/*
* Aphelion
* Copyright (c) 2013 Joris van der Wel
*
* This file is part of Aphelion
*
* Aphelion is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* Aphelion is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with Aphelion. If not, see <http://www.gnu.org/licenses/>.
*
* In addition, the following supplemental terms apply, based on section 7 of
* the GNU Affero General Public License (version 3):
* a) Preservation of all legal notices and author attributions
* b) Prohibition of misrepresentation of the origin of this material, and
* modified versions are required to be marked in reasonable ways as
* different from the original version (for example by appending a copyright notice).
*
* Linking this library statically or dynamically with other modules is making a
* combined work based on this library. Thus, the terms and conditions of the
* GNU Affero General Public License cover the whole combination.
*
* As a special exception, the copyright holders of this library give you
* permission to link this library with independent modules to produce an
* executable, regardless of the license terms of these independent modules,
* and to copy and distribute the resulting executable under terms of your
* choice, provided that you also meet, for each linked independent module,
* the terms and conditions of the license of that module. An independent
* module is a module which is not derived from or based on this library.
*/
package aphelion.shared.physics.entities;
import aphelion.shared.swissarmyknife.EntityGridEntity;
import aphelion.shared.swissarmyknife.EntityGrid;
import aphelion.shared.gameconfig.GCInteger;
import aphelion.shared.physics.PhysicsMap;
import aphelion.shared.physics.State;
import aphelion.shared.physics.valueobjects.*;
import aphelion.shared.swissarmyknife.LinkedListEntry;
import aphelion.shared.swissarmyknife.SwissArmyKnife;
/**
*
* @author Joris
*/
public abstract class MapEntity implements EntityGridEntity
{
public long createdAt_tick;
private boolean removed = false;
/** valid if removed = true */
public long removedAt_tick;
public final LinkedListEntry<MapEntity> dirtyPositionPathLink_state = new LinkedListEntry<>(this);
/** Tracks for which ticks the position path needs reexecuting.
* Any dirty tick will need to reexecute dead reckon.
* This is consistent as long as everything is received in-order (otherwise a timewarp is needed)
*/
public final SequentialDirtyTracker dirtyPositionPathTracker = new SequentialDirtyTracker();
/** Set if this entity was removed during State.resetTo().
* It is very likely this entity will be reused if this attribute is set.
* This attribute is used for assertions and should not be modified in MapEntity.resetTo
*/
public boolean removedDuringReset = false;
public final State state;
public final MapEntity[] crossStateList;
/** This attribute must only be accessed by EntityGrid. */
public final LinkedListEntry<MapEntity> entityGridEntry = new LinkedListEntry<>(this);
public final int HISTORY_LENGTH;
/** The most recent position.
* Most methods work on this value, after which it is added to the posHistory.
*/
public final PhysicsPositionVector pos = new PhysicsPositionVector();
/** The history of all positions of this entity. */
public final PhysicsPointHistoryDetailed posHistory;
/** The history of all velocities of this entity. */
public final PhysicsPointHistory velHistory;
/** The radius in pixels * 1024 (not diameter) of the object. The radius may be 0 if it has no
* diameter, like a bullet.
*/
public GCInteger radius;
//public long debug_id;
//public long debug_id_with_reset;
MapEntity(State state, MapEntity[] crossStateList, long createdAt_tick, int historyLength)
{
//this.debug_id = ++state.env.debug_entities;
//this.debug_id_with_reset = debug_id;
this.state = state;
this.crossStateList = crossStateList;
crossStateList[state.id] = this;
this.createdAt_tick = createdAt_tick;
this.HISTORY_LENGTH = historyLength;
this.posHistory = new PhysicsPointHistoryDetailed(createdAt_tick, HISTORY_LENGTH);
assert posHistory.HISTORY_LENGTH == HISTORY_LENGTH;
this.velHistory = new PhysicsPointHistoryDetailed(createdAt_tick, HISTORY_LENGTH);
assert velHistory.HISTORY_LENGTH == HISTORY_LENGTH;
dirtyPositionPathTracker.setFirstDirtyTick(createdAt_tick+1);
}
/**
* Remove the entity from all lists. This is called during the ticking loop after as the result of a soft remove.
