Files
Party-Parrots-At-Sea/src/main/java/seng302/gameServer/GameState.java
T
Zhi You Tan 45669c333a Merge remote-tracking branch 'origin/develop' into wind_arrow
# Conflicts:
#	src/main/resources/css/RaceView.css
#	src/main/resources/views/RaceView.fxml
2017-09-28 16:43:38 +13:00

1071 lines
39 KiB
Java

package seng302.gameServer;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Random;
import java.util.Set;
import java.util.Timer;
import java.util.TimerTask;
import javafx.beans.property.ReadOnlyDoubleWrapper;
import javafx.scene.paint.Color;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import seng302.gameServer.messages.BoatAction;
import seng302.gameServer.messages.BoatStatus;
import seng302.gameServer.messages.ChatterMessage;
import seng302.gameServer.messages.CustomizeRequestType;
import seng302.gameServer.messages.MarkRoundingMessage;
import seng302.gameServer.messages.MarkType;
import seng302.gameServer.messages.Message;
import seng302.gameServer.messages.RoundingBoatStatus;
import seng302.model.GeoPoint;
import seng302.model.Limit;
import seng302.model.Player;
import seng302.model.PolarTable;
import seng302.model.ServerYacht;
import seng302.model.mark.CompoundMark;
import seng302.model.mark.Mark;
import seng302.model.mark.MarkOrder;
import seng302.model.stream.xml.parser.RaceXMLData;
import seng302.model.token.Token;
import seng302.model.token.TokenType;
import seng302.utilities.GeoUtility;
import seng302.utilities.RandomSpawn;
import seng302.visualiser.fxObjects.assets_3D.BoatMeshType;
/**
* A Static class to hold information about the current state of the game (model)
* Also contains logic for updating itself on regular time intervals on its own thread
* Created by wmu16 on 10/07/17.
*/
public class GameState implements Runnable {
@FunctionalInterface
interface NewMessageListener {
void notify(Message message);
}
private static Logger logger = LoggerFactory.getLogger(GameState.class);
private static final Integer STATE_UPDATES_PER_SECOND = 60;
//Scheduling constants
static final int WARNING_TIME = 10 * -1000;
static final int PREPATORY_TIME = 5 * -1000;
private static final int TIME_TILL_START = 10 * 1000;
//Wind Constants
private static final int MAX_WIND_SPEED = 12000;
private static final int MIN_WIND_SPEED = 8000;
//Rounding Constants
private static final Double ROUNDING_DISTANCE = 50d; // TODO: 14/08/17 wmu16 - Look into this value further
//Collision constants
private static final Double MARK_COLLISION_DISTANCE = 15d;
public static final Double YACHT_COLLISION_DISTANCE = 15.0;
private static final Double BOUNCE_DISTANCE_MARK = 20.0;
public static final Double BOUNCE_DISTANCE_YACHT = 30.0;
private static final Double COLLISION_VELOCITY_PENALTY = 0.3;
//Powerup Constants
public static final Double VELOCITY_BOOST_MULTIPLIER = 2d;
public static final Integer HANDLING_BOOST_MULTIPLIER = 2;
private static final Double BAD_RANDOM_SPEED_PENALTY = 0.3;
public static final Long BUMPER_DISABLE_TIME = 5_000L;
private static final Long TOKEN_SPAWN_TIME = 30_000L;
private static Long previousUpdateTime;
public static Double windDirection;
public static ReadOnlyDoubleWrapper windDirectionProperty = new ReadOnlyDoubleWrapper();
private static Double windSpeed;
private static Double serverSpeedMultiplier;
private static Boolean customizationFlag; // dirty flag to tell if a player has customized their boat.
