Package megamek.common.actions

Source Code of megamek.common.actions.WeaponAttackAction

/*
* 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 java.io.Serializable;
import java.util.ArrayList;
import java.util.Enumeration;

import megamek.common.Aero;
import megamek.common.AmmoType;
import megamek.common.BattleArmor;
import megamek.common.BipedMech;
import megamek.common.BombType;
import megamek.common.Compute;
import megamek.common.Coords;
import megamek.common.CriticalSlot;
import megamek.common.Dropship;
import megamek.common.Entity;
import megamek.common.EquipmentType;
import megamek.common.GunEmplacement;
import megamek.common.HexTarget;
import megamek.common.IAimingModes;
import megamek.common.IEntityMovementMode;
import megamek.common.IEntityMovementType;
import megamek.common.IGame;
import megamek.common.IHex;
import megamek.common.ILocationExposureStatus;
import megamek.common.INarcPod;
import megamek.common.Infantry;
import megamek.common.Jumpship;
import megamek.common.LandAirMech;
import megamek.common.LosEffects;
import megamek.common.Mech;
import megamek.common.MechWarrior;
import megamek.common.MinefieldTarget;
import megamek.common.MiscType;
import megamek.common.Mounted;
import megamek.common.PlanetaryConditions;
import megamek.common.Player;
import megamek.common.Protomech;
import megamek.common.QuadMech;
import megamek.common.RangeType;
import megamek.common.Tank;
import megamek.common.TargetRoll;
import megamek.common.Targetable;
import megamek.common.Terrains;
import megamek.common.ToHitData;
import megamek.common.VTOL;
import megamek.common.WeaponType;
import megamek.common.weapons.GaussWeapon;
import megamek.common.weapons.ISBombastLaser;
import megamek.common.weapons.ISHGaussRifle;
import megamek.common.weapons.LRTWeapon;
import megamek.common.weapons.MekMortarWeapon;
import megamek.common.weapons.SRTWeapon;
import megamek.common.weapons.ScreenLauncherBayWeapon;
import megamek.common.weapons.VariableSpeedPulseLaserWeapon;

/**
* Represents intention to fire a weapon at the target.
*/
public class WeaponAttackAction extends AbstractAttackAction implements
        Serializable {
    /**
     *
     */
    private static final long serialVersionUID = -9096603813317359351L;
    private int weaponId;
    private int ammoId = -1;
    private int aimedLocation = Entity.LOC_NONE;
    private int aimMode = IAimingModes.AIM_MODE_NONE;
    private int otherAttackInfo = -1; //
    private boolean nemesisConfused;
    private boolean swarmingMissiles;
    private int oldTargetId = -1;
    private int swarmMissiles = 0;

    //bomb stuff
    private int[] bombPayload = new int[BombType.B_NUM];

    // equipment that affects this attack (AMS, ECM?, etc)
    // only used server-side
    private transient ArrayList<Mounted> vCounterEquipment;

    // default to attacking an entity
    public WeaponAttackAction(int entityId, int targetId, int weaponId) {
        super(entityId, targetId);
        this.weaponId = weaponId;
    }

    public WeaponAttackAction(int entityId, int targetType, int targetId,
            int weaponId) {
        super(entityId, targetType, targetId);
        this.weaponId = weaponId;
    }

    public int getWeaponId() {
        return weaponId;
    }

    public int getAmmoId() {
        return ammoId;
    }

    public int getAimedLocation() {
        return aimedLocation;
    }

    public int getAimingMode() {
        return aimMode;
    }

    public ArrayList<Mounted> getCounterEquipment() {
        return vCounterEquipment;
    }

    public void setWeaponId(int weaponId) {
        this.weaponId = weaponId;
    }

    public void setAmmoId(int ammoId) {
        this.ammoId = ammoId;
    }

    public void setAimedLocation(int aimedLocation) {
        this.aimedLocation = aimedLocation;
    }

    public void setAimingMode(int aimMode) {
        this.aimMode = aimMode;
    }

    public void addCounterEquipment(Mounted m) {
        if (vCounterEquipment == null) {
            vCounterEquipment = new ArrayList<Mounted>();
        }
        vCounterEquipment.add(m);
    }

    public void setOtherAttackInfo(int newInfo) {
        otherAttackInfo = newInfo;
    }

    public int getOtherAttackInfo() {
        return otherAttackInfo;
    }

    public ToHitData toHit(IGame game) {
        return WeaponAttackAction.toHit(game, getEntityId(), game.getTarget(
                getTargetType(), getTargetId()), getWeaponId(),
                getAimedLocation(), getAimingMode(), nemesisConfused,
                swarmingMissiles, game.getEntity(oldTargetId));
    }

    public static ToHitData toHit(IGame game, int attackerId,
            Targetable target, int weaponId) {
        return WeaponAttackAction
                .toHit(game, attackerId, target, weaponId, Entity.LOC_NONE,
                        IAimingModes.AIM_MODE_NONE, false, false, null);
    }

    public static ToHitData toHit(IGame game, int attackerId,
            Targetable target, int weaponId, int aimingAt, int aimingMode) {
        return WeaponAttackAction.toHit(game, attackerId, target, weaponId, aimingAt, aimingMode,
                false, false, null);
    }

