}
final boolean targetInBuilding = Compute.isInBuilding(game,
entityTarget);
// Which building takes the damage?
Building bldg = game.getBoard().getBuildingAt(target.getPosition());
// Report weapon attack and its to-hit value.
r = new Report(3115);
r.indent();
r.newlines = 0;
r.subject = subjectId;
r.add(wtype.getName());
if (entityTarget != null) {
r.addDesc(entityTarget);
} else {
r.messageId = 3120;
r.add(target.getDisplayName(), true);
}
vPhaseReport.addElement(r);
if (toHit.getValue() == TargetRoll.IMPOSSIBLE) {
r = new Report(3135);
r.subject = subjectId;
r.add(toHit.getDesc());
vPhaseReport.addElement(r);
return false;
} else if (toHit.getValue() == TargetRoll.AUTOMATIC_FAIL) {
r = new Report(3140);
r.newlines = 0;
r.subject = subjectId;
r.add(toHit.getDesc());
vPhaseReport.addElement(r);
} else if (toHit.getValue() == TargetRoll.AUTOMATIC_SUCCESS) {
r = new Report(3145);
r.newlines = 0;
r.subject = subjectId;
r.add(toHit.getDesc());
vPhaseReport.addElement(r);
} else {
// roll to hit
r = new Report(3150);
r.newlines = 0;
r.subject = subjectId;
r.add(toHit.getValue());
vPhaseReport.addElement(r);
}
// dice have been rolled, thanks
r = new Report(3155);
r.newlines = 0;
r.subject = subjectId;
r.add(roll);
vPhaseReport.addElement(r);
// do we hit?
bMissed = roll < toHit.getValue();
// are we a glancing hit?
if (game.getOptions().booleanOption("tacops_glancing_blows")) {
if (roll == toHit.getValue()) {
bGlancing = true;
r = new Report(3186);
r.subject = subjectId;
r.newlines = 0;
vPhaseReport.addElement(r);
} else {
bGlancing = false;
}
} else {
bGlancing = false;
}
//Set Margin of Success/Failure.
toHit.setMoS(roll-Math.max(2,toHit.getValue()));
bDirect = game.getOptions().booleanOption("tacops_direct_blow") && ((toHit.getMoS()/3) >= 1) && (entityTarget != null);
if (bDirect) {
r = new Report(3189);
r.subject = ae.getId();
r.newlines = 0;
vPhaseReport.addElement(r);
}
// we may still have to use ammo, if direct fire
if (!handledAmmoAndReport) {
addHeat();
}
// Any necessary PSRs, jam checks, etc.
// If this boolean is true, don't report
// the miss later, as we already reported
// it in doChecks
boolean missReported = doChecks(vPhaseReport);
if (missReported) {
bMissed = true;
}
nDamPerHit = wtype.getRackSize();
// copperhead gets 10 damage less than standard
if (((AmmoType)ammo.getType()).getAmmoType() != AmmoType.T_ARROW_IV) {
nDamPerHit -= 10;
}
// Do we need some sort of special resolution (minefields, artillery,
if (specialResolution(vPhaseReport, entityTarget, bMissed)) {
return false;
}
if (bMissed && !missReported) {
reportMiss(vPhaseReport);
// Works out fire setting, AMS shots, and whether continuation is
// necessary.
if (!handleSpecialMiss(entityTarget, targetInBuilding, bldg,
vPhaseReport)) {
return false;
}
}
int hits = 1;
int nCluster = 1;
if ((entityTarget != null) && (entityTarget.getTaggedBy() != -1)) {
if (aaa.getCoords() != null) {
toHit.setSideTable(entityTarget.sideTable(aaa.getCoords()));
}
}
// The building shields all units from a certain amount of damage.
// The amount is based upon the building's CF at the phase's start.
int bldgAbsorbs = 0;
if (targetInBuilding && (bldg != null)) {
bldgAbsorbs = (int) Math.ceil(bldg.getPhaseCF(target.getPosition()) / 10.0);
}
if ((bldg != null) && (bldgAbsorbs > 0)) {
// building absorbs some damage
r = new Report(6010);
if (entityTarget != null) {
r.subject = entityTarget.getId();
}
r.add(bldgAbsorbs);
vPhaseReport.addElement(r);
Vector<Report> buildingReport = server.damageBuilding(bldg,
nDamPerHit, entityTarget.getPosition());
for (Report report : buildingReport) {
report.subject = entityTarget.getId();
}
vPhaseReport.addAll(buildingReport);
}
nDamPerHit -= bldgAbsorbs;
// Make sure the player knows when his attack causes no damage.
if (nDamPerHit == 0) {
r = new Report(3365);
r.subject = subjectId;
vPhaseReport.addElement(r);
return false;
}
if (!bMissed && (entityTarget != null)) {
handleEntityDamage(entityTarget, vPhaseReport, bldg, hits,
nCluster, nDamPerHit, bldgAbsorbs);
server.creditKill(entityTarget, ae);
}
Coords coords = target.getPosition();
int ratedDamage = 5; // splash damage is 5 from all launchers
bldg = null;
bldg = game.getBoard().getBuildingAt(coords);
bldgAbsorbs = (bldg != null) ? bldg.getPhaseCF(coords) / 10 : 0;
bldgAbsorbs = Math.min(bldgAbsorbs, ratedDamage);
// assumption: homing artillery splash damage is area effect.
// do damage to woods, 2 * normal damage (TW page 112)
handleClearDamage(vPhaseReport, bldg, ratedDamage * 2, bSalvo);
ratedDamage -= bldgAbsorbs;