/* * 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.physics.State; import aphelion.shared.physics.config.WeaponConfig; import aphelion.shared.swissarmyknife.LinkedListEntry; import java.util.ArrayList; import java.util.logging.Logger; import javax.annotation.Nonnull; import javax.annotation.Nullable; /** * This object is used by operations and events to construct projectiles properly. * It should have a 1:1 relation for projectiles and operations and should this * object should not be recreated during a timewarp. * This factory properly sets up the cross state list and coupled list. But also * makes sure the same object is reused after a timewarp * @author Joris */ public class ProjectileFactory { private static final Logger log = Logger.getLogger(ProjectileFactory.class.getName()); /** crossStateList is a temporary list that is passed to the MapEntity constructor. * This list is used to track the same MapEntity instance across states. * This attribute (MapEntity.crossStateList) references the same array object * for each instance. * * projectile index -> crossStateList (state id -> map entity) */ private ArrayList<MapEntity[]> crossStateLists; /** The entities this operation has spawned. * This list contains exactly the same data as "crossStateLists", however it * is local to this object. If a projectile is removed, this list is not modified. * (Unlike the arrays in crossStateLists). */ private ArrayList<Projectile[]> constructedEntitiesList; public Projectile[] constructProjectiles( @Nonnull State state, @Nullable Actor owner, long createdAt_tick, @Nonnull WeaponConfig config, int projectile_count, @Nullable Projectile chainedBy, long syncKey ) { MapEntity[] crossStateList; Projectile[] spawnedEntities; if (crossStateLists == null) { hintProjectileCount(4); } LinkedListEntry<Projectile> coupled_last = null; Projectile[] ret = new Projectile[projectile_count]; for (int p = 0; p < projectile_count; ++p) { // Ensure there is enough room in crossStateLists // (projectile count might change due to config change) if (p < crossStateLists.size()) { assert p < constructedEntitiesList.size(); crossStateList = crossStateLists.get(p); spawnedEntities = constructedEntitiesList.get(p); } else { crossStateList = new MapEntity[state.econfig.TRAILING_STATES]; crossStateLists.add(crossStateList); spawnedEntities = new Projectile[state.econfig.TRAILING_STATES]; constructedEntitiesList.add(spawnedEntities); assert p == crossStateLists.size() - 1; assert p == constructedEntitiesList.size() - 1; } Projectile projectile; if (spawnedEntities[state.id] != null && spawnedEntities[state.id].removedDuringReset) { projectile = spawnedEntities[state.id]; projectile.resetToEmpty(createdAt_tick); projectile.removedDuringReset = false; } else { ProjectileKey key; if (syncKey != 0) { key = new ProjectileKey(syncKey, p); } else if (chainedBy == null) { key = new ProjectileKey(createdAt_tick, p, owner == null ? 0 : owner.pid); } else { key = new ProjectileKey(chainedBy.key, p, owner == null ? 0 : owner.pid); } projectile = new Projectile( key, state, crossStateList, owner, createdAt_tick, config, p); } // Set up the circular linked list which references all projectiles in a single state // that have been triggered by the same operation or event. // This is kept as a Link attribute (Projectile.coupled) if (coupled_last == null) { projectile.coupled.beginCircular(); } else { coupled_last.append(projectile.coupled); } coupled_last = projectile.coupled; assert projectile.state == state; assert projectile.owner == owner; assert projectile.config == config; assert projectile.configIndex == p; assert crossStateList[state.id] == projectile; spawnedEntities[state.id] = projectile; ret[p] = projectile; } return ret; } /** Slight optimization to avoid recreating internal arrays. * @param projectileCount */ public void hintProjectileCount(int projectileCount) { if (crossStateLists == null) { assert constructedEntitiesList == null; crossStateLists = new ArrayList(projectileCount); constructedEntitiesList = new ArrayList(projectileCount); } else { assert constructedEntitiesList != null; crossStateLists.ensureCapacity(projectileCount); constructedEntitiesList.ensureCapacity(projectileCount); } } }