    /**
     * To-hit number for attacker firing a weapon at the target.
     */
    private static ToHitData toHit(IGame game, int attackerId,
            Targetable target, int weaponId, int aimingAt, int aimingMode,
            boolean isNemesisConfused, boolean exchangeSwarmTarget,
            Entity oldTarget) {
        final Entity ae = game.getEntity(attackerId);
        final Mounted weapon = ae.getEquipment(weaponId);
        final WeaponType wtype = (WeaponType) weapon.getType();
        if (exchangeSwarmTarget) {
            // Quick check, is the new target out of range for the weapon?
            if (RangeType.rangeBracket(ae.getPosition().distance(
                    target.getPosition()), wtype.getRanges(weapon), game
                    .getOptions().booleanOption("tacops_range")) == RangeType.RANGE_OUT) {
                return new ToHitData(TargetRoll.AUTOMATIC_FAIL,
                        "swarm target out of range");
            }
            // this is a swarm attack against a new target
            // first, exchange old and new targets to get all mods
            // as if firing against old target.
            // at the end of this function, we remove target terrain
            // and movement mods, and add those for the new target
            Targetable tempTarget = target;
            target = oldTarget;
            oldTarget = (Entity) tempTarget;
        }
        Entity te = null;
        if (target.getTargetType() == Targetable.TYPE_ENTITY) {
            te = (Entity) target;
        }
        boolean isAttackerInfantry = ae instanceof Infantry;
        boolean isWeaponInfantry = wtype.hasFlag(WeaponType.F_INFANTRY);
        // 2003-01-02 BattleArmor MG and Small Lasers have unlimited ammo.
        // 2002-09-16 Infantry weapons have unlimited ammo.
        final boolean usesAmmo = (wtype.getAmmoType() != AmmoType.T_NA)
                && !isWeaponInfantry;
        final Mounted ammo = usesAmmo ? weapon.getLinked() : null;
        final AmmoType atype = ammo == null ? null : (AmmoType) ammo.getType();
        final boolean targetInBuilding = Compute.isInBuilding(game, te);
        boolean isIndirect = wtype.hasModes()
                && weapon.curMode().equals("Indirect");
        boolean isInferno = ((atype != null)
                && ((atype.getAmmoType() == AmmoType.T_SRM) || (atype
                        .getAmmoType() == AmmoType.T_MML))
                && (atype.getMunitionType() == AmmoType.M_INFERNO))
                || (isWeaponInfantry && (wtype.hasFlag(WeaponType.F_INFERNO)));
        boolean isArtilleryDirect = wtype.hasFlag(WeaponType.F_ARTILLERY)
                && (game.getPhase() == IGame.Phase.PHASE_FIRING);
        boolean isArtilleryIndirect = wtype.hasFlag(WeaponType.F_ARTILLERY)
                && ((game.getPhase() == IGame.Phase.PHASE_TARGETING) || (game
                        .getPhase() == IGame.Phase.PHASE_OFFBOARD));
        // hack, otherwise when actually resolves shot labeled impossible.
        boolean isArtilleryFLAK = isArtilleryDirect
                && (target.getTargetType() == Targetable.TYPE_ENTITY)
                && (te.getMovementMode() == IEntityMovementMode.VTOL)
                && (te.getElevation() > 0)
                && (usesAmmo && (atype.getMunitionType() == AmmoType.M_STANDARD));
        boolean isHaywireINarced = ae.isINarcedWith(INarcPod.HAYWIRE);
        boolean isINarcGuided = false;
        // for attacks where ECM along flight path makes a difference
        boolean isECMAffected = Compute.isAffectedByECM(ae, ae.getPosition(),
                target.getPosition());
        // for attacks where only ECM on the target hex makes a difference
        boolean isTargetECMAffected = Compute.isAffectedByECM(ae, target
                .getPosition(), target.getPosition());
        boolean isTAG = wtype.hasFlag(WeaponType.F_TAG);
        boolean isHoming = false;
        boolean bHeatSeeking = (atype != null)
                && ((atype.getAmmoType() == AmmoType.T_SRM)
                        || (atype.getAmmoType() == AmmoType.T_MML) || (atype
                        .getAmmoType() == AmmoType.T_LRM))
                && (atype.getMunitionType() == AmmoType.M_HEAT_SEEKING);
        boolean bFTL = (atype != null)
                && ((atype.getAmmoType() == AmmoType.T_MML) || (atype
                        .getAmmoType() == AmmoType.T_LRM))
                && (atype.getMunitionType() == AmmoType.M_FOLLOW_THE_LEADER);

        Mounted mLinker = weapon.getLinkedBy();
        boolean bApollo = ((mLinker != null)
                && (mLinker.getType() instanceof MiscType)
                && !mLinker.isDestroyed() && !mLinker.isMissing()
                && !mLinker.isBreached() && mLinker.getType().hasFlag(
                MiscType.F_APOLLO))
                && (atype.getAmmoType() == AmmoType.T_MRM);
        boolean inSameBuilding = Compute.isInSameBuilding(game, ae, te);

        if (te != null) {
            if (!isTargetECMAffected
                    && te.isINarcedBy(ae.getOwner().getTeam())
                    && (atype != null)
                    && ((atype.getAmmoType() == AmmoType.T_LRM)
                            || (atype.getAmmoType() == AmmoType.T_MML) || (atype
                            .getAmmoType() == AmmoType.T_SRM))
                    && (atype.getMunitionType() == AmmoType.M_NARC_CAPABLE)) {
                isINarcGuided = true;
            }
        }
        int toSubtract = 0;
        final int ttype = target.getTargetType();

        ToHitData toHit = null;
        String reason = null;

        reason = WeaponAttackAction.toHitIsImpossible(game, ae, target, weapon, atype, wtype,
                ttype, exchangeSwarmTarget, usesAmmo, te, isTAG, isInferno,
                isAttackerInfantry, isIndirect, attackerId, weaponId,
                isArtilleryIndirect, ammo, isArtilleryFLAK, targetInBuilding,
                isArtilleryDirect, isTargetECMAffected);
        if (reason != null) {
            return new ToHitData(TargetRoll.IMPOSSIBLE, reason);
        }

        //if this is a bombing attack then get the to hit and return
        //TODO: this should probably be its own kind of attack
        if ( wtype.hasFlag(WeaponType.F_SPACE_BOMB) ) {
            toHit = Compute.getSpaceBombBaseToHit( ae, te, game );
            return toHit;
        }


        //B-Pod firing at infantry in the same hex autohit
        if (wtype.hasFlag(WeaponType.F_B_POD) && (target instanceof Infantry)
                && target.getPosition().equals(ae.getPosition())) {
            return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS, "B-Pod firing at infantry");
        }

        long munition = AmmoType.M_STANDARD;
        if (atype != null) {
            munition = atype.getMunitionType();
        }
        if (munition == AmmoType.M_HOMING) {
            // target type checked later because its different for
            // direct/indirect (BMRr p77 on board arrow IV)
            isHoming = true;
        }
        int targEl;

        if (te == null) {
            targEl = game.getBoard().getHex(target.getPosition()).floor();
        } else {
            targEl = te.absHeight();
        }

        // TODO: mech making DFA could be higher if DFA target hex is higher
        // BMRr pg. 43, "attacking unit is considered to be in the air
        // above the hex, standing on an elevation 1 level higher than
        // the target hex or the elevation of the hex the attacker is
        // in, whichever is higher."

