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## de.farafin.snEADy.communication
Class D_PlayerData

    java.lang.Object
      de.farafin.snEADy.communication.D_PlayerData

All Implemented Interfaces:
  I_Constants, I_PlayFieldConstants

    public final class D_PlayerData

extends java.lang.Object
implements I_PlayFieldConstants, I_Constants

Information about a given player to organize the information exchange between the modules of the game

Version:
  $Revision: 1.32 $
Author:
  roland, lars

Field Summary
`int` | `delayChanged` if the delay changed in the playfield 1: slower 0: no change -1: faster
`D_Vec2D` | `headPos` Comment for `headPos`
`int` | `killPoints` Comment for `killPoints`
`long` | `lastCalculatedMemUsage` Comment for `lastCalculatedMemUsage`
`int` | `length` Comment for `length`
`int` | `lengthChanged` if the length changed in the playfield 1: longer 0: no change -1: shorter
`boolean` | `move` when a player has finished his calculation, it will be updated, otherwise not
`java.lang.String` | `name` the name of the Player
`long` | `nextUpdateTime` the game time the object will be updated next time. if its negative, the object will never be updated
`char` | `ownChar` Comment for `ownChar`
`java.lang.String` | `picFileName` the name of the picfile
`java.lang.Class` | `playerClass` Comment for `playerClass`
`int` | `snakeStatus` Comment for `snakeStatus`
`boolean` | `snakeUpdated` true if the snake was updated in the playfield
`int` | `turnDirection` Comment for `turnDirection`
`long` | `waitCycles` the freuency with what the gaObject should be updated.
`int` | `watchDirection` Comment for `watchDirection`

Fields inherited from interface de.farafin.snEADy.communication.I_PlayFieldConstants
`EXIT, FIELD_B, FIELD_C, FIELD_D, FIELD_E, FIELD_F, FIELD_G, FIELD_H, FIELD_I, FIELD_J, FIELD_K, FIELD_L, FIELD_M, FIELD_N, FIELD_O, FIELD_P, FIELD_Q, FIELD_R, FIELD_S, FIELD_T, FIELD_U, FIELD_V, FIELD_W, FIELD_X, FIELD_Y, FIELD_Z, FREE, GOODY_f, GOODY_g, GOODY_h, GOODY_i, GOODY_j, GOODY_k, GOODY_l, GOODY_m, GOODY_n, GOODY_o, GOODY_p, GOODY_q, GOODY_r, GOODY_s, GOODY_t, GOODY_u, GOODY_v, GOODY_w, GOODY_x, GOODY_y, GOODY_z, LENGTH, PLAYER_0, PLAYER_1, PLAYER_2, PLAYER_3, PLAYER_4, PLAYER_5, PLAYER_6, PLAYER_7, PLAYER_8, PLAYER_9, POINTS, SHORT, SLOW, SPEED, WALL`

Fields inherited from interface de.farafin.snEADy.communication.I_Constants
`analyse_ms, auto_grow_delay, auto_slowdown_delay, closemonitor, commandConstants, damage_length_grow, damage_points_radius, DEBUG, delplayer, easy_points, emergencyPause, exit_time, FACE_EAST, FACE_NORTH, FACE_SOUTH, FACE_WEST, goody_length_occ, goody_length_value, goody_points_occ, goody_points_value, goody_shorter_occ, goody_shorter_value, goody_slowdown_occ, goody_speed_occ, IN_ACTION, IN_ERROR_EXC, IN_ERROR_INIT, IN_ERROR_SPACE, IN_ERROR_TIME, IN_EXIT, IN_HEAVEN, init_length, init_move_delay, kill, kill_point_goodies, kill_points_radius, loadhuman, loadlevel, loadplayer, logging, max_goody_occ_delay, MAX_HUMAN_PLAYERS, max_mem_check_delay, max_move_delay, max_player_mem, MAX_PLAYERS, max_thinking_ms, min_cycle_ms, min_move_delay, openmonitor, overalldelay, pause, print_calc_ms, print_parameter, print_player_mem, print_playfield, quit, run, show_subcycles, start, stop, suddend_time, survival_points, timeout_ms, TURN_LEFT, TURN_NONE, TURN_RIGHT`