* @param tick
*/
public void hardRemove(long tick)
{
this.softRemove(tick);
crossStateList[state.id] = null;
dirtyPositionPathLink_state.remove();
}
/**
* Mark the entity for removal, but do not really remove it from any list yet.
* The ticking loop will execute a hardRemove() when this entity has been removed in all states.
* This ensures timewarps will work properly
* @param tick
*/
public void softRemove(long tick)
{
if (removed)
{
if (removedAt_tick > tick)
{
removedAt_tick = tick;
}
}
else
{
removedAt_tick = tick;
}
removed = true;
}
/**
* Has the entity been removed at the given tick?.
* This method does not check createdAt_tick, use isNonExistent() for that
* @param tick The tick to check by
* @return true if the entity has been removed
*/
public boolean isRemoved(long tick)
{
if (this.removed)
{
return this.removedAt_tick <= tick;
}
return false;
}
/**
* Has this entity been scheduled for removal (regardless of the tick)
* @return true if the entity has been scheduled for removal
*/
public boolean isRemovedSet()
{
return this.removed;
}
/** Does this entity not yet, or no longer exist at the tick of the state this entity belongs to?.
* An entity is considered nonexistent before its creation (this.createdAt_tick) and
* after its (soft) removal (this.removedAt_tick)
* @return true if the entity is nonexistent
*/
public boolean isNonExistent()
{
return this.isNonExistent(this.state.tick_now);
}
/** Does this entity not yet, or no longer exist at the specified tick?.
* An entity is considered nonexistent before its creation (this.createdAt_tick) and
* after its (soft) removal (this.removedAt_tick)
* @param tick The tick to check by
* @return true if the entity is nonexistent
*/
public boolean isNonExistent(long tick)
{
if (this.isRemoved(tick))
{
return true;
}
return tick < this.createdAt_tick;
}
/**
* Mark that the historic position at the given tick is "dirty".
* The position will be rolled back to the tick before this tick and resimulated, but only for this entity.
* The effect is not instant, it is deferred to the next ticked loop.
* @param dirtyTick The tick that is dirty
*/
public void markDirtyPositionPath(long dirtyTick)
{
dirtyTick = Math.max(this.createdAt_tick, dirtyTick);
dirtyPositionPathTracker.markDirty(dirtyTick);
if (dirtyPositionPathLink_state.head == null)
{
state.dirtyPositionPathList.append(dirtyPositionPathLink_state);
}
}
public MapEntity getEntityAt(long tick, boolean ignoreSoftDelete, boolean lookAtOtherStates)
{
MapEntity en;
if (lookAtOtherStates)
{
int ticks_ago = (int) (state.tick_now - tick);
int states_ago = SwissArmyKnife.divideFloor(ticks_ago, state.econfig.TRAILING_STATE_DELAY);
int state_id = state.id + states_ago;
if (state_id < 0 || state_id >= crossStateList.length)
{
return null;
}
en = crossStateList[state_id];
}
else
{
en = this;
}
if (en == null)
{
return null;
}
if (en.createdAt_tick > tick)
{
return null;
}
if (!ignoreSoftDelete)
{
if (en.isNonExistent(tick))
{
return null;
}
}
return en;
}
/** Gets the most current position, velocity for the entity.
* @param pos The object to fill with position, velocity, and rotation
* @return true if the pos has been filled
*/
public void getPosition(PhysicsPositionVector pos)
{
pos.set(this.pos);
}
/** Get the historic position of this entity.
* @param pos The position is filled in this object
* @param tick
* @param lookAtOtherStates If set, also look at entities in older states.
* If the history of this actor overlaps with the older one, the position
* from the older one is used.