private static Boolean playerHasLeftFlag;
private static String hostIpAddress;
private static List<Player> players;
private static Map<Integer, ServerYacht> yachts;
private static GameStages currentStage;
private static MarkOrder markOrder;
private static long startTime;
private static Set<Mark> marks = new HashSet<>();
private static List<Limit> courseLimit = new ArrayList<>();
private static Integer maxPlayers = 8;
private static List<Token> tokensInPlay;
private static RandomSpawn randomSpawn;
private static List<NewMessageListener> newMessageListeners;
private static Map<Player, String> playerStringMap = new HashMap<>();
private static boolean tokensEnabled = false;
public GameState() {
windDirection = 180d;
windDirectionProperty.set(windDirection);
windSpeed = 10000d;
yachts = new HashMap<>();
tokensInPlay = new ArrayList<>();
players = new ArrayList<>();
customizationFlag = false;
playerHasLeftFlag = false;
serverSpeedMultiplier = 1.0;
currentStage = GameStages.LOBBYING;
previousUpdateTime = System.currentTimeMillis();
newMessageListeners = new ArrayList<>();
resetStartTime();
//setCourseLimit("/server_config/race.xml");
new Thread(this, "GameState").start(); //Run the auto updates on the game state
}
public static void setRace(RaceXMLData raceXMLData) {
markOrder = new MarkOrder(raceXMLData);
for (CompoundMark compoundMark : raceXMLData.getCompoundMarks().values()){
marks.addAll(compoundMark.getMarks());
}
randomSpawn = new RandomSpawn(markOrder.getOrderedUniqueCompoundMarks());
courseLimit = raceXMLData.getCourseLimit();
}
public static List<Player> getPlayers() {
return players;
}
public static List<Token> getTokensInPlay() {
return tokensInPlay;
}
public static Set<Mark> getMarks() {
return Collections.unmodifiableSet(marks);
}
public static void addPlayer(Player player) {
players.add(player);
String playerText = player.getYacht().getSourceId() + " " + player.getYacht().getBoatName()
+ " " + player.getYacht().getCountry();
playerStringMap.put(player, playerText);
}
public static void removePlayer(Player player) {
players.remove(player);
playerStringMap.remove(player);
}
public static void addYacht(Integer sourceId, ServerYacht yacht) {
yachts.put(sourceId, yacht);
}
public static void removeYacht(Integer yachtId) {
yachts.remove(yachtId);
}
public static GameStages getCurrentStage() {
return currentStage;
}
public static void setCurrentStage(GameStages currentStage) {
GameState.currentStage = currentStage;
}
public static MarkOrder getMarkOrder() {
return markOrder;
}
public static long getStartTime() {
return startTime;
}
public static void resetStartTime(){
startTime = System.currentTimeMillis() + TIME_TILL_START;
}
public static Double getWindDirection() {
return windDirection;
}
public static void setWindDirection(Double newWindDirection) {
windDirection = newWindDirection;
windDirectionProperty.set(newWindDirection);
}
public static void setWindSpeed(Double newWindSpeed) {
windSpeed = newWindSpeed;
}
public static Double getWindSpeedMMS() {
return windSpeed;
}
public static Double getWindSpeedKnots() {
return GeoUtility.mmsToKnots(windSpeed); // TODO: 26/07/17 cir27 - remove magic numbers
}
public static Map<Integer, ServerYacht> getYachts() {
return yachts;
}
/**
* Generates a new ID based off the size of current players + 1
*
* @return a playerID to be allocated to a new connetion
*/
public static Integer getUniquePlayerID() {
// TODO: 22/07/17 wmu16 - This may not be robust enough and may have to be improved on.
return yachts.size() + 1;
}
/**
* A thread to have the game state update itself at certain intervals
*/
@Override
public void run() {
while (currentStage != GameStages.FINISHED) {
try {
Thread.sleep(1000 / STATE_UPDATES_PER_SECOND);
} catch (InterruptedException e) {
System.out.println("[GameState] interrupted exception");
}
if (currentStage == GameStages.PRE_RACE) {
update();
if (System.currentTimeMillis() > startTime) {
startSpawningTokens();
startUpdatingWind();
GameState.currentStage = GameStages.RACING;
}
}
if (currentStage == GameStages.RACING) {
update();
}
}
}
/**
* Start spawning coins every 60s after the first minute
*/
private void startSpawningTokens() {
Timer timer = new Timer("Token Spawning Timer");
timer.schedule(new TimerTask() {
@Override
public void run() {
if (tokensEnabled) {
spawnNewToken();
notifyMessageListeners(MessageFactory.getRaceXML());
