// 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);
// record which launcher targeted the target
entityTarget.addTargetedBySwarm(ae.getId(), waa.getWeaponId());
} 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);
} 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 (!handledHeat) {
addHeat();
handledHeat = true;
}
// 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, phase)) {
return false;
}
}
// yeech. handle damage. . different weapons do this in very different
// ways
int hits = calcHits(vPhaseReport), nCluster = calcnCluster();
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);
r.subject = subjectId;
vPhaseReport.addElement(r);
}
// for each cluster of hits, do a chunk of damage
while (hits > 0) {
int nDamage;
// targeting a hex for igniting
if ((target.getTargetType() == Targetable.TYPE_HEX_IGNITE)
|| (target.getTargetType() == Targetable.TYPE_BLDG_IGNITE)) {
handleIgnitionDamage(vPhaseReport, bldg, bSalvo, hits);
return false;
}
// targeting a hex for clearing
if (target.getTargetType() == Targetable.TYPE_HEX_CLEAR) {
nDamage = nDamPerHit * hits;
handleClearDamage(vPhaseReport, bldg, nDamage, bSalvo);
return false;
}
// Targeting a building.
if (target.getTargetType() == Targetable.TYPE_BUILDING) {
// The building takes the full brunt of the attack.
nDamage = nDamPerHit * hits;
handleBuildingDamage(vPhaseReport, bldg, nDamage, bSalvo, target.getPosition());
// And we're done!
return false;
}
if (entityTarget != null) {
handleEntityDamage(entityTarget, vPhaseReport, bldg, hits,
nCluster, nDamPerHit, bldgAbsorbs);
server.creditKill(entityTarget, ae);
hits -= nCluster;
}
} // Handle the next cluster.
Report.addNewline(vPhaseReport);
if (swarmMissilesNowLeft > 0) {
Entity swarmTarget = Compute.getSwarmMissileTarget(game, ae.getId(),
entityTarget, waa.getWeaponId());
if (swarmTarget != null) {
r = new Report(3420);
r.subject = subjectId;
r.indent(2);
r.add(swarmMissilesNowLeft);
vPhaseReport.addElement(r);
weapon.setUsedThisRound(false);
WeaponAttackAction newWaa = new WeaponAttackAction(ae.getId(),
swarmTarget.getTargetId(), waa.getWeaponId());
newWaa.setSwarmingMissiles(true);
newWaa.setSwarmMissiles(swarmMissilesNowLeft);
newWaa.setOldTargetId(target.getTargetId());
newWaa.setAmmoId(waa.getAmmoId());
Mounted m = ae.getEquipment(waa.getWeaponId());
Weapon w = (Weapon) m.getType();
// increase ammo by one, we'll use one that we shouldn't use
// in the next line
weapon.getLinked().setShotsLeft(weapon.getLinked().getShotsLeft()+1);
AttackHandler ah = w.fire(newWaa, game, server);
LRMSwarmHandler wh = (LRMSwarmHandler) ah;
// attack the new target
wh.handledHeat = true;
wh.handle(phase, vPhaseReport);
} else {
r = new Report(3425);
r.add(swarmMissilesNowLeft);
r.subject = subjectId;
r.indent(2);
vPhaseReport.addElement(r);
}