/*
* MegaMek - Copyright (C) 2000,2001,2002,2003,2004 Ben Mazur (bmazur@sev.org)
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* for more details.
*/
package megamek.common.actions;
import megamek.common.Building;
import megamek.common.Compute;
import megamek.common.Coords;
import megamek.common.CriticalSlot;
import megamek.common.Entity;
import megamek.common.EntityWeightClass;
import megamek.common.IGame;
import megamek.common.IHex;
import megamek.common.Mech;
import megamek.common.Player;
import megamek.common.TargetRoll;
import megamek.common.Targetable;
import megamek.common.Terrains;
import megamek.common.ToHitData;
/**
* The attacker pushes the target.
*/
public class PushAttackAction extends DisplacementAttackAction {
/**
* Static Serial.
*/
private static final long serialVersionUID = 6878038939232914083L;
public PushAttackAction(int entityId, int targetId, Coords targetPos) {
super(entityId, targetId, targetPos);
}
public PushAttackAction(int entityId, int targetType, int targetId,
Coords targetPos) {
super(entityId, targetType, targetId, targetPos);
}
public ToHitData toHit(IGame game) {
return toHit(game, getEntityId(), game.getTarget(getTargetType(),
getTargetId()));
}
/**
* pushes are impossible when physical attacks are impossible, or a
* retractable blade is extended
*
* @param game
* @param ae
* @param target
* @return
*/
protected static String toHitIsImpossible(IGame game, Entity ae,
Targetable target) {
String physicalImpossible = PhysicalAttackAction.toHitIsImpossible(
game, ae, target);
String extendedBladeImpossible = null;
if ((ae instanceof Mech) && ((Mech) ae).hasExtendedRetractableBlade()) {
extendedBladeImpossible = "Extended retractable blade";
}
if (physicalImpossible != null) {
return physicalImpossible;
}
if ( ae.getGrappled() != Entity.NONE ) {
return "Unit Grappled";
}
if(ae.isEvading()) {
return "attacker is evading.";
}
if (!game.getOptions().booleanOption("friendly_fire")) {
// a friendly unit can never be the target of a direct attack.
if ((target.getTargetType() == Targetable.TYPE_ENTITY)
&& ((((Entity)target).getOwnerId() == ae.getOwnerId())
|| ((((Entity)target).getOwner().getTeam() != Player.TEAM_NONE)
&& (ae.getOwner().getTeam() != Player.TEAM_NONE)
&& (ae.getOwner().getTeam() == ((Entity)target).getOwner().getTeam())))) {
return "A friendly unit can never be the target of a direct attack.";
}
}
return extendedBladeImpossible;
}
/**
* To-hit number for the mech to push another mech
*/
public static ToHitData toHit(IGame game, int attackerId, Targetable target) {
final Entity ae = game.getEntity(attackerId);
int targetId = Entity.NONE;
Entity te = null;
if (target.getTargetType() == Targetable.TYPE_ENTITY) {
te = (Entity) target;
targetId = target.getTargetId();
}
if (ae == null) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"You can't attack from a null entity!");
}
if (te == null) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"You can't target a null entity!");
}
IHex attHex = game.getBoard().getHex(ae.getPosition());
IHex targHex = game.getBoard().getHex(te.getPosition());
final int attackerElevation = ae.getElevation() + attHex.getElevation();
final int targetElevation = target.getElevation()
+ targHex.getElevation();
boolean inSameBuilding = Compute.isInSameBuilding(game, ae, te);
final boolean targetInBuilding = Compute.isInBuilding(game, te);
Building bldg = null;
if (targetInBuilding) {
bldg = game.getBoard().getBuildingAt(te.getPosition());
}
ToHitData toHit = null;
// can't target yourself
if (ae.equals(te)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"You can't target yourself");
}
// non-mechs can't push
if (!(ae instanceof Mech)) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Non-mechs can't push");
}
// Quads can't push
if (ae.entityIsQuad()) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Attacker is a quad");
}
// Can only push mechs
if (!(te instanceof Mech)) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Target is not a mech");
}
// Can't push with flipped arms
if (ae.getArmsFlipped()) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Arms are flipped to the rear. Can not push.");
}
// Can't target a transported entity.
if (Entity.NONE != te.getTransportId()) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target is a passenger.");
}
// Can't target a entity conducting a swarm attack.
