/*
* 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)
{
}
}