Constructor Summary
`D_PlayerData()` default - constructor
`D_PlayerData(D_PlayerData pData)` copy - constructor reference-copy of attrbutes: use copy() if you need a full copy
`D_PlayerData(int playerNo, java.lang.Class playerClass, GameParameter params)`
`D_PlayerData(int playerNo, java.lang.Class playerClass, java.lang.String name, GameParameter params)`
`D_PlayerData(java.lang.String name, java.lang.String picFileName, long nextupdateTime, long waitCycles, int killPoints, int turnDirection, int watchDirection, char ownChar, int length, D_Vec2D headPos, java.lang.Class playerClass)`

Method Summary
`java.lang.Object` | `clone()`
`void` | `copyOnMe(D_PlayerData plData)` copyes the local data to plData. its no new instance created!

Methods inherited from class java.lang.Object
`equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### name

    public java.lang.String name

  the name of the Player

### picFileName

    public java.lang.String picFileName

  the name of the picfile

### nextUpdateTime

    public long nextUpdateTime

  the game time the object will be updated next time. if its negative, the object will never be updated

### snakeUpdated

    public boolean snakeUpdated

  true if the snake was updated in the playfield

### lengthChanged

    public int lengthChanged

  if the length changed in the playfield 1: longer 0: no change -1: shorter

### delayChanged

    public int delayChanged

  if the delay changed in the playfield 1: slower 0: no change -1: faster

### waitCycles

    public long waitCycles

  the freuency with what the gaObject should be updated. if its negative, the nextUpdateTime never changes

### killPoints

    public int killPoints

  Comment for `killPoints`

### turnDirection

    public int turnDirection

  Comment for `turnDirection`

### move

    public boolean move

  when a player has finished his calculation, it will be updated, otherwise not

### watchDirection

    public int watchDirection

  Comment for `watchDirection`

### ownChar

    public char ownChar

  Comment for `ownChar`

### length

    public int length

  Comment for `length`

### headPos

    public D_Vec2D headPos

  Comment for `headPos`

### snakeStatus

    public int snakeStatus

  Comment for `snakeStatus`

### playerClass

    public java.lang.Class playerClass

  Comment for `playerClass`

### lastCalculatedMemUsage

    public long lastCalculatedMemUsage

  Comment for `lastCalculatedMemUsage`

Constructor Detail

### D_PlayerData

    public D_PlayerData()

  default - constructor

### D_PlayerData

    public D_PlayerData(java.lang.String name,
                        java.lang.String picFileName,
                        long nextupdateTime,
                        long waitCycles,
                        int killPoints,
                        int turnDirection,
                        int watchDirection,
                        char ownChar,
                        int length,
                        D_Vec2D headPos,
                        java.lang.Class playerClass)

Parameters:
  `name` -
  `nextupdateTime` -
  `waitCycles` -
  `killPoints` -
  `turnDirection` -
  `watchDirection` -
  `ownChar` -
  `length` -
  `playerClass` -

### D_PlayerData

    public D_PlayerData(int playerNo,
                        java.lang.Class playerClass,
                        GameParameter params)

Parameters:
  `playerNo` -
  `playerClass` -

### D_PlayerData

    public D_PlayerData(int playerNo,
                        java.lang.Class playerClass,
                        java.lang.String name,
                        GameParameter params)

Parameters:
  `playerNo` -
  `playerClass` -
  `name` -

### D_PlayerData

    public D_PlayerData(D_PlayerData pData)

  copy - constructor reference-copy of attrbutes: use copy() if you need a full copy

  Parameters:
    `pData` -

Method Detail

### clone

    public java.lang.Object clone()

  Overrides:
    `clone` in class `java.lang.Object`

### copyOnMe

    public void copyOnMe(D_PlayerData plData)

  copyes the local data to plData. its no new instance created!

  Parameters:
    `plData` -

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