/*
* 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));
}
}
}