}
}
}, 0, TOKEN_SPAWN_TIME);
}
// TODO: 29/08/17 wmu16 - This sort of update should be in game state
private static void startUpdatingWind() {
Timer timer = new Timer("Wind Updating Timer");
timer.schedule(new TimerTask() {
@Override
public void run() {
updateWind();
}
}, 0, 500);
}
private static void updateWind() {
Integer direction = GameState.getWindDirection().intValue();
Integer windSpeed = GameState.getWindSpeedMMS().intValue();
Random random = new Random();
if (Math.floorMod(random.nextInt(), 2) == 0) {
direction += random.nextInt(4);
windSpeed += random.nextInt(20) + 459;
} else {
direction -= random.nextInt(4);
windSpeed -= random.nextInt(20) + 459;
}
direction = Math.floorMod(direction, 360);
if (windSpeed > MAX_WIND_SPEED) {
windSpeed -= random.nextInt(500);
}
if (windSpeed <= MIN_WIND_SPEED) {
windSpeed += random.nextInt(500);
}
GameState.windSpeed = Double.valueOf(windSpeed);
GameState.windDirection = direction.doubleValue();
}
public static void updateBoat(Integer sourceId, BoatAction actionType) {
ServerYacht playerYacht = yachts.get(sourceId);
switch (actionType) {
case VMG:
playerYacht.turnToVMG();
break;
case SAILS_IN:
playerYacht.toggleSailIn();
break;
case SAILS_OUT:
playerYacht.toggleSailIn();
break;
case TACK_GYBE:
playerYacht.tackGybe(windDirection);
break;
case UPWIND:
playerYacht.turnUpwind();
break;
case DOWNWIND:
playerYacht.turnDownwind();
break;
case CONTINUOUSLY_TURNING:
playerYacht.setContinuouslyTurning(true);
break;
case DEFAULT_TURNING:
playerYacht.setContinuouslyTurning(false);
break;
}
}
/**
* Randomly select a subset of tokensInPlay from a pre defined superset
* Broadasts a new race status message to show this update
*/
private void spawnNewToken() {
tokensInPlay.clear();
Token token = randomSpawn.getRandomToken();
// token.assignType(TokenType.WIND_WALKER);
logger.debug("Spawned token of type " + token.getTokenType());
tokensInPlay.add(token);
MessageFactory.updateTokens(tokensInPlay);
}
/**
* Called periodically in this GameState thread to update the GameState values.
* -Updates yachts velocity
* -Updates locations
* -Checks for collisions
* -Checks for progression
*
* -Also checks things like the end of the race and race start time etc
*/
public void update() {
Boolean raceFinished = true;
Double timeInterval = (System.currentTimeMillis() - previousUpdateTime) / 1000000.0;
previousUpdateTime = System.currentTimeMillis();
for (ServerYacht yacht : yachts.values()) {
updateVelocity(yacht);
yacht.runAutoPilot();
yacht.updateLocation(timeInterval);
preformTokenUpdates(yacht); //This update must be done before collision. Sorta hacky
checkCollision(yacht);
if (yacht.getBoatStatus() != BoatStatus.FINISHED) {
checkForLegProgression(yacht);
raceFinished = false;
}
}
if (raceFinished) {
currentStage = GameStages.FINISHED;
}
}
/**
* All token functionality entry points is taken care of here. So can be disabled and enabled
* easily
*
* @param yacht The yacht to perform token checks on
*/
private void preformTokenUpdates(ServerYacht yacht) {
Token collidedToken = checkTokenPickUp(yacht);
if (collidedToken != null) {
tokensInPlay.remove(collidedToken);
powerUpYacht(yacht, collidedToken);
MessageFactory.updateTokens(tokensInPlay);
notifyMessageListeners(MessageFactory.getRaceXML());
}
checkPowerUpTimeout(yacht);
TokenType powerUp = yacht.getPowerUp();
if (powerUp != null) {
switch (powerUp) {
case WIND_WALKER:
windWalk(yacht);
break;
case BUMPER:
ServerYacht collidedYacht = checkYachtCollision(yacht, true);
if (collidedYacht != null) {
yacht.powerDown();
boatTempShutDown(collidedYacht);
notifyMessageListeners(MessageFactory.makePowerDownMessage(yacht));
notifyMessageListeners(
MessageFactory.makeStatusEffectMessage(collidedYacht, powerUp));
}
break;
case RANDOM:
yacht.setPowerUpSpeedMultiplier(BAD_RANDOM_SPEED_PENALTY);
}
}
}
/**
* Powers up a thisYacht with the given token type.
*
* @param thisYacht The yacht to be powered up
* @param collidedToken The token which this thisYacht collided with
*/
private void powerUpYacht(ServerYacht thisYacht, Token collidedToken) {
//The random token has a 50% chance of becoming another token else becoming a speed detriment!
if (collidedToken.getTokenType() == TokenType.RANDOM && new Random().nextBoolean()) {
collidedToken.realiseRandom();
}
//If another yacht has the wind walker token, They should be powered down. Only one allowed!
