/*
* 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.operations;
import aphelion.shared.physics.SimpleEnvironment;
import aphelion.shared.physics.operations.pub.ActorMovePublic;
import aphelion.shared.physics.entities.Actor;
import aphelion.shared.physics.State;
import aphelion.shared.physics.entities.ActorKey;
import aphelion.shared.physics.valueobjects.PhysicsMovement;
import aphelion.shared.physics.valueobjects.PhysicsShipPosition;
import aphelion.shared.physics.valueobjects.PhysicsWarp;
/**
*
* @author Joris
*/
public class ActorMove extends Operation implements ActorMovePublic
{
public PhysicsMovement move;
public ActorMove(SimpleEnvironment env, OperationKey key)
{
super(env, true, PRIORITY.ACTOR_MOVE, key);
}
@Override
public int comparePriority(Operation other_)
{
int c = super.comparePriority(other_);
if (c == 0 && other_ instanceof ActorMove)
{
ActorMove other = (ActorMove) other_;
return Integer.compare(move.bits, other.move.bits);
}
return c;
}
@Override
public boolean execute(State state, boolean late, long ticks_late)
{
Actor actor = state.actors.get(new ActorKey(pid));
if (actor == null) // ignore operation
{
return true;
}
if (actor.isDead(tick)) // ignore operation
{
return true;
}
// note: this is only checked within the current state,
// a timewarp will take care of the rest
if (actor.moveHistory.get(this.tick) != null)
{
// duplicate move
return true;
}
assert PRIORITY.ACTOR_WARP.priority < PRIORITY.ACTOR_MOVE.priority; // warp must execute before move
if (actor.moveHistory.get(this.tick) instanceof PhysicsWarp)
{
// do not allow moves when there was already a warp for this tick
return true;
}
// Note: this tick the new velocity is set, but this new velocity is not used yet.
// It will be used in the next tick
actor.moveHistory.setHistory(this.tick, move);
if (ticks_late == 0) // not late, apply immediately
{
actor.applyMoveable(move, this.tick);
actor.updatedPosition(this.tick);
}
else
{
// dead reckon current position so that it is no longer late (defered until state.tickReexecuteDirtyPositionPath() )
// note: the position at the tick of this operation is not affected by this operation, therefor +1
actor.markDirtyPositionPath(this.tick);
}
return true;
}
@Override
public boolean isConsistent(State older, State newer)
{
return true; // consistency check for actor position is performed by State
}
@Override
public void resetExecutionHistory(State state, State resetTo, Operation resetToOperation)
{
}
@Override
public void placedBackOnTodo(State state)
{
}
@Override
public PhysicsMovement getMove()
{
return move;
}
}