/* * 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.net.protobuf.GameOperation; import aphelion.shared.physics.SimpleEnvironment; import aphelion.shared.physics.config.WeaponConfig; import aphelion.shared.physics.operations.pub.WeaponSyncPublic; import aphelion.shared.physics.entities.Actor; import aphelion.shared.physics.entities.Projectile; import aphelion.shared.physics.State; import aphelion.shared.physics.entities.*; import static aphelion.shared.swissarmyknife.SwissArmyKnife.max; import static aphelion.shared.swissarmyknife.SwissArmyKnife.min; import java.util.logging.Logger; /** * * @author Joris */ public class WeaponSync extends Operation implements WeaponSyncPublic { private static final Logger log = Logger.getLogger("aphelion.shared.physics"); private final ProjectileFactory factory = new ProjectileFactory(); public String weaponKey; public GameOperation.WeaponSync.Projectile[] syncProjectiles; public long syncKey; public WeaponSync(SimpleEnvironment env, OperationKey key) { super(env, true, PRIORITY.ACTOR_WEAPON_SYNC, key); } @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; } assert syncKey != 0; int projectile_count = syncProjectiles.length; factory.hintProjectileCount(projectile_count); WeaponConfig config = actor.config.getWeaponConfig(weaponKey); Projectile[] projectiles = factory.constructProjectiles(state, actor, tick, config, projectile_count, null, syncKey); assert projectiles.length == projectile_count; for (int p = 0; p < projectile_count; ++p) { Projectile projectile = projectiles[p]; projectile.initFromSync(syncProjectiles[p], this.tick); if (projectile.expiresAt_tick <= state.tick_now) { projectile.softRemove(tick); } projectile.register(); projectile.updatedPosition(tick); projectile.attemptCorrectionForLateProjectile(this.tick, late); } config.weaponReload.ensureActiveUntil(tick + config.fireDelay.get()); actor.lastWeaponFire = config; actor.switchedWeaponReload.ensureActiveUntil(tick + config.switchDelay.get()); return true; } @Override public boolean isConsistent(State older, State newer) { // this operation is only used in such a way a timewarp would not solve anything return true; } @Override public void resetExecutionHistory(State state, State resetTo, Operation resetToOperation) { } @Override public void placedBackOnTodo(State state) { } }