if (Entity.NONE != te.getSwarmTargetId()) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target is swarming a Mek.");
}
// check if both arms are present
if (ae.isLocationBad(Mech.LOC_RARM) || ae.isLocationBad(Mech.LOC_LARM)) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Arm missing");
}
// check if attacker has fired arm-mounted weapons
if (ae.weaponFiredFrom(Mech.LOC_RARM)
|| ae.weaponFiredFrom(Mech.LOC_LARM)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Weapons fired from arm this turn");
}
// check range
if (ae.getPosition().distance(target.getPosition()) > 1) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Target not in range");
}
// target must be at same elevation
if (attackerElevation != targetElevation) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target not at same elevation");
}
// can't push mech making non-pushing displacement attack
if (te.hasDisplacementAttack() && !te.isPushing()) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target is making a charge/DFA attack");
}
// can't push mech pushing another, different mech
if (te.isPushing()
&& (te.getDisplacementAttack().getTargetId() != ae.getId())) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target is pushing another mech");
}
// can't do anything but counter-push if the target of another attack
if (ae.isTargetOfDisplacementAttack()
&& (ae.findTargetedDisplacement().getEntityId() != target
.getTargetId())) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Attacker is the target of another push/charge/DFA");
}
// can't attack the target of another displacement attack
if (te.isTargetOfDisplacementAttack()
&& (te.findTargetedDisplacement().getEntityId() != ae.getId())) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target is the target of another push/charge/DFA");
}
// check facing
if (!target.getPosition().equals(
ae.getPosition().translated(ae.getFacing()))) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target not directly ahead of feet");
}
// can't push while prone
if (ae.isProne()) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Attacker is prone");
}
// can't push prone mechs
if (te.isProne()) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Target is prone");
}
// Can't target units in buildings (from the outside).
if (targetInBuilding) {
if (!Compute.isInBuilding(game, ae)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target is inside building");
} else if (!game.getBoard().getBuildingAt(ae.getPosition()).equals(
bldg)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target is inside differnt building");
}
}
// Attacks against adjacent buildings automatically hit.
if ((target.getTargetType() == Targetable.TYPE_BUILDING)
|| (target.getTargetType() == Targetable.TYPE_FUEL_TANK)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"You can not push a building (well, you can, but it won't do anything).");
}
// Can't target woods or ignite a building with a physical.
if ((target.getTargetType() == Targetable.TYPE_BLDG_IGNITE)
|| (target.getTargetType() == Targetable.TYPE_HEX_CLEAR)
|| (target.getTargetType() == Targetable.TYPE_HEX_IGNITE)) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Invalid attack");
}
// Set the base BTH
int base = ae.getCrew().getPiloting() - 1;
toHit = new ToHitData(base, "base");
// attacker movement
toHit.append(Compute.getAttackerMovementModifier(game, attackerId));
// target movement
toHit.append(Compute.getTargetMovementModifier(game, targetId));
// attacker terrain
toHit.append(Compute.getAttackerTerrainModifier(game, attackerId));
// target terrain
toHit.append(Compute.getTargetTerrainModifier(game, te, 0, inSameBuilding));
// damaged or missing actuators
if (!ae.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, Mech.LOC_RARM)) {
toHit.addModifier(2, "Right Shoulder destroyed");
}
if (!ae.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, Mech.LOC_LARM)) {
toHit.addModifier(2, "Left Shoulder destroyed");
}
// attacker is spotting
if (ae.isSpotting()) {
toHit.addModifier(+1, "attacker is spotting");
}
// water partial cover?
if ((te.height() > 0) && (te.getElevation() == -1)
&& (targHex.terrainLevel(Terrains.WATER) == te.height())) {
toHit.addModifier(3, "target has partial cover");
}
// target immobile
toHit.append(Compute.getImmobileMod(te));
Compute.modifyPhysicalBTHForAdvantages(ae, te, toHit, game);
//evading
if(te.isEvading()) {
toHit.addModifier(te.getEvasionBonus(), "target is evading");
}
toHit.append(nightModifiers(game, target, null, ae, false));
// side and elevation shouldn't matter
// If it has a torso-mounted cockpit and two head sensor hits or three
// sensor hits...
// It gets a =4 penalty for being blind!
if (((Mech) ae).getCockpitType() == Mech.COCKPIT_TORSO_MOUNTED) {
int sensorHits = ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM,
Mech.SYSTEM_SENSORS, Mech.LOC_HEAD);
int sensorHits2 = ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM,
Mech.SYSTEM_SENSORS, Mech.LOC_CT);
if ((sensorHits + sensorHits2) == 3) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Sensors Completely Destroyed for Torso-Mounted Cockpit");
} else if (sensorHits == 2) {
toHit.addModifier(4,
"Head Sensors Destroyed for Torso-Mounted Cockpit");
}
}
//Attacking Weight Class Modifier.
if ( game.getOptions().booleanOption("tacops_attack_physical_psr") ) {
if ( ae.getWeightClass() == EntityWeightClass.WEIGHT_LIGHT ) {
toHit.addModifier(-2, "Weight Class Attack Modifier");
}else if ( ae.getWeightClass() == EntityWeightClass.WEIGHT_MEDIUM ) {
toHit.addModifier(-1, "Weight Class Attack Modifier");
}
}
if (((Mech)ae).hasIndustrialTSM()) {
toHit.addModifier(2, "industrial TSM");
}
// done!
return toHit;
}
}