        // if we're doing indirect fire, find a spotter
        Entity spotter = null;
        boolean narcSpotter = false;
        if (isIndirect) {
            if ((target instanceof Entity)
                    && !isTargetECMAffected
                    && (te != null)
                    && (atype != null)
                    && usesAmmo
                    && (atype.getMunitionType() == AmmoType.M_NARC_CAPABLE)
                    && (te.isNarcedBy(ae.getOwner().getTeam()) || te
                            .isINarcedBy(ae.getOwner().getTeam()))) {
                spotter = te;
                narcSpotter = true;
            } else {
                spotter = Compute.findSpotter(game, ae, target);
            }
        }

        // EI system
        // 0 if no EI (or switched off)
        // 1 if no intervening light woods
        // 2 if intervening light woods (because target in woods + intervening
        // woods is only +1 total)
        int eistatus = 0;

        boolean MPMelevationHack = false;
        if (usesAmmo
                && (wtype.getAmmoType() == AmmoType.T_LRM)
                && (atype != null)
                && (atype.getMunitionType() == AmmoType.M_MULTI_PURPOSE)
                && (ae.getElevation() == -1)
                && (ae.getLocationStatus(weapon.getLocation()) == ILocationExposureStatus.WET)) {
            MPMelevationHack = true;
            // surface to fire
            ae.setElevation(0);
        }
        // check LOS (indirect LOS is from the spotter)
        LosEffects los;
        ToHitData losMods;

        if (!isIndirect || (isIndirect && (spotter == null))) {
            los = LosEffects.calculateLos(game, attackerId, target);

            if (ae.hasActiveEiCockpit()) {
                if (los.getLightWoods() > 0) {
                    eistatus = 2;
                } else {
                    eistatus = 1;
                }
            }

            if ((wtype instanceof MekMortarWeapon) && isIndirect) {
                los.setArcedAttack(true);
            }

            losMods = los.losModifiers(game, eistatus);
            if ((atype != null)
                    && ((atype.getAmmoType() == AmmoType.T_LRM_TORPEDO)
                            || (atype.getAmmoType() == AmmoType.T_SRM_TORPEDO) || (((atype
                            .getAmmoType() == AmmoType.T_SRM)
                            || (atype.getAmmoType() == AmmoType.T_MRM)
                            || (atype.getAmmoType() == AmmoType.T_LRM) || (atype
                            .getAmmoType() == AmmoType.T_MML)) && (munition == AmmoType.M_TORPEDO)))
                    && (los.getMinimumWaterDepth() < 1)) {
                return new ToHitData(TargetRoll.IMPOSSIBLE,
                        "Torpedos must follow water their entire LOS");
            }
        } else {
            los = LosEffects.calculateLos(game, spotter.getId(), target);
            // do not count attacker partial cover in indirect fire
            los.setAttackerCover(LosEffects.COVER_NONE);

            if (!narcSpotter && spotter.hasActiveEiCockpit()) {
                if (los.getLightWoods() > 0) {
                    eistatus = 2;
                } else {
                    eistatus = 1;
                }
            }

            if (wtype instanceof MekMortarWeapon) {
                los.setArcedAttack(true);
            }

            losMods = los.losModifiers(game);
        }
        if (MPMelevationHack) {
            // return to depth 1
            ae.setElevation(-1);
        }

        // Leg attacks, Swarm attacks, and
        // Mine Launchers don't use gunnery.
        if (Infantry.LEG_ATTACK.equals(wtype.getInternalName())) {
            toHit = Compute.getLegAttackBaseToHit(ae, te);
            if (toHit.getValue() == TargetRoll.IMPOSSIBLE) {
                return toHit;
            }

            // If the attacker has Assault claws, give a -1 modifier.
            // We can stop looking when we find our first match.
            for (Mounted mount : ae.getMisc()) {
                EquipmentType equip = mount.getType();
                if (BattleArmor.ASSAULT_CLAW.equals(equip.getInternalName())) {
                    toHit.addModifier(-1, "attacker has assault claws");
                    break;
                }
            }
        } else if (Infantry.SWARM_MEK.equals(wtype.getInternalName())) {
            toHit = Compute.getSwarmMekBaseToHit(ae, te);
            if (toHit.getValue() == TargetRoll.IMPOSSIBLE) {
                return toHit;
            }

            if (te instanceof Tank) {
                toHit.addModifier(-2, "target is vehicle");
            }

            // If the attacker has assault claws, give a -1 modifier.
            // We can stop looking when we find our first match.
            for (Mounted mount : ae.getMisc()) {
                EquipmentType equip = mount.getType();
                if (BattleArmor.ASSAULT_CLAW.equals(equip.getInternalName())) {
                    toHit.addModifier(-1, "attacker has assault claws");
                    break;
                }
            }

            //MD Infantry with grappler/magnets get bonus
            if(ae.crew.getOptions().booleanOption("grappler")) {
                toHit.addModifier(-2, "MD Grapple/Magnet");
            }