else if (collidedToken.getTokenType() == TokenType.WIND_WALKER) {
for (ServerYacht otherYacht : yachts.values()) {
if (otherYacht != thisYacht && otherYacht.getPowerUp() == TokenType.WIND_WALKER) {
powerDownYacht(otherYacht);
}
}
}
thisYacht.powerUp(collidedToken.getTokenType());
String logMessage =
thisYacht.getBoatName() + " has picked up a " + collidedToken.getTokenType().getName()
+ " token";
notifyMessageListeners(
MessageFactory.makeChatterMessage(thisYacht.getSourceId(), logMessage));
notifyMessageListeners(MessageFactory.getRaceXML());
notifyMessageListeners(MessageFactory.makePickupMessage(thisYacht, collidedToken));
logger.debug(
"Yacht: " + thisYacht.getShortName() + " got powerup " + collidedToken.getTokenType());
}
private void powerDownYacht(ServerYacht yacht) {
String logMessage =
yacht.getBoatName() + "'s " + yacht.getPowerUp().getName() + " expired";
notifyMessageListeners(
MessageFactory.makeChatterMessage(yacht.getSourceId(), logMessage));
notifyMessageListeners(MessageFactory.makePowerDownMessage(yacht));
logger.debug("Yacht: " + yacht.getShortName() + " powered down!");
yacht.powerDown();
}
// TODO: 23/09/17 wmu16 - This is a hacky way to have the boat power down. Need some sort of separation between token and status effect :/
/**
* Disables the given boat for BUMPER_DISABLE_TIME ms.
*
* @param yacht The yacht to disable
*/
private void boatTempShutDown(ServerYacht yacht) {
yacht.setPowerUpSpeedMultiplier(0d);
Timer shutDownTimer = new Timer("Shutdown Timer");
shutDownTimer.schedule(new TimerTask() {
@Override
public void run() {
yacht.powerDown(); //Note this actually resets the boat to normal.
}
}, BUMPER_DISABLE_TIME);
}
/**
* Checks how long a powerup has been active for. If it has exceeded its timeout, it powers the
* yacht down.
*
* @param yacht The yacht to check to power down
*/
private void checkPowerUpTimeout(ServerYacht yacht) {
if (yacht.getPowerUp() != null) {
if (System.currentTimeMillis() - yacht.getPowerUpStartTime() > yacht.getPowerUp()
.getTimeout()) {
powerDownYacht(yacht);
}
}
}
/**
* This function changes the wind to be at an angle that causes the yacht in question to be at
* its fastest velocity
*
* @param yacht The yacht to fix the wind for
*/
private void windWalk(ServerYacht yacht) {
Double optimalAngle = PolarTable.getOptimalAngle();
Double heading = yacht.getHeading();
windDirection = (double) Math.floorMod(Math.round(heading + optimalAngle), 360L);
windDirectionProperty.set(windDirection);
}
/**
* Check if the yacht has crossed the course limit
*
* @param yacht the yacht to be tested
* @return a boolean value of if there is a boundary collision
*/
private static Boolean checkBoundaryCollision(ServerYacht yacht) {
for (int i = 0; i < courseLimit.size() - 1; i++) {
if (GeoUtility.checkCrossedLine(courseLimit.get(i), courseLimit.get(i + 1),
yacht.getLastLocation(), yacht.getLocation()) != 0) {
return true;
}
}
if (GeoUtility.checkCrossedLine(courseLimit.get(courseLimit.size() - 1), courseLimit.get(0),
yacht.getLastLocation(), yacht.getLocation()) != 0) {
return true;
}
return false;
}
/**
* Checks all tokensInPlay to see if a yacht has picked one up. If so, the yacht is powered up
* in the appropriate way
* @param yacht The yacht to check for collision with a token
*
* @return The token collided with
*/
private Token checkTokenPickUp(ServerYacht yacht) {
for (Token token : tokensInPlay) {
Double distance = GeoUtility.getDistance(token, yacht.getLocation());
if (distance < YACHT_COLLISION_DISTANCE) {
return token;
}
}
return null;
}
/**
* Checks for collision with other in game objects for the given serverYacht. To be called each
* update. If there is a collision, Notifies the server to send the appropriate messages out.
