/* * 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.PhysicsMap; import aphelion.shared.physics.SimpleEnvironment; import aphelion.shared.physics.operations.pub.ActorNewPublic; import aphelion.shared.physics.entities.Actor; import aphelion.shared.physics.entities.MapEntity; import aphelion.shared.physics.State; import aphelion.shared.physics.entities.ActorKey; import aphelion.shared.physics.valueobjects.PhysicsPoint; import aphelion.shared.physics.valueobjects.PhysicsWarp; import java.util.logging.Level; import java.util.logging.Logger; /** * * @author Joris */ public class ActorNew extends Operation implements ActorNewPublic { private static final Logger log = Logger.getLogger("aphelion.shared.physics"); // this list is only kept here temporary. // it will be set as an attribute in every actor. private final MapEntity[] crossStateList; public long seed; public String ship; public ActorNew(SimpleEnvironment env, OperationKey key) { super(env, false, PRIORITY.ACTOR_NEW, key); crossStateList = new MapEntity[env.econfig.TRAILING_STATES]; } @Override public boolean execute(State state, boolean late, long ticks_late) { Actor actor; if (pid == 0) { log.log(Level.SEVERE, "{0}: A pid of 0 is not allowed", env.econfig.logString); return true; } if (state.actors.containsKey(new ActorKey(pid))) { // pids should not be reused (or, only after a very long timeout) log.log(Level.SEVERE, "{0}: Duplicate ActorNew for pid {1}, received at tick {2} (late {3}) in {4}", new Object[] { env.econfig.logString, pid, tick, ticks_late, state }); return true; } if (ticks_late > 0) { // this works because PIDs are unique. // An ActorNew or ActorRemove never has the same pid twice. if (state.unknownActorRemove.contains(pid)) { state.unknownActorRemove.remove(pid); // ignore this ActorNew, it has already been removed (however it has been received in the wrong order) return true; } } actor = state.getActorRemovedDuringReset(pid, this.tick); if (actor == null) { actor = new Actor(state, crossStateList, pid, this.tick); crossStateList[state.id] = (MapEntity) actor; } assert actor.crossStateList == crossStateList; actor.seed = seed; actor.seed_high = (int) (actor.seed >> 32); actor.seed_low = (int) (actor.seed); actor.setShip(ship); actor.spawnAt_tick = this.tick; actor.energy.addAbsoluteValue(Actor.ENERGY_SETTER.OTHER.id, this.tick, actor.getMaxEnergy()); actor.energy.setMaximum(this.tick, actor.getMaxEnergy()); state.actors.put(actor.key, actor); state.actorsList.add(actor); PhysicsPoint spawn = new PhysicsPoint(); actor.findSpawnPoint(spawn, this.tick); if (spawn.set) { PhysicsWarp spawnWarp = new PhysicsWarp( spawn.x * PhysicsMap.TILE_PIXELS + PhysicsMap.TILE_PIXELS/2, spawn.y * PhysicsMap.TILE_PIXELS + PhysicsMap.TILE_PIXELS/2, 0, 0, actor.randomRotation(seed)); actor.moveHistory.setHistory(this.tick, spawnWarp); actor.applyMoveable(spawnWarp, this.tick); // sets the current position } actor.updatedPosition(this.tick); // dead reckon current position so that it is no longer late // the position at the tick of this operation should not be dead reckoned, therefor +1 actor.performDeadReckoning(state.env.getMap(), this.tick + 1, ticks_late, true); if (state.id == 0) { log.log(Level.INFO, "{0}: Added actor {1} at tick {2} (late {3})", new Object[] { env.econfig.logString, pid, tick, ticks_late }); } return true; } @Override public boolean isConsistent(State older, State newer) { // nothing to do unless there is a condition in which ActorNew might fail and not create the player return true; } @Override public void resetExecutionHistory(State state, State resetTo, Operation resetToOperation) { } @Override public void placedBackOnTodo(State state) { } @Override public long getSeed() { return seed; } @Override public String getShip() { return ship; } }