if (entityTarget != null) {
ae.setLastTarget(entityTarget.getId());
}
// Which building takes the damage?
Building bldg = game.getBoard().getBuildingAt(target.getPosition());
String number = nweapons > 1 ? " (" + nweapons + ")" : "";
// Report weapon attack and its to-hit value.
r = new Report(3115);
r.indent();
r.newlines = 0;
r.subject = subjectId;
r.add(wtype.getName() + number);
if (entityTarget != null) {
r.addDesc(entityTarget);
} else {
r.messageId = 3120;
r.add(target.getDisplayName(), true);
}
vPhaseReport.addElement(r);
// check for nemesis
boolean shotAtNemesisTarget = false;
if (bNemesisConfusable && !waa.isNemesisConfused()) {
// loop through nemesis targets
for (Enumeration<Entity> e = game.getNemesisTargets(ae, target
.getPosition()); e.hasMoreElements();) {
Entity entity = e.nextElement();
// friendly unit with attached iNarc Nemesis pod standing in the
// way
r = new Report(3125);
r.subject = subjectId;
vPhaseReport.addElement(r);
weapon.setUsedThisRound(false);
WeaponAttackAction newWaa = new WeaponAttackAction(ae.getId(),
entity.getTargetId(), waa.getWeaponId());
newWaa.setNemesisConfused(true);
Entity ae = game.getEntity(waa.getEntityId());
Mounted m = ae.getEquipment(waa.getWeaponId());
Weapon w = (Weapon) m.getType();
AttackHandler ah = w.fire(newWaa, game, server);
// increase ammo by one, becaues we just incorrectly used one up
weapon.getLinked().setShotsLeft(weapon.getLinked().getShotsLeft()+1);
// if the new attack has an impossible to-hit, go on to next entity
if (ah == null) {
continue;
}
WeaponHandler wh = (WeaponHandler) ah;
// attack the new target, and if we hit it, return;
wh.handle(phase, vPhaseReport);
// if the new attack hit, we are finished.
if (!wh.bMissed) {
return false;
}
shotAtNemesisTarget = true;
}
if (shotAtNemesisTarget) {
// back to original target
r = new Report(3130);
r.subject = subjectId;
r.newlines = 0;
r.indent();
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);
}
// Do this stuff first, because some weapon's miss report reference the
// amount of shots fired and stuff.
if (!shotAtNemesisTarget) {
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);
nDamPerHit = calcDamagePerHit();
// 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;
}
}
// yeech. handle damage. . different weapons do this in very different
// ways
int hits = 1;
if(!(ae instanceof Aero)) {
hits = calcHits(vPhaseReport);
}
int nCluster = calcnCluster();
//Now I need to adjust this for air-to-air attacks because they use attack value
if((ae instanceof Aero) && (target instanceof Aero)) {
//this will work differently for cluster and non-cluster weapons, and differently for capital fighter/fighter squadrons
if(ae.isCapitalFighter()) {
bSalvo = true;
int nhit = 1;
if(nweapons > 1) {
nhit = Compute.missilesHit(nweapons);
r = new Report(3325);
r.subject = subjectId;
r.add(nhit);
r.add(" weapon(s) ");
r.add(" ");
r.newlines = 0;
vPhaseReport.add(r);
}
nDamPerHit = attackValue * nhit;
hits = 1;
nCluster = 1;
} else if(usesClusterTable() && (entityTarget != null) && !entityTarget.isCapitalScale()) {
bSalvo = true;
nDamPerHit = 1;
hits = attackValue;
nCluster = 5;
} else {
nDamPerHit = attackValue;
hits = 1;
nCluster = 1;
}
}
if (bMissed) {
return false;
} // End missed-target
// 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);
}
// Make sure the player knows when his attack causes no damage.
if (hits == 0) {
r = new Report(3365);