* Checks for these items in turn:
* - Other yachts
* - Marks
* - Boundary
* - Tokens
*
* @param serverYacht The server yacht to check collisions with
*/
public static void checkCollision(ServerYacht serverYacht) {
//Yacht Collision
ServerYacht collidedYacht = checkYachtCollision(serverYacht, false);
Mark collidedMark = checkMarkCollision(serverYacht);
if (collidedYacht != null) {
GeoPoint originalLocation = serverYacht.getLocation();
serverYacht.setLocation(
calculateBounceBack(serverYacht, originalLocation, BOUNCE_DISTANCE_YACHT)
);
serverYacht.setCurrentVelocity(
serverYacht.getCurrentVelocity() * COLLISION_VELOCITY_PENALTY
);
collidedYacht.setLocation(
calculateBounceBack(collidedYacht, originalLocation, BOUNCE_DISTANCE_YACHT)
);
collidedYacht.setCurrentVelocity(
collidedYacht.getCurrentVelocity() * COLLISION_VELOCITY_PENALTY
);
notifyMessageListeners(MessageFactory.makeCollisionMessage(serverYacht));
}
//Mark Collision
else if (collidedMark != null) {
serverYacht.setLocation(
calculateBounceBack(serverYacht, collidedMark, BOUNCE_DISTANCE_MARK)
);
serverYacht.setCurrentVelocity(
serverYacht.getCurrentVelocity() * COLLISION_VELOCITY_PENALTY
);
notifyMessageListeners(MessageFactory.makeCollisionMessage(serverYacht));
}
//Boundary Collision
else if (checkBoundaryCollision(serverYacht)) {
serverYacht.setLocation(
calculateBounceBack(serverYacht, serverYacht.getLocation(),
BOUNCE_DISTANCE_YACHT)
);
serverYacht.setCurrentVelocity(
serverYacht.getCurrentVelocity() * COLLISION_VELOCITY_PENALTY
);
notifyMessageListeners(MessageFactory.makeCollisionMessage(serverYacht));
}
}
private void updateVelocity(ServerYacht yacht) {
Double trueWindAngle = Math.abs(windDirection - yacht.getHeading());
Double boatSpeedInKnots = PolarTable.getBoatSpeed(getWindSpeedKnots(), trueWindAngle);
Double maxBoatSpeed =
GeoUtility.knotsToMMS(boatSpeedInKnots) * serverSpeedMultiplier * yacht
.getPowerUpSpeedMultiplier() * yacht.getBoatTypeSpeedMultiplier();
Double currentVelocity = yacht.getCurrentVelocity();
// TODO: 15/08/17 remove magic numbers from these equations.
if (yacht.getSailIn()) {
if (currentVelocity < maxBoatSpeed - 500) {
yacht.changeVelocity(
(maxBoatSpeed / 100) * yacht.getBoatTypeAccelerationMultiplier());
} else if (currentVelocity > maxBoatSpeed + 500) {
yacht.changeVelocity(
(-currentVelocity / 200) * yacht.getBoatTypeAccelerationMultiplier());
} else {
yacht
.setCurrentVelocity((maxBoatSpeed) * yacht.getBoatTypeAccelerationMultiplier());
}
} else {
if (currentVelocity > 3000) {
yacht.changeVelocity(
(-currentVelocity / 200) * yacht.getBoatTypeAccelerationMultiplier());
} else if (currentVelocity > 100) {
yacht.changeVelocity(
(-currentVelocity / 50) * yacht.getBoatTypeAccelerationMultiplier());
} else if (currentVelocity <= 100) {
yacht.setCurrentVelocity(0d);
}
}
}
/**
* Calculates the distance to the next mark (closest of the two if a gate mark). For purposes of
* mark rounding
*
* @return A distance in metres. Returns -1 if there is no next mark
* @throws IndexOutOfBoundsException If the next mark is null (ie the last mark in the race)
* Check first using {@link seng302.model.mark.MarkOrder#isLastMark(Integer)}
*/
private Double calcDistanceToCurrentMark(ServerYacht yacht) throws IndexOutOfBoundsException {
Integer currentMarkSeqID = yacht.getCurrentMarkSeqID();
CompoundMark currentMark = markOrder.getCurrentMark(currentMarkSeqID);
GeoPoint location = yacht.getLocation();
if (currentMark.isGate()) {
Mark sub1 = currentMark.getSubMark(1);
Mark sub2 = currentMark.getSubMark(2);
Double distance1 = GeoUtility.getDistance(location, sub1);
Double distance2 = GeoUtility.getDistance(location, sub2);
if (distance1 < distance2) {
yacht.setClosestCurrentMark(sub1);
return distance1;
} else {
yacht.setClosestCurrentMark(sub2);
return distance2;
}
} else {
yacht.setClosestCurrentMark(currentMark.getSubMark(1));
return GeoUtility.getDistance(location, currentMark.getSubMark(1));
}
}
/** lobbyController.setPlayerListSource(clientLobbyList);