            // If the defender carries mechanized BA, they can fight off the
            // swarm
            for (Entity e : te.getExternalUnits()) {
                if (e instanceof BattleArmor) {
                    BattleArmor ba = (BattleArmor) e;
                    int def = ba.getShootingStrength();
                    int att = ((Infantry) ae).getShootingStrength();
                    if (!(ae instanceof BattleArmor)) {
                        if (att >= 28) {
                            att = 5;
                        } else if (att >= 24) {
                            att = 4;
                        } else if (att >= 21) {
                            att = 3;
                        } else if (att >= 18) {
                            att = 2;
                        } else {
                            att = 1;
                        }
                    }
                    def = def + 2 - att;
                    if (def > 0) {
                        toHit.addModifier(def, "Defending mechanized BA");
                    }
                }
            }
        } else if (Infantry.STOP_SWARM.equals(wtype.getInternalName())) {
            // Can't stop if we're not swarming, otherwise automatic.
            return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                    "End swarm attack.");
        } else if (BattleArmor.MINE_LAUNCHER.equals(wtype.getInternalName())) {
            // Mine launchers can not hit infantry.
            toHit = new ToHitData(8, "magnetic mine attack");
        } else if ((atype != null) && (atype.getAmmoType() == AmmoType.T_BA_MICRO_BOMB)) {
            if (ae.getPosition().equals(target.getPosition())) {
                // Micro bombs use anti-mech skill
                return new ToHitData(ae.getCrew().getPiloting(), "anti-mech skill");
            } else {
                return new ToHitData(TargetRoll.IMPOSSIBLE, "out of range");
            }
        }
        // Swarming infantry always hit their target, but
        // they can only target the Mek they're swarming.
        else if ((te != null) && (ae.getSwarmTargetId() == te.getId())) {
            int side = te instanceof Tank ? ToHitData.SIDE_RANDOM
                    : ToHitData.SIDE_FRONT;
            if (ae instanceof BattleArmor) {
                return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                        "Attack during swarm.", ToHitData.HIT_SWARM, side);
            } else {
                return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                        "Attack during swarm.",
                        ToHitData.HIT_SWARM_CONVENTIONAL, side);
            }
        } else if (isArtilleryFLAK) {
            toHit = new ToHitData(9, "artillery FLAK");
        } else {
            toHit = new ToHitData(ae.crew.getGunnery(), "gunnery skill");
            if (game.getOptions().booleanOption("rpg_gunnery")) {
                if (wtype.hasFlag(WeaponType.F_ENERGY)) {
                    toHit = new ToHitData(ae.crew.getGunneryL(),
                            "gunnery (L) skill");
                }
                if (wtype.hasFlag(WeaponType.F_MISSILE)) {
                    toHit = new ToHitData(ae.crew.getGunneryM(),
                            "gunnery (M) skill");
                }
                if (wtype.hasFlag(WeaponType.F_BALLISTIC)) {
                    toHit = new ToHitData(ae.crew.getGunneryB(),
                            "gunnery (B) skill");
                }
            }
            if (ae.getTaserFeedBackRounds() > 0) {
                toHit.addModifier(1, "Taser feedback");
            }
            if (ae.getTaserInterferenceRounds() > 0) {
                toHit.addModifier(ae.getTaserInterference(), "Taser interference");
            }
         }

        // Engineer's fire extinguisher has fixed to hit number,
        // Note that coolant trucks make a regular attack.
        if (wtype.hasFlag(WeaponType.F_EXTINGUISHER)) {
            toHit = new ToHitData(8, "fire extinguisher");
            if (((target instanceof Entity)
                    && ((Entity) target).infernos.isStillBurning())
                    || ((target instanceof Tank)
                    && ((Tank) target).isInfernoFire())) {
                toHit.addModifier(2, "inferno fire");
            }
            if ((Targetable.TYPE_HEX_EXTINGUISH == target.getTargetType())
                    && game.getBoard().isInfernoBurning(target.getPosition())) {
                toHit.addModifier(2, "inferno fire");
            }
            return toHit;
        }

        // if we're spotting for indirect fire, add +1
        if (ae.isSpotting()) {
            toHit.addModifier(+1, "attacker is spotting for indirect LRM fire");
        }

        //fatigue
        if(game.getOptions().booleanOption("tacops_fatigue") && ae.crew.isGunneryFatigued(game.getRoundCount())) {
            toHit.addModifier(1,"fatigue");
        }

        // If a unit is suffering from electromagnetic interference, they get a
        // blanket +2.
        // Sucks to be them.
        if (ae.isSufferingEMI()) {
            toHit.addModifier(+2, "electromagnetic interference");
        }

        // evading bonuses (
        if ((target.getTargetType() == Targetable.TYPE_ENTITY) && te.isEvading()) {
            toHit.addModifier(te.getEvasionBonus(), "target is evading");
        }

        // ghost target modifier
        if (game.getOptions().booleanOption("tacops_ghost_target")) {
            int ghostTargetMod = Compute.getGhostTargetNumber(ae, ae
                    .getPosition(), target.getPosition());
            if ((ghostTargetMod > -1)
                    && !((ae instanceof Infantry) && !(ae instanceof BattleArmor))) {
                int bapMod = 0;
                if (ae.hasBAP()) {
                    bapMod = 1;
                }
                int tcMod = 0;
                if (ae.hasTargComp()
                        && wtype.hasFlag(WeaponType.F_DIRECT_FIRE)
                        && (!usesAmmo || !(((atype.getAmmoType() == AmmoType.T_AC_LBX) || (atype
                                .getAmmoType() == AmmoType.T_AC_LBX_THB)) && (atype
                                .getMunitionType() == AmmoType.M_CLUSTER)))) {
                    tcMod = 2;
                }
                int ghostTargetMoF = (ae.getCrew().getSensorOps() + ghostTargetMod)
                        - (ae.getGhostTargetOverride() + bapMod + tcMod);
                if (ghostTargetMoF > 0) {
                    toHit.addModifier(Math.min(4, ghostTargetMoF / 2),
                            "ghost targets");
                }
            }
        }

        //Space ECM
        if(game.getBoard().inSpace() && game.getOptions().booleanOption("stratops_ecm")) {
            int ecm = Compute.getLargeCraftECM(ae, ae.getPosition(), target.getPosition());
            if(!ae.isLargeCraft()) {
                ecm += Compute.getSmallCraftECM(ae, ae.getPosition(), target.getPosition());
            }
            ecm = Math.min(4,ecm);
            int eccm = 0;
            if(ae.isLargeCraft()) {
                eccm = ((Aero)ae).getECCMBonus();
            }
            if(ecm > 0) {
                toHit.addModifier(ecm, "ECM");
                if(eccm > 0) {
                    toHit.addModifier(-1*Math.min(ecm, eccm), "ECCM");
                }
            }
        }

        // Aeros may suffer from criticals
        if (ae instanceof Aero) {
            Aero aero = (Aero) ae;

            // sensor hits
            int sensors = aero.getSensorHits();

            if(!aero.isCapitalFighter()) {
                if ((sensors > 0) && (sensors < 3)) {
                    toHit.addModifier(sensors, "sensor damage");
                }
                if (sensors > 2) {
                    toHit.addModifier(+5, "sensors destroyed");
                }
            }

            // FCS hits
            int fcs = aero.getFCSHits();

            if ((fcs > 0) && !aero.isCapitalFighter()) {
                toHit.addModifier(fcs * 2, "fcs damage");
            }

            // pilot hits
            int pilothits = aero.getCrew().getHits();
            if ((pilothits > 0) && !aero.isCapitalFighter()) {
                toHit.addModifier(pilothits, "pilot hits");
            }

            // out of control
            if (aero.isOutControlTotal()) {
                toHit.addModifier(+2, "out-of-control");
            }

            if (aero instanceof Jumpship) {
                Jumpship js = (Jumpship) aero;
                int cic = js.getCICHits();
                if (cic > 0) {
                    toHit.addModifier(cic * 2, "CIC damage");
                }
            }

