/*
* MegaMek - Copyright (C) 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.Entity;
import megamek.common.IGame;
import megamek.common.IHex;
import megamek.common.Infantry;
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 prone attacker thrashes at the target.
*/
public class ThrashAttackAction extends AbstractAttackAction {
/**
*
*/
private static final long serialVersionUID = -1527653560370040648L;
public ThrashAttackAction(int entityId, int targetId) {
super(entityId, targetId);
}
public ThrashAttackAction(int entityId, int targetType, int targetId) {
super(entityId, targetType, targetId);
}
public ThrashAttackAction(int entityId, Targetable target) {
super(entityId, target.getTargetType(), target.getTargetId());
}
/**
* To-hit number for thrashing attack. This attack can only be made by a
* prone Mek in a clear or pavement terrain hex that contains infantry. This
* attack will force a PSR check for the prone Mek; if the PSR is missed,
* the Mek takes normal falling damage.
*
* @param game - the <code>IGame</code> object containing all entities.
* @return the <code>ToHitData</code> containing the target roll.
*/
public ToHitData toHit(IGame game) {
final Entity ae = getEntity(game);
final Targetable target = getTarget(game);
// arguments legal?
if (ae == null || target == null) {
throw new IllegalArgumentException("Attacker or target not valid");
}
Entity te = null;
if (target.getTargetType() == Targetable.TYPE_ENTITY) {
te = (Entity) target;
}
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 new ToHitData(TargetRoll.IMPOSSIBLE, "A friendly unit can never be the target of a direct attack.");
}
// Non-mechs can't thrash.
if (!(ae instanceof Mech)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Only mechs can thrash at infantry");
}
// Mech must be prone.
if (!ae.isProne()) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Only prone mechs can thrash at infantry");
}
// Can't thrash against non-infantry
if (te == null || !(te instanceof Infantry)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Can only thrash at infantry");
}
// Can't thrash against swarming infantry.
else if (Entity.NONE != te.getSwarmTargetId()) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Can't thrash at swarming infantry");
}
// Check range.
if (target.getPosition() == null
|| ae.getPosition().distance(target.getPosition()) > 0) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target not in same hex");
}
if (target.getElevation() != ae.getElevation()) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Target not at same elevation");
}
// Check terrain.
IHex hex = game.getBoard().getHex(ae.getPosition());
if (hex.containsTerrain(Terrains.WOODS)
|| hex.containsTerrain(Terrains.JUNGLE)
|| hex.containsTerrain(Terrains.ROUGH)
|| hex.containsTerrain(Terrains.RUBBLE)
|| hex.containsTerrain(Terrains.FUEL_TANK)
|| hex.containsTerrain(Terrains.BUILDING)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Not a clear or pavement hex.");
}
// Can't target woods or a building with a thrash attack.
if (target.getTargetType() == Targetable.TYPE_BUILDING
|| target.getTargetType() == Targetable.TYPE_BLDG_IGNITE
|| target.getTargetType() == Targetable.TYPE_FUEL_TANK
|| target.getTargetType() == Targetable.TYPE_FUEL_TANK_IGNITE
|| target.getTargetType() == Targetable.TYPE_HEX_CLEAR
|| target.getTargetType() == Targetable.TYPE_HEX_IGNITE) {
return new ToHitData(TargetRoll.IMPOSSIBLE, "Invalid attack");
}
// The Mech can't have fired a weapon this round.
for (int loop = 0; loop < ae.locations(); loop++) {
if (ae.weaponFiredFrom(loop)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Weapons fired from " + ae.getLocationName(loop)
+ " this turn");
}
}
// Mech must have at least one working arm or leg.
if (ae.isLocationBad(Mech.LOC_RARM) && ae.isLocationBad(Mech.LOC_LARM)
&& ae.isLocationBad(Mech.LOC_RLEG)
&& ae.isLocationBad(Mech.LOC_LLEG)) {
return new ToHitData(TargetRoll.IMPOSSIBLE,
"Mech has no arms or legs to thrash");
}
// If the attack isn't impossible, it's automatically successful.
return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
"thrash attacks always hit");
}
/**
* Damage caused by a successfull thrashing attack.
*
* @param entity - the <code>Entity</code> conducting the thrash attack.
* @return The <code>int</code> amount of damage caused by this attack.
*/
public static int getDamageFor(Entity entity) {
int nDamage = Math.round(entity.getWeight() / 3.0f);
return nDamage;
}
}