UnitTemplate.UnitTemplateView¶
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public static class
UnitTemplateView
extends TemplateView implements Serializable¶ An immutable representation of a UnitTemplate.
Constructors¶
UnitTemplateView¶
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public
UnitTemplateView
(UnitTemplate template)¶ Copy all information from a template and save it.
Parameters: - template –
Methods¶
canAcceptGold¶
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public boolean
canAcceptGold
()¶ Get whether units with this template can successfully be the target of a deposit action by a unit carrying gold.
Returns: Whether this template makes units that can be the target of a gold deposit.
canAcceptWood¶
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public boolean
canAcceptWood
()¶ Get whether units with this template can successfully be the target of a deposit action by a unit carrying wood.
Returns: Whether this template makes units that can be the target of a wood deposit.
canAttack¶
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public boolean
canAttack
()¶ Get whether units with this template can make attacks.
Returns: true if this template makes units that can attack, false if it makes units that cannot attack.
canBuild¶
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public boolean
canBuild
()¶ Get whether units with this template uses the build action to make things. This is independent of whether the template can actually make anything.
Returns: true if this template makes units with build actions, false if produce actions are used instead.
canMove¶
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public boolean
canMove
()¶ Get whether units with this template can move
Returns: true if this template makes units that can move, false if it makes units that can’t move (like buildings)
canProduce¶
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public boolean
canProduce
(Integer templateID)¶ Get whether units with this template are able to make a specific other template. This includes making by either building or producing. Currently just a List.contains()
Parameters: - templateID – The ID of the template that may be able to BE produced.
Returns: Whether this template can make the template in the parameter.
getArmor¶
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public int
getArmor
()¶ Get the armor of units with this template. Higher armor causes greater reduction of the Basic Attack component of damage.
Returns: The amount of armor of units with this template.
getBaseHealth¶
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public int
getBaseHealth
()¶ Get the starting health of units with this template.
Returns: The amount of health/hit points that units made with this template start with.
getBasicAttack¶
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public int
getBasicAttack
()¶ Get the Basic Attack of units with this template. This is one of the fields used in damage calculations. It represents the portion of the attack that can be mitigated with armor.
Returns: The Basic Attack of units with this template.
getCharacter¶
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public char
getCharacter
()¶ Get the character to be used in visualization.
Returns: The character to be used in visualization.
getDurationAttack¶
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public int
getDurationAttack
()¶ Get the duration of a primitive attack action. This is the base amount for how many consecutive steps the primitive action needs to be repeated before it has an effect. Actual number of steps may depend on other factors, determined by the Planner and Model being used.
Returns: The base duration of a primitive attack action.
getDurationDeposit¶
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public int
getDurationDeposit
()¶ Get the duration of a primitive deposit action. This is the base amount for how many consecutive steps the primitive action needs to be repeated before it has an effect. Actual number of steps may depend on other factors, determined by the Planner and Model being used.
Returns: The base duration of a primitive deposit action.
getDurationGatherGold¶
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public int
getDurationGatherGold
()¶ Get the duration of a primitive gather action on a gold mine. This is the base amount for how many consecutive steps the primitive action needs to be repeated before it has an effect. Actual number of steps may depend on other factors, determined by the Planner and Model being used.
Returns: The base duration of a primitive gather action on a gold mine.
getDurationGatherWood¶
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public int
getDurationGatherWood
()¶ Get the duration of a primitive gather action on a tree. This is the base amount for how many consecutive steps the primitive action needs to be repeated before it has an effect. Actual number of steps may depend on other factors, determined by the Planner and Model being used.
Returns: The base duration of a primitive gather action on a tree.
getDurationMove¶
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public int
getDurationMove
()¶ Get the duration of a primitive move action. This is the base amount for how many consecutive steps the primitive action needs to be repeated before it has an effect. Actual number of steps may depend on other factors, determined by the Planner and Model being used.
Returns: The base duration of a primitive move action.
getFoodProvided¶
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public int
getFoodProvided
()¶ Get the amount of food provided by a unit with this template.
Returns: The amount of food/supply that units made with this template provide.
getPiercingAttack¶
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public int
getPiercingAttack
()¶ Get the Piercing Attack of units with this template. This is one of the fields used in damage calculations. It represents the portion of the attack that is unaffected by armor.
Returns: The Piercing Attack of units with this template.
getProduces¶
getRange¶
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public int
getRange
()¶ Get the maximum distance at which units with this template are able to make successful attacks.
Returns: The range of attack for units with this template.
getSightRange¶
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public int
getSightRange
()¶ Get the sight range of units with this template. A unit “sees” only units and events that occur at distances not exceeding it’s sight range. In partially observable maps, an agent is only able to observe events and units that can be seen by units it controls.