            // targeting mods for evasive action by large craft
            if (aero.isEvading()) {
                toHit.addModifier(+2, "attacker is evading");
            }



            // check for heavy gauss rifle on fighter of small craft
            if ((weapon.getType() instanceof ISHGaussRifle) && (ae instanceof Aero)
                    && !(ae instanceof Dropship) && !(ae instanceof Jumpship)) {
                toHit.addModifier(+1, "weapon to-hit modifier");
            }

            // check for NOE
            // if the target is NOE in atmosphere
            if (game.getBoard().inAtmosphere()
                    && (1 == (ae.getElevation() - game.getBoard().getHex(
                            ae.getPosition()).ceiling()))) {
                if (ae.isOmni()) {
                    toHit.addModifier(+1, "attacker is flying at NOE (omni)");
                } else {
                    toHit.addModifier(+2, "attacker is flying at NOE");
                }
            }

            // check for particular kinds of weapons in weapon bays
            if (ae.usesWeaponBays()) {

                // any heavy lasers
                if (wtype.getAtClass() == WeaponType.CLASS_LASER) {
                    for (int wId : weapon.getBayWeapons()) {
                        Mounted bweap = ae.getEquipment(wId);
                        WeaponType bwtype = (WeaponType) bweap.getType();
                        if ((bwtype.getInternalName().indexOf("Heavy") != -1)
                                && (bwtype.getInternalName().indexOf("Laser") != -1)) {
                            toHit.addModifier(+1, "bay contains heavy laser");
                            break;
                        }
                    }
                }
                // barracuda and piranha missiles
                else if (wtype.getAtClass() == WeaponType.CLASS_CAPITAL_MISSILE) {
                    boolean onlyBarracuda = true;
                    boolean onlyPiranha = true;
                    for (int wId : weapon.getBayWeapons()) {
                        Mounted bweap = ae.getEquipment(wId);
                        Mounted bammo = bweap.getLinked();
                        if (bammo != null) {
                            AmmoType batype = (AmmoType) bammo.getType();
                            if (batype.getAmmoType() != AmmoType.T_BARRACUDA) {
                                onlyBarracuda = false;
                            }
                            if ((batype.getAmmoType() != AmmoType.T_PIRANHA) && (batype.getAmmoType() != AmmoType.T_BARRACUDA)) {
                                onlyPiranha = false;
                            }
                        }
                    }
                    if (onlyBarracuda) {
                        toHit.addModifier(-2, "barracuda missile");
                    } else if (onlyPiranha) {
                        toHit.addModifier(-1, "piranha missile");
                    }
                }
                // barracuda missiles in an AR10 launcher (must all be
                // barracuda)
                else if (wtype.getAtClass() == WeaponType.CLASS_AR10) {
                    boolean onlyBarracuda = true;
                    for (int wId : weapon.getBayWeapons()) {
                        Mounted bweap = ae.getEquipment(wId);
                        Mounted bammo = bweap.getLinked();
                        if (bammo != null) {
                            AmmoType batype = (AmmoType) bammo.getType();
                            if (!batype.hasFlag(AmmoType.F_AR10_BARRACUDA)) {
                                onlyBarracuda = false;
                            }
                        }
                    }
                    if (onlyBarracuda) {
                        toHit.addModifier(-2, "barracuda missile");
                    }
                }
                // LBX cluster
                else if (wtype.getAtClass() == WeaponType.CLASS_LBX_AC) {
                    boolean onlyCluster = true;
                    for (int wId : weapon.getBayWeapons()) {
                        Mounted bweap = ae.getEquipment(wId);
                        Mounted bammo = bweap.getLinked();
                        if (bammo != null) {
                            AmmoType batype = (AmmoType) bammo.getType();
                            if (batype.getMunitionType() != AmmoType.M_CLUSTER) {
                                onlyCluster = false;
                                break;
                            }
                        }
                    }
                    if (onlyCluster) {
                        toHit.addModifier(-1, "cluster ammo");
                    }
                }
            }
        }

        if(wtype.hasFlag(WeaponType.F_ANTI_SHIP) && (target instanceof Entity) && (te.getWeight() < 500)) {
            toHit.addModifier(4, "Anti-ship missile at a small target");
        }

        if (target instanceof Aero) {

            Aero a = (Aero) target;

            // is the target at zero velocity
            if (a.getCurrentVelocity() == 0) {
                toHit.addModifier(-2, "target is not moving");
            }

            // capital weapon (except missiles) penalties at small targets
            if (wtype.isCapital()
                    && (wtype.getAtClass() != WeaponType.CLASS_CAPITAL_MISSILE)
                    && (wtype.getAtClass() != WeaponType.CLASS_AR10)
                    && !te.isLargeCraft()) {
                //check to see if we are using AAA mode
                int aaaMod = 0;
                if(wtype.hasModes() && weapon.curMode().equals("AAA")) {
                    aaaMod = 2;
                }
                if(wtype.isSubCapital()) {
                    toHit.addModifier(3-aaaMod, "sub-capital weapon at small target");
                } else {
                    toHit.addModifier(5-aaaMod, "capital weapon at small target");
                }
            }

            //AAA mode makes targeting large craft more difficult
            if(wtype.hasModes() && weapon.curMode().equals("AAA") && te.isLargeCraft()) {
                toHit.addModifier(+1, "AAA mode at large craft");
            }

            //check for bracketing mode
            if(wtype.hasModes() && weapon.curMode().equals("Bracket 80%")) {
                toHit.addModifier(-1, "Bracketing 80%");
            }
            if(wtype.hasModes() && weapon.curMode().equals("Bracket 60%")) {
                toHit.addModifier(-2, "Bracketing 60%");
            }
            if(wtype.hasModes() && weapon.curMode().equals("Bracket 40%")) {
                toHit.addModifier(-3, "Bracketing 40%");
            }

            //sensor shadows
            if(game.getOptions().booleanOption("stratops_sensor_shadow") && game.getBoard().inSpace()) {
                for(Entity en : Compute.getAdjacentEntitiesAlongAttack(ae.getPosition(), target.getPosition(), game)) {
                    if(!en.isEnemyOf(a) && en.isLargeCraft()
                            && ((en.getWeight() - a.getWeight()) >= -100000.0)) {
                        toHit.addModifier(+1, "Sensor Shadow");
                        break;
                    }
                }
                for (Enumeration<Entity> i = game.getEntities(target.getPosition()); i.hasMoreElements();) {
                    Entity en = i.nextElement();
                    if(!en.isEnemyOf(a) && en.isLargeCraft() && !en.equals(a)
                            && ((en.getWeight() - a.getWeight()) >= -100000.0)) {
                        toHit.addModifier(+1, "Sensor Shadow");
                        break;
                    }
                }
            }

