PatrolRoute

public final class PatrolRoute

Immutable route geometry and traversal policy in an actor's authored world.

Types

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public final class Step extends Record

Properties

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public final static String ROOT

Functions

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public Location closestPoint(PatrolOrigin origin, Location location)
Returns the closest point on the route polyline, including LOOP's closing segment.
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public String geometryKey()
Identifies the geometry that saved progress was recorded against.
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public Location interpolate(PatrolOrigin origin, int startNode, int targetNode, double fraction)
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public double legLength(PatrolOrigin origin, int startNode, int targetNode)
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public PatrolMode mode()
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public int nearestNode(PatrolOrigin origin, Location location)
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public PatrolRoute.Step next(int currentNode, int direction)
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public Location node(PatrolOrigin origin, int index)
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public List<Vector> nodes()
Authored coordinates: spawn offsets when relative, otherwise absolute world coordinates.
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public static PatrolRoute parse(FileConfiguration configuration)
Returns null when no patrol is configured.
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public double projectedFraction(PatrolOrigin origin, Location location, int startNode, int targetNode)
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public boolean relative()
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public List<String> serializeNodes()
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public int size()
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public double speedModifier()
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public double startNodeWaitSeconds()
How long the actor rests at the first node each time it gets back there, once per lap.
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public int startNodeWaitTicks()
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public Double virtualSpeed()