== Java Client Tutorial == This tutorial deals with development and usage of the Quagents Java platform. For further information on classes, member functions, etc., see the Javadoc located in the Quagents3 download. === Front-end Development === This section details front-end Quagents development. This mostly takes place in the quagents3.main package. ==== Creating a Scenario ==== All scenarios must extend the abstract Scenario class. This implies that several functions and a constructor are required for every new scenario. First let us discuss the ocnstructor. The Scenario constructor takes two arguments, a map name and a set of eligible maps to execute the scenario on. The set of maps is in the form of a string array, with each string being the name of the map as quake will recognize it. If the developer wishes to take advantage of the Quagents random map generator, simply put "randommap" as an element of this array. {{{ public static final String[] maps = {"randommap", "delta","firstroom", "hurdles", "largeroom", "medroom", "smallroom", "maze1"}; private static final String scenarioname = "Sandbox"; //... public Sandbox(){ super(scenarioname,maps); } }}} The developer must also define a few specific functions for the Scenario class to be implemented. These are procedural, and the Scenario object will execute them automatically in a logical order to initialize the scenario correctly. The ''configure'' function allows the developer to make server modifications, in order to enable any fundamental rules. For example, to enable data logging in the CaptureTheFlag scenario, we have: {{{ protected void configure() throws IOException{ File configfile = new File(System.getenv("HOME") + "/.quagents3/quagents3/quagents-config.cfg"); if(!configfile.isFile()) configfile.createNewFile(); else{ configfile.delete(); configfile.createNewFile(); } Writer config = new FileWriter(configfile); config.write("LOC_FLAG 1"); config.flush(); if(logfilename!=""){ config.write("LOC_FILENAME " + logfilename); config.flush(); } if(lograte!=-1){ config.write("NUM_FRAMES_PER_LOG " + lograte); config.flush(); } } }}} This makes modifications to the server's configuration file, enabling the data logging changes in the server code. The ''setGUI'' function allows the user to insert a new GUI to run alongside the Quagents3 scenario execution. If no GUI is desired, simply define this as a blank function. The CaveExploration handles this function as such: {{{ protected void setGUI() { if(explorers.length==0){ Quagents.frame.setVisible(false); return; } Quagents.next = new CaveExplorationGUI(explorers,survivors,director); Quagents.frame.setName("Quagents3 " + scenarioname); Quagents.frame.add(Quagents.next); Quagents.frame.pack(); Quagents.frame.setVisible(true); } } }}} The ''runQuagentCode'' function allows the developer an opportunity to start his quagents executing. Many times, this consists of a call to the Quagent interface's executeCode function. The CaveExploration scenario once again provides an example: {{{ protected void runQuagentCode(){ for(int i=0; i 0) survivors[i] = new TrappedSurvivor(i,randwidth,randheight); else survivors[i] = new TrappedSurvivor(i); } } }}} These functions are executed automatically in the following order at startup: * ''configure'' * ''initialize'' * ''setGUI'' * ''runQuagentCode'' See the previously created scenarios in quagents3.main for more example code. ==== Writing Quagent Code ==== Note: The following may vary depending on QuagentEntity type, but the steps necessary are invariant and will only differ syntactically. The first step in creating a Quagent is construction. This is accomplished by calling the constructor with a parameter of the Quagents3 server IP address, in string form. That is: {{{ Client quagent = new Client("127.0.0.1"); }}} Next, we have the initialization phase. The quagent does not spawn on construction. Instead, we have a buffered connection to the server in which we may modify certain initial attributes. Among these are in-game name, spawn location, and team. When these attributes are set (for information on syntax, see javadoc) the developer may call the ''ready'' function. This finalizes all initial attributes and spawns the Quagent in-game. Trivially, it is implemented as: {{{ quagent.ready(); }}} The quagent has now entered the live phase of the game, during which most commands are unlocked for use. While many of these exist, the usage is constant throughout. Generally, the user must create an object for the Command they are about to execute. Then, the developer must execute it ''through a quagent''. There are two options for this, the ''execute'' function which blocks until the command is returned from the server, or the ''start'' function which is non-blocking. For instance, {{{ Rotate r = new Rotate(180); quagent.execute(r); }}} or {{{ Rotate r = new Rotate(180); quagent.start(r); }}} are both valid. Additionally, the Client class provides many convenience functions, which allow execution directly through the quagent, of the form: {{{ quagent.rotate(180); }}} Data and exit codes returned by these functions may be accessed through member getter functions. Note that these do not block, so usage of the Command or Quagent ''waitForTerminate'' (which blocks for return) function will ensure updated data. It is also possible to enable client-based periodic functions. These execute every specified period. In order to enable this execution, simply append the desired period (in milliseconds) to the end of the constructor or function. For example, {{{ Facing facing = new Facing(100); }}} will execute a Facing command every 100ms. This functionality is useful for sensor simulator or obtaining periodic data on the scenario execution. === Back-end Development === This section describes back-end Quagents development ==== Modifying internal structures ===== ==== Implementing a new Entity ==== '''QuagentEntity''' '''GODEntity'''