        }

        // Vehicles may suffer from criticals
        if (ae instanceof Tank) {
            Tank tank = (Tank) ae;
            if (tank.isCommanderHit()) {
                if (ae instanceof VTOL) {
                    toHit.addModifier(+1, "copilot injured");
                } else {
                    toHit.addModifier(+1, "commander injured");
                }
            }
            int sensors = tank.getSensorHits();
            if (sensors > 0) {
                toHit.addModifier(sensors, "sensor damage");
            }
            if (tank.isStabiliserHit(weapon.getLocation())) {
                toHit.addModifier(Compute.getAttackerMovementModifier(game,
                        tank.getId()).getValue(), "stabiliser damage");
            }
        }

        if (ae.hasFunctionalArmAES(weapon.getLocation()) && !weapon.isSplit()) {
            toHit.addModifier(-1, "AES modifer");
        }

        if (ae.hasShield()) {
            // active shield has already been checked as it makes shots
            // impossible
            // time to check passive defense and no defense

            if (ae.hasPassiveShield(weapon.getLocation(), weapon
                    .isRearMounted())) {
                toHit.addModifier(+2, "weapon hampered by passive shield");
            } else if (ae.hasNoDefenseShield(weapon.getLocation())) {
                toHit.addModifier(+1, "weapon hampered by shield");
            }
        }
        // if we have BAP with MaxTech rules, and there are woods in the
        // way, and we are within BAP range, we reduce the BTH by 1
        if (game.getOptions().booleanOption("tacops_bap")
                && !isIndirect
                && (te != null)
                && ae.hasBAP()
                && (ae.getBAPRange() >= Compute.effectiveDistance(game, ae, te))
                && !Compute.isAffectedByECM(ae, ae.getPosition(), te
                        .getPosition())
                && (game.getBoard().getHex(te.getPosition()).containsTerrain(
                        Terrains.WOODS)
                        || game.getBoard().getHex(te.getPosition())
                                .containsTerrain(Terrains.JUNGLE)
                        || (los.getLightWoods() > 0) || (los.getHeavyWoods() > 0) || (los
                        .getUltraWoods() > 0))) {
            toHit
                    .addModifier(-1,
                            "target in/behind woods and attacker has BAP");
        }

        // Is the pilot a weapon specialist?
        if (ae.crew.getOptions().stringOption("weapon_specialist").equals(
                wtype.getName())) {
            toHit.addModifier(-2, "weapon specialist");
        }

        // Has the pilot the appropriate gunnery skill?
        if (ae.crew.getOptions().booleanOption("gunnery_laser")
                && wtype.hasFlag(WeaponType.F_ENERGY)) {
            toHit.addModifier(-1, "Gunnery/Laser");
        }

        if (ae.crew.getOptions().booleanOption("gunnery_ballistic")
                && wtype.hasFlag(WeaponType.F_BALLISTIC)) {
            toHit.addModifier(-1, "Gunnery/Ballistic");
        }

        if (ae.crew.getOptions().booleanOption("gunnery_missile")
                && wtype.hasFlag(WeaponType.F_MISSILE)) {
            toHit.addModifier(-1, "Gunnery/Missile");
        }

        // check for VDNI
        if (ae.crew.getOptions().booleanOption("vdni")
                || ae.crew.getOptions().booleanOption("bvdni")) {
            toHit.addModifier(-1, "VDNI");
        }

        //check for pl-masc
        if (ae.crew.getOptions().booleanOption("pl_masc")
                && (ae.getMovementMode() == IEntityMovementMode.INF_LEG)) {
            toHit.addModifier(+1, "PL-MASC");
        }

        //check for cyber eye laser sighting
        if (ae.crew.getOptions().booleanOption("cyber_eye_tele")) {
            toHit.addModifier(-1, "MD laser-sighting");
        }

        // 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 ((ae instanceof Mech)
                && (((Mech) ae).getCockpitType() == Mech.COCKPIT_TORSO_MOUNTED)) {
            int sensorHits = ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM,
                    Mech.SYSTEM_SENSORS, Mech.LOC_HEAD);
            if (sensorHits == 2) {
                toHit.addModifier(4,
                        "Head Sensors Destroyed for Torso-Mounted Cockpit");
            }
        }

        // industrial cockpit: +1 to hit
        if ((ae instanceof Mech) && (((Mech)ae).getCockpitType() == Mech.COCKPIT_INDUSTRIAL)) {
            toHit.addModifier(1, "industrial cockpit without advanced fire control");
        }
        // primitive industrial cockpit: +2 to hit
        if ((ae instanceof Mech) && (((Mech)ae).getCockpitType() == Mech.COCKPIT_PRIMITIVE_INDUSTRIAL)) {
            toHit.addModifier(2, "primitive industrial cockpit without advanced fire control");
        }

        // primitive industrial cockpit with advanced firing control: +1 to hit
        if ((ae instanceof Mech) && (((Mech)ae).getCockpitType() == Mech.COCKPIT_PRIMITIVE) && ((Mech)ae).isIndustrial()) {
            toHit.addModifier(1, "primitive industrial cockpit with advanced fire control");
        }

        // Do we use Listen-Kill ammo from War of 3039 sourcebook?
        if (!isECMAffected
                && (atype != null)
                && ((atype.getAmmoType() == AmmoType.T_LRM)
                        || (atype.getAmmoType() == AmmoType.T_MML) || (atype
                        .getAmmoType() == AmmoType.T_SRM))
                && (atype.getMunitionType() == AmmoType.M_LISTEN_KILL)
                && !((te != null) && te.isClan())) {
            toHit.addModifier(-1, "Listen-Kill ammo");
        }

        // determine some more variables
        int aElev = ae.getElevation();
        int tElev = target.getElevation();
        int distance = Compute.effectiveDistance(game, ae, target);

        toHit.append(AbstractAttackAction.nightModifiers(game, target, atype, ae, true));

