/* * 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; } }