/*
* 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.ActorWarpPublic;
import aphelion.shared.physics.entities.Actor;
import aphelion.shared.physics.State;
import aphelion.shared.physics.entities.ActorKey;
import aphelion.shared.physics.valueobjects.PhysicsShipPosition;
import aphelion.shared.physics.valueobjects.PhysicsWarp;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
*
* @author Joris
*/
public class ActorWarp extends Operation implements ActorWarpPublic
{
private static final Logger log = Logger.getLogger("aphelion.shared.physics");
public PhysicsWarp warp;
public boolean hint; // optional execution, used to correct inconsistencies caused by super high latency
public ActorWarp(SimpleEnvironment env, OperationKey key)
{
super(env, true, PRIORITY.ACTOR_WARP, key);
}
@Override
public int comparePriority(Operation other_)
{
int c = super.comparePriority(other_);
if (c == 0 && other_ instanceof ActorWarp)
{
ActorWarp other = (ActorWarp) other_;
return warp.compareTo(other.warp);
}
return c;
}
@Override
public boolean execute(State state, boolean late, long ticks_late)
{
Actor actor;
actor = state.actors.get(new ActorKey(pid));
if (actor == null) // ignore operation
{
return true;
}
if (this.hint)
{
PhysicsShipPosition historicPos = new PhysicsShipPosition();
if (actor.getHistoricPosition(historicPos, this.tick, false))
{
if (warp.equalsShipPosition(historicPos))
{
// no need to execute, our position is still consistent
if (state.id == 0)
{
log.log(Level.INFO, "ActorWarp (consistent) for pid {0} at tick {1} (late {2}) (hint {3})", new Object[] {pid, tick, ticks_late, hint});
}
return true;
}
}
}
// allow duplicate warps (unlike moves), warps are only generated by the server
// the old warp is replaced (see this.comparePriority())
actor.moveHistory.setHistory(this.tick, warp);
actor.applyMoveable(warp, this.tick); // sets the current position
actor.updatedPosition(this.tick);
// Note: this tick the new velocity is set, but this new velocity is not used yet.
// It will be used in the next 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, "ActorWarp for pid {0} at tick {1} (late {2}) (hint {3})", new Object[] {pid, tick, ticks_late, hint});
}
return true;
}
@Override
public boolean isConsistent(State older, State newer)
{
// position is already checked by State (a history is kept for every tick)
return true;
}
@Override
public void resetExecutionHistory(State state, State resetTo, Operation resetToOperation)
{
}
@Override
public void placedBackOnTodo(State state)
{
}
@Override
public PhysicsWarp getWarp()
{
return warp;
}
}