gecco.game.dke
Class MoveAction

java.lang.Object
  |
  +--gecco.server.core.Action
        |
        +--gecco.game.dke.MoveAction
All Implemented Interfaces:
ReplayReady
Direct Known Subclasses:
MarchAction

public class MoveAction
extends Action
implements ReplayReady


Field Summary
 
Fields inherited from interface gecco.server.replaymanager.ReplayReady
AUTOMATON, MOVING_ACTION, UNIT
 
Constructor Summary
MoveAction()
           
 
Method Summary
 void calcAddXAddY(double _argX, double _argY)
           
 void calcAddXAddY(double _argX, double _argY, double stepLength)
           
 ActionReturn checkPoint()
          This method is called periodically by the game engine.
 void expandVisitedToRouteWidth(int x, int y, int direction)
          If unit moves along a road i x-directon, expand visited automatons i y-directon and vice versa.
 AutomatonImpl getAutomatonImpl(int x, int y)
           
 WarUnit getWarUnit()
           
 void initiate(int _actionHandle, int _unitHandle, double _argX, double _argY)
          Initialise the action with a point as argument.
 boolean isCloseEnough(double destX, double destY)
           
 void markAsVisited(int x, int y)
           
 void playReplayData(int function, Object[] parameters)
           
 void prepareAbortion()
          Called from ActionProcessor when Action is aborted, lets Action abort gracefully
 void saveReplayData(int function, Object[] parameters)
           
 void testUpdateVisited()
           
 void updateUnitStatus(boolean b)
           
 boolean updateUpdateVisited()
           
 
Methods inherited from class gecco.server.core.Action
canSeePosition, getActionDefinition, getActionHandle, getArgumentUnit, getArgumentX, getArgumentY, getAutomatonState, getCooperativeUnits, getId, getNewActionHandle, getUnit, getUnitHandle, initiate, initiate, initiate, isInstantaneous, isOutsideMap, sendEventToAutomaton, sendEventToUnit, setActionDefinition, setArgumentUnit, setArgumentX, setArgumentY, setInstantaneous
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Constructor Detail

MoveAction

public MoveAction()
Method Detail

initiate

public void initiate(int _actionHandle,
                     int _unitHandle,
                     double _argX,
                     double _argY)
Description copied from class: Action
Initialise the action with a point as argument.

Overrides:
initiate in class Action
Parameters:
_actionHandle - A unique handle that should identify this action.
_unitHandle - The handle of the executing unit.
_argX - The x coordinate of the target point.
_argY - The y coordinate of the target point.

calcAddXAddY

public void calcAddXAddY(double _argX,
                         double _argY)

calcAddXAddY

public void calcAddXAddY(double _argX,
                         double _argY,
                         double stepLength)

isCloseEnough

public boolean isCloseEnough(double destX,
                             double destY)

getWarUnit

public WarUnit getWarUnit()

getAutomatonImpl

public AutomatonImpl getAutomatonImpl(int x,
                                      int y)

updateUpdateVisited

public boolean updateUpdateVisited()

testUpdateVisited

public void testUpdateVisited()

markAsVisited

public void markAsVisited(int x,
                          int y)

expandVisitedToRouteWidth

public void expandVisitedToRouteWidth(int x,
                                      int y,
                                      int direction)
If unit moves along a road i x-directon, expand visited automatons i y-directon and vice versa. Max expantion is set to Def.getMaxRoadWidth() in both directions.

Parameters:
x - an int value
y - an int value
direction - an int, 0 expand in X direction anyting else expand in Y direction

checkPoint

public ActionReturn checkPoint()
Description copied from class: Action
This method is called periodically by the game engine.

Specified by:
checkPoint in class Action
Returns:
An object of type ActionReturn, which encapsulates data about the status of the action after the checkpoint. Different instances of the class ActionReturn should be returned depending on whether the action is completed, aborted, or if the action should be requeued and the checkpoint method called again at some time later.

updateUnitStatus

public void updateUnitStatus(boolean b)

prepareAbortion

public void prepareAbortion()
Description copied from class: Action
Called from ActionProcessor when Action is aborted, lets Action abort gracefully

Overrides:
prepareAbortion in class Action

saveReplayData

public void saveReplayData(int function,
                           Object[] parameters)
Specified by:
saveReplayData in interface ReplayReady

playReplayData

public void playReplayData(int function,
                           Object[] parameters)
Specified by:
playReplayData in interface ReplayReady