        // weather mods (not in space)
        int weatherMod = game.getPlanetaryConditions().getWeatherHitPenalty(ae);
        if ((weatherMod != 0) && !game.getBoard().inSpace()) {
            toHit.addModifier(weatherMod, game.getPlanetaryConditions()
                    .getWeatherCurrentName());
        }

        // wind mods (not in space)
        if (!game.getBoard().inSpace()) {
            int windCond = game.getPlanetaryConditions().getWindStrength();
            if (windCond == PlanetaryConditions.WI_MOD_GALE) {
                if (wtype.hasFlag(WeaponType.F_MISSILE)) {
                    toHit.addModifier(1, PlanetaryConditions
                            .getWindDisplayableName(windCond));
                }
            } else if (windCond == PlanetaryConditions.WI_STRONG_GALE) {
                if (wtype.hasFlag(WeaponType.F_BALLISTIC)) {
                    toHit.addModifier(1, PlanetaryConditions
                            .getWindDisplayableName(windCond));
                } else if (wtype.hasFlag(WeaponType.F_MISSILE)) {
                    toHit.addModifier(2, PlanetaryConditions
                            .getWindDisplayableName(windCond));
                }
            } else if (windCond == PlanetaryConditions.WI_STORM) {
                if (wtype.hasFlag(WeaponType.F_BALLISTIC)) {
                    toHit.addModifier(2, PlanetaryConditions
                            .getWindDisplayableName(windCond));
                } else if (wtype.hasFlag(WeaponType.F_MISSILE)) {
                    toHit.addModifier(3, PlanetaryConditions
                            .getWindDisplayableName(windCond));
                }
            } else if (windCond == PlanetaryConditions.WI_TORNADO_F13) {
                if (wtype.hasFlag(WeaponType.F_ENERGY)) {
                    toHit.addModifier(2, PlanetaryConditions
                            .getWindDisplayableName(windCond));
                } else {
                    toHit.addModifier(3, PlanetaryConditions
                            .getWindDisplayableName(windCond));
                }
            } else if (windCond == PlanetaryConditions.WI_TORNADO_F4) {
                toHit.addModifier(3, PlanetaryConditions
                        .getWindDisplayableName(windCond));
            }
        }

        // fog mods (not in space)
        if (wtype.hasFlag(WeaponType.F_ENERGY)
                && !game.getBoard().inSpace()
                && (game.getPlanetaryConditions().getFog() == PlanetaryConditions.FOG_HEAVY)) {
            toHit.addModifier(1, "heavy fog");
        }

        //blowind sand mods
        if(wtype.hasFlag(WeaponType.F_ENERGY) && !game.getBoard().inSpace()
                && game.getPlanetaryConditions().isSandBlowing()
                && (game.getPlanetaryConditions().getWindStrength() > PlanetaryConditions.WI_LIGHT_GALE)) {
            toHit.addModifier(1, "blowing sand");
        }

        // gravity mods (not in space)
        if (!game.getBoard().inSpace()) {
            int mod = (int) Math.ceil(Math.abs((game.getPlanetaryConditions()
                    .getGravity() - 1.0f) / 0.2f));
            if ((mod != 0)
                    && (wtype.hasFlag(WeaponType.F_BALLISTIC) || wtype
                            .hasFlag(WeaponType.F_MISSILE))) {
                toHit.addModifier(mod, "gravity");
            }
        }

        // Electro-Magnetic Interference
        if (game.getPlanetaryConditions().hasEMI()
                && !((ae instanceof Infantry) && !(ae instanceof BattleArmor))) {
            toHit.addModifier(2, "EMI");
        }

        // handle LAM speial rules

        // a temporary variable so I don't need to keep casting.
        LandAirMech lam;
        if (ae instanceof LandAirMech) {
            lam = (LandAirMech) ae;
            if (lam.isInMode(LandAirMech.MODE_AIRMECH)) {
                toHit.addModifier(2, "Attacker is a Flying Airmek");
            }
        }
        if (target instanceof LandAirMech) {
            lam = (LandAirMech) target;
            if (lam.isInMode(LandAirMech.MODE_AIRMECH) && lam.isFlying()) {
                if (ae.isFlying()) {
                    toHit.addModifier(-1, "Target is a flying Airmek"); // and
                    // we
                    // are
                    // too.
                } else {
                    toHit.addModifier(4, "Target is a flying Airmek");// and
                    // we
                    // are
                    // on
                    // the
                    // ground
                }
            }
        }

        // Handle direct artillery attacks.
        if (isArtilleryDirect) {
            if (!isArtilleryFLAK) {
                toHit.addModifier(4, "direct artillery modifer");
            }
            toHit.append(Compute.getAttackerMovementModifier(game, attackerId));
            toHit.append(losMods);
            toHit.append(Compute.getSecondaryTargetMod(game, ae, target));
            // actuator & sensor damage to attacker
            toHit.append(Compute.getDamageWeaponMods(ae, weapon));
            // heat
            if (ae.getHeatFiringModifier() != 0) {
                toHit.addModifier(ae.getHeatFiringModifier(), "heat");
            }

            // weapon to-hit modifier
            if (wtype instanceof VariableSpeedPulseLaserWeapon) {
                int nRange = ae.getPosition().distance(target.getPosition());
                int[] nRanges = wtype.getRanges(weapon);
                int modifier = wtype.getToHitModifier();

                if (nRange <= nRanges[RangeType.RANGE_SHORT]) {
                    modifier -= RangeType.RANGE_SHORT;
                } else if (nRange <= nRanges[RangeType.RANGE_MEDIUM]) {
                    modifier -= RangeType.RANGE_MEDIUM;
                } else if (nRange <= nRanges[RangeType.RANGE_LONG]) {
                    modifier -= RangeType.RANGE_LONG;
                } else {
                    modifier = 0;
                }

                toHit.addModifier(modifier, "weapon to-hit modifier");
            } else if (wtype instanceof ISBombastLaser) {
                int damage = (int) Math.ceil((Compute.dialDownDamage(weapon,
                        wtype) - 7) / 2);

                if (damage > 0) {
                    toHit.addModifier(damage, "weapon to-hit modifier");
                }
            } else if (wtype.getToHitModifier() != 0) {
                toHit.addModifier(wtype.getToHitModifier(),
                        "weapon to-hit modifier");
            }

