor getSeeArmor()
get first visible armor agent sees

Returns:
the armor

getSeeAnyReachableArmor

boolean getSeeAnyReachableArmor()
true if agent sees any armor around

Returns:
true see any | false

getSeeReachableArmor

Armor getSeeReachableArmor()
get first visible armor agent sees

Returns:
the armor

getSeeArmors

java.util.ArrayList<Armor> getSeeArmors()
get list of visible armors around the agent

Returns:
list of visible armors

getSeeArmor

Armor getSeeArmor(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the Armor of supplied UnrealID, else return object

getSeeAnyHealth

boolean getSeeAnyHealth()
true if agent sees any health around

Returns:
true see any | false

getSeeReachableHealth

Health getSeeReachableHealth()
get first visible health agent sees

Returns:
the health

getSeeAnyReachableHealth

boolean getSeeAnyReachableHealth()
true if agent sees any health around

Returns:
true see any | false

getSeeHealth

Health getSeeHealth()
get first visible health agent sees

Returns:
the health

getSeeHealths

java.util.ArrayList<Health> getSeeHealths()
get list of visible healths around the agent

Returns:
list of visible healths

getSeeHealth

Health getSeeHealth(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the Health of supplied UnrealID, else return object

getSeeAnyAmmo

boolean getSeeAnyAmmo()
true if agent sees any ammo around

Returns:
true see any | false

getSeeAmmo

Ammo getSeeAmmo()
get first visible ammo agent sees

Returns:
the ammo

getSeeAmmos

java.util.ArrayList<Ammo> getSeeAmmos()
get list of visible ammos around the agent

Returns:
list of visible ammos

getSeeAnyReachableAmmo

boolean getSeeAnyReachableAmmo()
true if agent sees any ammo around

Returns:
true see any | false

getSeeReachableAmmo

Ammo getSeeReachableAmmo()
get first visible ammo agent sees

Returns:
the ammo

getSeeReachableAmmos

java.util.ArrayList<Ammo> getSeeReachableAmmos()
get list of visible ammos around the agent

Returns:
list of visible ammos

getSeeAmmo

Ammo getSeeAmmo(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the Ammo of supplied UnrealID, else return object

getSeeAnyExtra

boolean getSeeAnyExtra()
true if agent sees any extra around

Returns:
true see any | false

getSeeAnyReachableExtra

boolean getSeeAnyReachableExtra()
true if agent sees any extra around

Returns:
true see any | false

getSeeExtra

Extra getSeeExtra()
get first visible extra agent sees

Returns:
the extra

getSeeExtras

java.util.ArrayList<Extra> getSeeExtras()
get list of visible extras around the agent

Returns:
list of visible extras

getSeeExtra

Extra getSeeExtra(java.lang.String UnrealID)
to get an object of UnrealID if it is visible

Parameters:
UnrealID -
Returns:
null if agent doesn't see the Extra of supplied UnrealID, else return object

isBotChangedZone

boolean isBotChangedZone()
check of agent change of zone

Returns:
true if agent changed zone - e. g. from solid surface to water, lava, etc.

isHeadChangedZone

boolean isHeadChangedZone()
check of agent's head change of zone - for figuring out if agent emersed from water for instance

Returns:
true if agent's head changed zone - e. g. from solid surface to water, lava, etc.

isFootChangedZone

boolean isFootChangedZone()
check of agent's foot change of zone

Returns:
true if agent's foot changed zone - e. g. from solid surface to water, lava, etc.

getBotZoneChanged

ZoneChangedBot getBotZoneChanged()
obtain full information about the zone change of agent- Id - by parsing Id user can obtain additional information

Returns:
first instance of ZoneChangedBot

getFootZoneChanged

ZoneChangedFoot getFootZoneChanged()
obtain full information about the zone change of agent foot - Id - by parsing Id user can obtain additional information

Returns:
first instance of ZoneChangedFoot

getHeadZoneChanged

ZoneChangedHead getHeadZoneChanged()
obtain full information about the zone change of agent head - Id - by parsing Id user can obtain additional information

Returns:
first instance of ZoneChangedHead

isColliding

boolean isColliding()
checks if a hit wall happened

Returns:
true if agent hit wall recently

isFalling

boolean isFalling()
checks if agent is falling

Returns:
true if agent is falling

isBumpingToAnotherActor

boolean isBumpingToAnotherActor()
checks if agent bumped to another actor

Returns:
true if agent hit another actor recently

getHearPickUp

boolean getHearPickUp()
checks if agent heard noise of pickup

Returns:
true if agent heard pickup noise

getHearNoise

boolean getHearNoise()
checks if agent heard noise

Returns:
true if agent heard noise

isProjectileComming

boolean isProjectileComming()
true if a projectile is in the collision course with agent current location

Returns:
true if projectile is comming

getWasKilledBy

int getWasKilledBy()
obtain unique integer identifier of killer of agent

Returns:
ID of killer

getWhoAgentKilled

int getWhoAgentKilled()
obtain unique integer identifier enemy agent killed by agent

Returns:
ID of killed enemy

isBeingDamaged

boolean isBeingDamaged()
checks if agent is being damaged - necessary for some reaction - like turn around to localize enemy

Returns:
true if agent damaged message arrived recently

isShooting

boolean isShooting()
checks if agent is shooting at the moment - for sending cease fire only once

Returns:
true if agent is shooting | false

isMoving

boolean isMoving()
check velocity from agent status

Returns:
true if agent is moving

getFastTraceResult

FastTrace getFastTraceResult(int id)
get trace result of specified id - each trace is sent with unique user-defined ID

Parameters:
id -
Returns:
Trace instance of proper id

getAutoTraces

java.util.ArrayList<AutoTraceRay> getAutoTraces()
obtain list of auto-trace messages from last batch

Returns:
array of auto-trace messages

getAutoTraceIDs

java.util.ArrayList<java.lang.Integer> getAutoTraceIDs()
obtain list of auto-trace message IDs from last batch

Returns:
array of auto-trace message IDs

getAutoTrace

AutoTraceRay getAutoTrace(int ID)
get auto-trace result according to supplied id

Parameters:
ID -
Returns:
AutoTraceRay instace of ID from last batch