/* * 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.client.graphics.scenario; import aphelion.client.graphics.Scenario; import static aphelion.client.graphics.Scenario.ACTOR_LOCAL; import aphelion.shared.physics.EnvironmentConf; import aphelion.shared.physics.PhysicsEnvironment; import aphelion.shared.physics.PhysicsMap; import aphelion.shared.physics.valueobjects.PhysicsMovement; /** * * @author Joris */ public class HighSpeedTurning500msLag extends Scenario { @Override protected String getConfig() { return "- selector: {ship: warbird}\n" + " ship-speed: 5000\n" + " ship-thrust: 50"; } @Override protected void setup() { actorNew(0, ACTOR_LOCAL, 1234, "warbird"); actorWarp(0, 0, ACTOR_LOCAL, false, 512 * PhysicsMap.TILE_PIXELS, 512 * PhysicsMap.TILE_PIXELS, 0, 0, EnvironmentConf.ROTATION_1_4TH); actorNew(0, ACTOR_2, 1234, "warbird"); actorWarp(0, 0, ACTOR_2, false, 512 * PhysicsMap.TILE_PIXELS, 512 * PhysicsMap.TILE_PIXELS, 0, 0, EnvironmentConf.ROTATION_1_4TH); schedule(0); schedule(100); } @Override public void tick(long unused) { if (env.getTick() < 1000) { // schedule the next 100 ticks if (env.getTick() % 100 == 0) { schedule(env.getTick() + 100); } } super.tick(unused); } private void schedule(long tick) { for (long t = tick; t < tick + 100; ++t) { actorMove(0, t, ACTOR_LOCAL, PhysicsMovement.get(true, false, false, true, false)); // execute all moves 50 ticks late (as if there is 500ms of latency between 2 players), // and execute them in batches of 5 ticks long t_late = t / 5 * 5 + 50; actorMove(t_late, t, ACTOR_2, PhysicsMovement.get(true, false, false, true, false)); } } }