* 4 Different cases of progression in the race 1 - Passing the start line 2 - Passing any
* in-race Gate 3 - Passing any in-race Mark 4 - Passing the finish line
*
* @param yacht the current yacht to check for progression
*/
private void checkForLegProgression(ServerYacht yacht) {
Integer currentMarkSeqID = yacht.getCurrentMarkSeqID();
CompoundMark currentMark = markOrder.getCurrentMark(currentMarkSeqID);
Boolean hasProgressed;
if (currentMarkSeqID == 0) {
hasProgressed = checkStartLineCrossing(yacht);
} else if (markOrder.isLastMark(currentMarkSeqID)) {
hasProgressed = checkFinishLineCrossing(yacht);
} else if (currentMark.isGate()) {
hasProgressed = checkGateRounding(yacht);
} else {
hasProgressed = checkMarkRounding(yacht);
}
if (hasProgressed) {
if (currentMarkSeqID != 0 && !markOrder.isLastMark(currentMarkSeqID)) {
String logMessage = yacht.getBoatName() + " passed leg " + yacht.getLegNumber();
notifyMessageListeners(
MessageFactory.makeChatterMessage(yacht.getSourceId(), logMessage));
}
yacht.incrementLegNumber();
sendMarkRoundingMessage(yacht);
logMarkRounding(yacht);
yacht.setHasPassedLine(false);
yacht.setHasEnteredRoundingZone(false);
yacht.setHasPassedThroughGate(false);
if (!markOrder.isLastMark(currentMarkSeqID)) {
yacht.incrementMarkSeqID();
}
}
}
/**
* If we pass the start line gate in the correct direction, progress
*
* @param yacht The current yacht to check for
*/
private Boolean checkStartLineCrossing(ServerYacht yacht) {
long timeTillStart = System.currentTimeMillis() - this.getStartTime();
if (timeTillStart < 0){
return false;
}
Integer currentMarkSeqID = yacht.getCurrentMarkSeqID();
CompoundMark currentMark = markOrder.getCurrentMark(currentMarkSeqID);
GeoPoint lastLocation = yacht.getLastLocation();
GeoPoint location = yacht.getLocation();
Mark mark1 = currentMark.getSubMark(1);
Mark mark2 = currentMark.getSubMark(2);
CompoundMark nextMark = markOrder.getNextMark(currentMarkSeqID);
Integer crossedLine = GeoUtility.checkCrossedLine(mark1, mark2, lastLocation, location);
if (crossedLine > 0) {
Boolean isClockwiseCross = GeoUtility.isClockwise(mark1, mark2, nextMark.getMidPoint());
if (crossedLine == 2 && isClockwiseCross || crossedLine == 1 && !isClockwiseCross) {
yacht.setClosestCurrentMark(mark1);
yacht.setBoatStatus(BoatStatus.RACING);
String logMessage = yacht.getBoatName() + " passed start line";
notifyMessageListeners(
MessageFactory.makeChatterMessage(yacht.getSourceId(), logMessage));
return true;
}
}
return false;
}
/**
* This algorithm checks for mark rounding. And increments the currentMarSeqID number attribute
* of the yacht if so. A visual representation of this algorithm can be seen on the Wiki under
* 'mark passing algorithm'
*
* @param yacht The current yacht to check for
*/
private Boolean checkMarkRounding(ServerYacht yacht) {
Integer currentMarkSeqID = yacht.getCurrentMarkSeqID();
CompoundMark currentMark = markOrder.getCurrentMark(currentMarkSeqID);
GeoPoint lastLocation = yacht.getLastLocation();
GeoPoint location = yacht.getLocation();
GeoPoint nextPoint = markOrder.getNextMark(currentMarkSeqID).getMidPoint();
GeoPoint prevPoint = markOrder.getPreviousMark(currentMarkSeqID).getMidPoint();
GeoPoint midPoint = GeoUtility.getDirtyMidPoint(nextPoint, prevPoint);
if (calcDistanceToCurrentMark(yacht) < ROUNDING_DISTANCE) {
yacht.setHasEnteredRoundingZone(true);
}
//In case current mark is a gate, loop through all marks just in case
for (Mark thisCurrentMark : currentMark.getMarks()) {
if (GeoUtility.isPointInTriangle(lastLocation, location, midPoint, thisCurrentMark)) {
yacht.setHasPassedLine(true);
}
}
return yacht.hasPassedLine() && yacht.hasEnteredRoundingZone();
}
/**
* Checks if a gate line has been crossed and in the correct direction
*
* @param yacht The current yacht to check for
*/
private Boolean checkGateRounding(ServerYacht yacht) {
Integer currentMarkSeqID = yacht.getCurrentMarkSeqID();
CompoundMark currentMark = markOrder.getCurrentMark(currentMarkSeqID);
GeoPoint lastLocation = yacht.getLastLocation();
GeoPoint location = yacht.getLocation();
