/*
* 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;
}
}