cz.cuni.pogamut.MessageObjects
Class Path

java.lang.Object
  extended by cz.cuni.pogamut.MessageObjects.MessageObject
      extended by cz.cuni.pogamut.MessageObjects.Path
All Implemented Interfaces:
Visible, java.io.Serializable, java.lang.Cloneable

public class Path
extends MessageObject
implements java.io.Serializable

Path is an object to store information from Gamebots message PATH it contains an array of navPoints that leads to the goal point
PATHs are stored in GameMap

See Also:
Serialized Form

Field Summary
 java.util.ArrayList<NavPoint> nodes
          array of nodes, if bot walks from current position through sequence of these NavPoints, it will arrive to the destination Note, that reachable is not valid in these NavPoints
 java.lang.String pongID
          PongID, same as pingID in GETPATH request, necessary for identification in case of multiple requests
 
Fields inherited from class cz.cuni.pogamut.MessageObjects.MessageObject
ID, type, types, UnrealID, visible
 
Constructor Summary
Path()
           
Path(int ID, java.lang.String UnrealID, java.util.ArrayList<NavPoint> nodes)
           
 
Method Summary
 void diff(KnownObjects knownObjects)
          Diff needs known objects to compress known NavPoints
 java.lang.String printPathIDAndLocations()
           
 java.lang.String printPathIDs()
           
 java.lang.String toString()
           
 void update(KnownObjects knownObjects)
          Update needs known objects to substitute delta-compressed NavPoints Path is composed of full NavPoints and NavPoints with only ID (those compressed agent already encountered, so it is not necessary to send all information again) so I replace compressed navs with their full version obtained from KnownObjects
 
Methods inherited from class cz.cuni.pogamut.MessageObjects.MessageObject
clone, diff, equals, getID, getType, getUnrealID, getVisibility, hasID, isVisible, setID, setType, setUnrealID, setVisible, update
 
Methods inherited from class java.lang.Object
finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
 

Field Detail

nodes

public java.util.ArrayList<NavPoint> nodes
array of nodes, if bot walks from current position through sequence of these NavPoints, it will arrive to the destination Note, that reachable is not valid in these NavPoints


pongID

public java.lang.String pongID
PongID, same as pingID in GETPATH request, necessary for identification in case of multiple requests

Constructor Detail

Path

public Path(int ID,
            java.lang.String UnrealID,
            java.util.ArrayList<NavPoint> nodes)

Path

public Path()
Method Detail

toString

public java.lang.String toString()
Overrides:
toString in class MessageObject

diff

public void diff(KnownObjects knownObjects)
Diff needs known objects to compress known NavPoints


update

public void update(KnownObjects knownObjects)
Update needs known objects to substitute delta-compressed NavPoints Path is composed of full NavPoints and NavPoints with only ID (those compressed agent already encountered, so it is not necessary to send all information again) so I replace compressed navs with their full version obtained from KnownObjects

Parameters:
knownObjects -

printPathIDs

public java.lang.String printPathIDs()

printPathIDAndLocations

public java.lang.String printPathIDAndLocations()