* @return true if a position was found (the entity existed at this point in time)
*/
public boolean getHistoricPosition(PhysicsPositionVector pos, long tick, boolean lookAtOtherStates)
{
MapEntity en = getEntityAt(tick, false, lookAtOtherStates);
if (en == null)
{
pos.unset();
return false; // deleted or too far in the past
}
en.posHistory.get(pos.pos, tick);
en.velHistory.get(pos.vel, tick);
assert pos.pos.set == pos.vel.set;
return pos.pos.set;
}
/** Get the historic smooth position of this entity.
* @param pos The position is filled in this object
* @param tick
* @param lookAtOtherStates If set, also look at entities in older states.
* If the history of this actor overlaps with the older one, the position
* from the older one is used.
* @return true if a position was found (the entity existed at this point in time)
*/
public boolean getHistoricSmoothPosition(PhysicsPoint pos, long tick, boolean lookAtOtherStates)
{
// Smooth history is not tracked for all map entities
pos.unset();
return false;
}
/**
* Simulate the given amount of ticks of dead reckoning, collision, force emitters, etc
* @param map Map
* @param tick_now The tick this calculation belongs to. The last tick that will be calculated is
* (tick_now + reckon_ticks - 1)
* @param reckon_ticks The amount of ticks to perform
* @param applyForceEmitters When this method is used to correct late operations, force emitters
* must also be parsed. However when this dead reckon step is not for a late tick,
* forces are calculated using a much more efficient method (using the entity grid,
* see State.tickForceEmitters). This second method is considered the consistent one
* and is thus used during timewarps.
*/
public abstract void performDeadReckoning(PhysicsMap map, long tick_now, long reckon_ticks, boolean applyForceEmitters);
/** Add (or update) the current position to the history
*
* @param tick The tick the current position (this.pos) belongs to
*/
public void updatedPosition(long tick)
{
posHistory.setHistory(tick, pos.pos);
velHistory.setHistory(tick, pos.vel);
dirtyPositionPathTracker.resolved(tick);
if (tick == state.tick_now)
{
if (this.isRemoved(tick))
{
state.entityGrid.updateLocation(this, null);
}
else
{
state.entityGrid.updateLocation(this, pos.pos);
}
}
}
public PhysicsPointHistoryDetailed getAndSeekHistoryDetail(long tick, boolean lookAtOtherStates)
{
MapEntity en = getEntityAt(tick, false, lookAtOtherStates);
if (en == null)
{
return null; // deleted or too far in the past
}
en.posHistory.seekDetail(tick);
return en.posHistory;
}
public void resetTo(MapEntity other)
{
if (!this.state.isForeign(other))
{
assert other.crossStateList == this.crossStateList;
if (other.crossStateList[this.state.id] != null)
{
assert other.crossStateList[this.state.id] == this;
}
if (this.crossStateList[other.state.id] != null)
{
assert this.crossStateList[other.state.id] == other;
}
}
//this.debug_id_with_reset = other.debug_id_with_reset;
createdAt_tick = other.createdAt_tick;
this.removed = other.removed;
removedAt_tick = other.removedAt_tick;
pos.set(other.pos);
posHistory.set(other.posHistory);
velHistory.set(other.velHistory);
if (state.isForeign(other) && posHistory.HISTORY_LENGTH != other.posHistory.HISTORY_LENGTH)
{
// history length might be different between foreign states.
// projectile history within a single state is usually not complete.
// (unlike actors, which store full (overlapping) histories up to in each state)
// the posHistory.set above make sure the tick range is correct.
// Using overwrite the missing values will be filled in properly.
for (int s = other.state.env.econfig.TRAILING_STATES - 1;
s >= other.state.id;
--s)
{
if (other.crossStateList[s] != null)
{
posHistory.overwrite(other.crossStateList[s].posHistory);
velHistory.overwrite(other.crossStateList[s].velHistory);
}
}
}
markDirtyPositionPath(other.dirtyPositionPathTracker.getFirstDirtyTick());
}
@Override
public LinkedListEntry getEntityGridEntry(EntityGrid grid)
{
return this.entityGridEntry;
}
}