package seng302.model; import java.util.HashMap; import java.util.Observable; import java.util.Observer; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import seng302.gameServer.GameState; import seng302.model.mark.Mark; import seng302.utilities.GeoUtility; /** * Yacht class for the racing boat.

Class created to store more variables (eg. boat statuses) * compared to the XMLParser boat class, also done outside Boat class because some old variables are * not used anymore. */ public class ServerYacht extends Observable { private Logger logger = LoggerFactory.getLogger(ClientYacht.class); public static final Double TURN_STEP = 5.0; private String boatType; private Integer sourceId; private String hullID; //matches HullNum in the XML spec. private String shortName; private String boatName; private String country; private Double lastHeading; private Boolean sailIn; private Double heading; private GeoPoint location; private Double currentVelocity; private Boolean isAuto; private Double autoHeading; private Integer currentMarkSeqID = 0; private GeoPoint lastLocation; private Boolean hasEnteredRoundingZone; private Mark closestCurrentMark; private Boolean hasPassedLine; private Boolean hasPassedThroughGate; private Boolean finishedRace; public ServerYacht(String boatType, Integer sourceId, String hullID, String shortName, String boatName, String country) { this.boatType = boatType; this.sourceId = sourceId; this.hullID = hullID; this.shortName = shortName; this.boatName = boatName; this.country = country; this.sailIn = false; this.isAuto = false; this.location = new GeoPoint(57.670341, 11.826856); this.lastLocation = location; this.heading = 120.0; //In degrees this.currentVelocity = 0d; //in mms-1 this.hasEnteredRoundingZone = false; this.hasPassedLine = false; this.hasPassedThroughGate = false; this.finishedRace = false; } /** * Changes the boats current currentVelocity by a set amount, positive or negative * * @param velocityChange The ammount to change the currentVelocity by, in mms-1 */ public void changeVelocity(Double velocityChange) { currentVelocity += velocityChange; } /** * Updates the boat to a new GeoPoint whilst preserving the last location * * @param secondsElapsed The seconds elapsed since the last update of this yacht */ public void updateLocation(Double secondsElapsed) { lastLocation = location; location = GeoUtility.getGeoCoordinate(location, heading, currentVelocity * secondsElapsed); } /** * Add ServerToClientThread as the observer, this observer pattern mainly server for the boat * rounding package. */ @Override public void addObserver(Observer o) { super.addObserver(o); } /** * Adjusts the heading of the boat by a given amount, while recording the boats last heading. * * @param amount the amount by which to adjust the boat heading. */ public void adjustHeading(Double amount) { Double newVal = heading + amount; lastHeading = heading; heading = (double) Math.floorMod(newVal.longValue(), 360L); } /** * Swaps the boats direction from one side of the wind to the other. */ public void tackGybe(Double windDirection) { if (isAuto) { disableAutoPilot(); } else { Double normalizedHeading = normalizeHeading(); Double newVal = (-2 * normalizedHeading) + heading; Double newHeading = (double) Math.floorMod(newVal.longValue(), 360L); setAutoPilot(newHeading); } } /** * Enables the boats auto pilot feature, which will move the boat towards a given heading. * * @param thisHeading The heading to move the boat towards. */ private void setAutoPilot(Double thisHeading) { isAuto = true; autoHeading = thisHeading; } /** * Disables the auto pilot function. */ public void disableAutoPilot() { isAuto = false; } /** * Moves the boat towards the given heading when the auto pilot was set. Disables the auto pilot * in the event that the boat is within the range of 1 turn step of its goal. */ public void runAutoPilot() { if (isAuto) { turnTowardsHeading(autoHeading); if (Math.abs(heading - autoHeading) <= TURN_STEP) { //Cancel when within 1 turn step of target. isAuto = false; } } } public void toggleSailIn() { sailIn = !sailIn; } public void turnUpwind() { disableAutoPilot(); Double normalizedHeading = normalizeHeading(); if (normalizedHeading == 0) { if (lastHeading < 180) { adjustHeading(-TURN_STEP); } else { adjustHeading(TURN_STEP); } } else if (normalizedHeading == 180) { if (lastHeading < 180) { adjustHeading(TURN_STEP); } else { adjustHeading(-TURN_STEP); } } else if (normalizedHeading < 180) { adjustHeading(-TURN_STEP); } else { adjustHeading(TURN_STEP); } } public void turnDownwind() { disableAutoPilot(); Double normalizedHeading = normalizeHeading(); if (normalizedHeading == 0) { if (lastHeading < 180) { adjustHeading(TURN_STEP); } else { adjustHeading(-TURN_STEP); } } else if (normalizedHeading == 180) { if (lastHeading < 180) { adjustHeading(-TURN_STEP); } else { adjustHeading(TURN_STEP); } } else if (normalizedHeading < 180) { adjustHeading(TURN_STEP); } else { adjustHeading(-TURN_STEP); } } /** * Takes the VMG from the polartable for upwind or downwind depending on the boats direction, * and uses this to calculate a heading to move the yacht towards. */ public void turnToVMG() { if (isAuto) { disableAutoPilot(); } else { Double normalizedHeading = normalizeHeading(); Double optimalHeading; HashMap optimalPolarMap; if (normalizedHeading >= 90 && normalizedHeading <= 270) { // Downwind optimalPolarMap = PolarTable.getOptimalDownwindVMG(GameState.getWindSpeedKnots()); } else { optimalPolarMap = PolarTable.getOptimalUpwindVMG(GameState.getWindSpeedKnots()); } optimalHeading = optimalPolarMap.keySet().iterator().next(); if (normalizedHeading > 180) { optimalHeading = 360 - optimalHeading; } // Take optimal heading and turn into a boat heading rather than a wind heading. optimalHeading = optimalHeading + GameState.getWindDirection(); setAutoPilot(optimalHeading); } } /** * Takes a given heading and rotates the boat towards that heading. This does not care about * being upwind or downwind, just which direction will reach a given heading faster. * * @param newHeading The heading to turn the yacht towards. */ private void turnTowardsHeading(Double newHeading) { Double newVal = heading - newHeading; if (Math.floorMod(newVal.longValue(), 360L) > 180) { adjustHeading(TURN_STEP / 5); } else { adjustHeading(-TURN_STEP / 5); } } /** * Returns a heading normalized for the wind direction. Heading direction into the wind is 0, * directly away is 180. * * @return The normalized heading accounting for wind direction. */ private Double normalizeHeading() { Double normalizedHeading = heading - GameState.windDirection; normalizedHeading = (double) Math.floorMod(normalizedHeading.longValue(), 360L); return normalizedHeading; } public Integer getSourceId() { //@TODO Remove and merge with Creating Game Loop if (sourceId == null) { return 0; } return sourceId; } // TODO: 15/08/17 This method is implicitly called from the XML generator for boats DO NOT DELETE public String getHullID() { if (hullID == null) { return ""; } return hullID; } // TODO: 15/08/17 This method is implicitly called from the XML generator for boats DO NOT DELETE public String getShortName() { return shortName; } public String getBoatName() { return boatName; } public String getCountry() { if (country == null) { return ""; } return country; } public GeoPoint getLocation() { return location; } public Double getHeading() { return heading; } public void setHeading(Double heading) { this.heading = heading; } public Boolean getSailIn() { return sailIn; } @Override public String toString() { return boatName; } public void setIsFinished(Boolean isFinished) { finishedRace = isFinished; } public Boolean getFinishedRace() { return finishedRace; } public Double getCurrentVelocity() { return currentVelocity; } public void setCurrentVelocity(Double currentVelocity) { this.currentVelocity = currentVelocity; } public Integer getCurrentMarkSeqID() { return currentMarkSeqID; } public GeoPoint getLastLocation() { return lastLocation; } public Mark getClosestCurrentMark() { return closestCurrentMark; } public void setClosestCurrentMark(Mark closestCurrentMark) { this.closestCurrentMark = closestCurrentMark; } public void setHasEnteredRoundingZone(Boolean hasEnteredRoundingZone) { this.hasEnteredRoundingZone = hasEnteredRoundingZone; } public void setHasPassedLine(Boolean hasPassedLine) { this.hasPassedLine = hasPassedLine; } public void setHasPassedThroughGate(Boolean hasPassedThroughGate) { this.hasPassedThroughGate = hasPassedThroughGate; } public void incrementMarkSeqID() { currentMarkSeqID++; } public Boolean hasEnteredRoundingZone() { return hasEnteredRoundingZone; } public Boolean hasPassedThroughGate() { return hasPassedThroughGate; } public Boolean hasPassedLine() { return hasPassedLine; } }