Mark mark1 = currentMark.getSubMark(1);
Mark mark2 = currentMark.getSubMark(2);
CompoundMark prevMark = markOrder.getPreviousMark(currentMarkSeqID);
CompoundMark nextMark = markOrder.getNextMark(currentMarkSeqID);
Integer crossedLine = GeoUtility.checkCrossedLine(mark1, mark2, lastLocation, location);
//We have crossed the line
if (crossedLine > 0) {
Boolean isClockwiseCross = GeoUtility.isClockwise(mark1, mark2, prevMark.getMidPoint());
//Check we cross the line in the correct direction
if (crossedLine == 1 && isClockwiseCross || crossedLine == 2 && !isClockwiseCross) {
yacht.setHasPassedThroughGate(true);
}
}
Boolean prevMarkSide = GeoUtility.isClockwise(mark1, mark2, prevMark.getMidPoint());
Boolean nextMarkSide = GeoUtility.isClockwise(mark1, mark2, nextMark.getMidPoint());
if (yacht.hasPassedThroughGate()) {
//Check if we need to round this gate after passing through
if (prevMarkSide == nextMarkSide) {
return checkMarkRounding(yacht);
} else {
return true;
}
}
return false;
}
/**
* If we pass the finish gate in the correct direction
*
* @param yacht The current yacht to check for
*/
private Boolean checkFinishLineCrossing(ServerYacht yacht) {
Integer currentMarkSeqID = yacht.getCurrentMarkSeqID();
CompoundMark currentMark = markOrder.getCurrentMark(currentMarkSeqID);
GeoPoint lastLocation = yacht.getLastLocation();
GeoPoint location = yacht.getLocation();
Mark mark1 = currentMark.getSubMark(1);
Mark mark2 = currentMark.getSubMark(2);
CompoundMark prevMark = markOrder.getPreviousMark(currentMarkSeqID);
Integer crossedLine = GeoUtility.checkCrossedLine(mark1, mark2, lastLocation, location);
if (crossedLine > 0) {
Boolean isClockwiseCross = GeoUtility.isClockwise(mark1, mark2, prevMark.getMidPoint());
if (crossedLine == 1 && isClockwiseCross || crossedLine == 2 && !isClockwiseCross) {
yacht.setClosestCurrentMark(mark1);
yacht.setBoatStatus(BoatStatus.FINISHED);
String logMessage = yacht.getBoatName() + " passed finish line";
notifyMessageListeners(
MessageFactory.makeChatterMessage(yacht.getSourceId(), logMessage));
return true;
}
}
return false;
}
/**
* Handles player customization.
*
* @param playerID The ID of the player being modified.
* @param requestType the type of player customization the player wants
* @param customizeData the data related to the customization (color, name, shape)
*/
public static void customizePlayer(long playerID, CustomizeRequestType requestType,
byte[] customizeData) {
ServerYacht playerYacht = yachts.get((int) playerID);
if (requestType.equals(CustomizeRequestType.NAME)) {
String name = new String(customizeData);
playerYacht.setBoatName(name);
} else if (requestType.equals(CustomizeRequestType.COLOR)) {
//This low level stuff shouldnt be here alistair! In fact no logic LIKE THIS should! - wmu16
int red = customizeData[0] & 0xFF;
int green = customizeData[1] & 0xFF;
int blue = customizeData[2] & 0xFF;
Color yachtColor = Color.rgb(red, green, blue);
playerYacht.setBoatColor(yachtColor);
} else if (requestType.equals(CustomizeRequestType.SHAPE)) {
String type = new String(customizeData);
playerYacht.setBoatType(BoatMeshType.valueOf(type));
}
}
private static Mark checkMarkCollision(ServerYacht yacht) {
Set<Mark> marksInRace = new HashSet<>(marks);
for (Mark mark : marksInRace) {
if (GeoUtility.getDistance(yacht.getLocation(), mark)
<= MARK_COLLISION_DISTANCE) {
return mark;
}
}
return null;
}
/**
* Calculate the new position of the boat after it has had a collision
*
* @return The boats new position
*/
private static GeoPoint calculateBounceBack(ServerYacht yacht, GeoPoint collidedWith,
Double bounceDistance) {
Double heading = GeoUtility.getBearing(yacht.getLastLocation(), collidedWith);
// Invert heading
heading -= 180;
Integer newHeading = Math.floorMod(heading.intValue(), 360);
return GeoUtility
.getGeoCoordinate(yacht.getLocation(), newHeading.doubleValue(), bounceDistance);
}
/**
* Collision detection which iterates through all the yachts and check if any yacht collided
* with this yacht. Return collided yacht or null if no collision.
*
* UPDATE: HACK!!! wmu16 - forBumperCollision is (the goddamn dirtiest) dirty flag to fix a
* weird bug where the bumper collision would not be registerd but the knock back collision would.
* In other words, only set the 'forBumperCollision' flag true if used for the bumper power up.
*
* @return yacht to compare to all other yachts.
*/
private static ServerYacht checkYachtCollision(ServerYacht yacht, Boolean forBumperCollision) {
Double collisionDistance =
(forBumperCollision) ? YACHT_COLLISION_DISTANCE + 2.5 : YACHT_COLLISION_DISTANCE;
for (ServerYacht otherYacht : GameState.getYachts().values()) {
if (otherYacht != yacht) {
Double distance = GeoUtility
.getDistance(otherYacht.getLocation(), yacht.getLocation());
;
if (distance < collisionDistance) {
return otherYacht;
}
}
}
return null;
}
private void sendMarkRoundingMessage(ServerYacht yacht) {
Integer sourceID = yacht.getSourceId();
Integer currentMarkSeqID = yacht.getCurrentMarkSeqID();
CompoundMark currentMark = markOrder.getCurrentMark(currentMarkSeqID);
MarkType markType = (currentMark.isGate()) ? MarkType.GATE : MarkType.ROUNDING_MARK;
Mark roundingMark = yacht.getClosestCurrentMark();
// TODO: 13/8/17 figure out the rounding side, rounded mark source ID and boat status.
Message markRoundingMessage = new MarkRoundingMessage(0, 0,
sourceID, RoundingBoatStatus.RACING, roundingMark.getRoundingSide(), markType,
currentMarkSeqID + 1);
notifyMessageListeners(markRoundingMessage);
}
private static void notifyMessageListeners(Message message) {
for (NewMessageListener ml : newMessageListeners) {
ml.notify(message);
}
}
private void logMarkRounding(ServerYacht yacht) {
Mark roundingMark = yacht.getClosestCurrentMark();
logger.debug(
String.format("Yacht srcID(%d) passed Mark srcID(%d)", yacht.getSourceId(),
roundingMark.getSourceID()));
}
public static void processChatter(ChatterMessage chatterMessage, boolean isHost) {
String chatterText = chatterMessage.getMessage();
String[] words = chatterText.split("\\s+");
if (words.length > 2 && isHost) {
switch (words[2].trim()) {
case "/speed":
try {
serverSpeedMultiplier = Double.valueOf(words[3]);
String logMessage = "Speed modifier set to x" + words[3];
notifyMessageListeners(MessageFactory
.makeChatterMessage(chatterMessage.getMessageType(), logMessage));
} catch (Exception e) {
Logger logger = LoggerFactory.getLogger(GameState.class);
logger.error("cannot parse >speed value");
}
return;
case "/finish":
String logMessage = "Game will now finish";
notifyMessageListeners(MessageFactory
.makeChatterMessage(chatterMessage.getMessageType(), logMessage));
endRace();
return;
}
}
notifyMessageListeners(chatterMessage);
}
public static void addMessageEventListener(NewMessageListener listener) {
newMessageListeners.add(listener);
}
public static void setCustomizationFlag() {
customizationFlag = true;
}
public static Boolean getCustomizationFlag() {
return customizationFlag;
}
public static void resetCustomizationFlag() {
customizationFlag = false;
}
public static void setPlayerHasLeftFlag(Boolean flag) {
playerHasLeftFlag = flag;
}
public static Boolean getPlayerHasLeftFlag() {
return playerHasLeftFlag;
}
public static Integer getNumberOfPlayers(){
Integer numPlayers = 1;
for(Player p : getPlayers()){
if(p.getSocket().isConnected()){
numPlayers++;
}
}
return numPlayers;
}
public static Integer getCapacity(){
return maxPlayers;
}
public static void setMaxPlayers(Integer newMax){
maxPlayers = newMax;
try {
ServerAdvertiser.getInstance().setCapacity(newMax);
} catch (IOException e) {
logger.warn("Couldn't update max players");
}
}
public static void endRace () {
yachts.forEach((id, yacht) -> yacht.setBoatStatus(BoatStatus.FINISHED));
currentStage = GameStages.FINISHED;
}
public static double getServerSpeedMultiplier() {
return serverSpeedMultiplier;
}
public static void setTokensEnabled (boolean tokensEnabled) {
GameState.tokensEnabled = tokensEnabled;
}
public static ReadOnlyDoubleWrapper getWindDirectionProperty() {
return windDirectionProperty;
}
}