            // ammo to-hit modifier
            if (usesAmmo && (atype.getToHitModifier() != 0)) {
                toHit.addModifier(atype.getToHitModifier(),
                        "ammunition to-hit modifier");
            }
            if (isHoming) {
                return new ToHitData(4, "Homing shot");
            }

            if (game.getEntity(attackerId).getOwner().getArtyAutoHitHexes()
                    .contains(target.getPosition())
                    && !isArtilleryFLAK) {
                return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                        "Artillery firing at designated artillery target.");
            }
            return toHit;
        }
        if (isArtilleryIndirect) {
            if (isHoming) {
                return new ToHitData(4, "Homing shot (will miss if TAG misses)");
            }

            if (game.getEntity(attackerId).getOwner().getArtyAutoHitHexes()
                    .contains(target.getPosition())) {
                return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                        "Artillery firing at designated artillery target.");
            }
            toHit.addModifier(7, "indirect artillery modifier");
            int adjust = ae.aTracker.getModifier(weapon, target.getPosition());
            if (adjust == TargetRoll.AUTOMATIC_SUCCESS) {
                return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                        "Artillery firing at target that's been hit before.");
            } else if (adjust != 0) {
                toHit.addModifier(adjust, "adjusted fire");
            }
            return toHit;

        }

        // Attacks against adjacent buildings automatically hit.
        if ((distance == 1)
                && ((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 instanceof GunEmplacement))) {
            return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                    "Targeting adjacent building.");
        }

        // Attacks against buildings from inside automatically hit.
        if ((null != los.getThruBldg())
                && ((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 instanceof GunEmplacement))) {
            return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                    "Targeting building from inside (are you SURE this is a good idea?).");
        }

        // add range mods
        toHit.append(Compute.getRangeMods(game, ae, weaponId, target));

        // If it's an anti-air system, add mods for that
        if ((ae.getTargSysType() == MiscType.T_TARGSYS_ANTI_AIR)
                && (target instanceof Entity)) {
            if (target instanceof VTOL) {
                toHit.addModifier(-2, "anti-air targetting system vs. VTOL");
            } else {
                toHit.addModifier(1,
                        "anti-air targetting system vs. non-aerial unit");
            }
        }

        // Battle Armor targets are hard for Meks and Tanks to hit.
        if (!isAttackerInfantry && (te != null) && (te instanceof BattleArmor)) {
            toHit.addModifier(1, "battle armor target");
        }

        // Ejected MechWarriors are harder to hit
        if ((te != null) && (te instanceof MechWarrior)) {
            toHit.addModifier(2, "ejected MechWarrior target");
        }

        // Indirect fire has a +1 mod
        if (isIndirect) {
            toHit.addModifier(1, "indirect fire");
        }

        if (wtype instanceof MekMortarWeapon) {
            if (isIndirect) {
                if (spotter == null) {
                    toHit.addModifier(2, "no spotter");
                }
            } else {
                toHit.addModifier(3, "direct fire");
            }
        }

        // attacker movement
        toHit.append(Compute.getAttackerMovementModifier(game, attackerId));

        // target movement
        if (te != null) {
            ToHitData thTemp = Compute.getTargetMovementModifier(game, target
                    .getTargetId());
            toHit.append(thTemp);
            toSubtract += thTemp.getValue();

            // semiguided ammo negates this modifier, if TAG succeeded
            if ((atype != null)
                    && ((atype.getAmmoType() == AmmoType.T_LRM) || (atype
                            .getAmmoType() == AmmoType.T_MML))
                    && (atype.getMunitionType() == AmmoType.M_SEMIGUIDED)
                    && (te.getTaggedBy() != -1)) {
                int nAdjust = thTemp.getValue();
                if (nAdjust > 0) {
                    toHit.append(new ToHitData(-nAdjust,
                            "Semi-guided ammo vs tagged target"));
                }
            }
            // precision ammo reduces this modifier
            else if ((atype != null)
                    && ((atype.getAmmoType() == AmmoType.T_AC) || (atype
                            .getAmmoType() == AmmoType.T_LAC))
                    && (atype.getMunitionType() == AmmoType.M_PRECISION)) {
                int nAdjust = Math.min(2, thTemp.getValue());
                if (nAdjust > 0) {
                    toHit.append(new ToHitData(-nAdjust, "Precision Ammo"));
                }
            }
        }

        // Armor Piercing ammo is a flat +1
        if ((atype != null)
                && ((atype.getAmmoType() == AmmoType.T_AC) || (atype.getAmmoType() == AmmoType.T_LAC))
                && (atype.getMunitionType() == AmmoType.M_ARMOR_PIERCING)) {
            toHit.addModifier(1, "Armor-Piercing Ammo");
        }

        // spotter movement, if applicable
        if (isIndirect) {
            // semiguided ammo negates this modifier, if TAG succeeded
            if ((atype != null)
                    && ((atype.getAmmoType() == AmmoType.T_LRM) || (atype
                            .getAmmoType() == AmmoType.T_MML))
                    && (atype.getMunitionType() == AmmoType.M_SEMIGUIDED)
                    && (te.getTaggedBy() != -1)) {
                toHit
                        .addModifier(-1,
                                "semiguided ignores spotter movement & indirect fire penalties");
            } else if (!narcSpotter && (spotter != null)) {
                toHit.append(Compute.getSpotterMovementModifier(game, spotter
                        .getId()));
                if (spotter.isAttackingThisTurn()) {
                    toHit.addModifier(1,
                            "spotter is making an attack this turn");
                }
            }
        }

        // attacker terrain
        toHit.append(Compute.getAttackerTerrainModifier(game, attackerId));

        // target terrain, not applicable when delivering minefields
        if (target.getTargetType() != Targetable.TYPE_MINEFIELD_DELIVER) {
            toHit.append(Compute.getTargetTerrainModifier(game, target,
                    eistatus, inSameBuilding));
            toSubtract += Compute.getTargetTerrainModifier(game, target,
                    eistatus, inSameBuilding).getValue();
        }

        // target in water?
        IHex targHex = game.getBoard().getHex(target.getPosition());
        if ((target.getTargetType() == Targetable.TYPE_ENTITY)
                && targHex.containsTerrain(Terrains.WATER)
                && (targHex.terrainLevel(Terrains.WATER) == 1) && (targEl == 0)
                && (te.height() > 0)) { // target in partial water
            los.setTargetCover(los.getTargetCover()
                    | LosEffects.COVER_HORIZONTAL);
            losMods = los.losModifiers(game, eistatus);
        }

        if ((target instanceof Infantry) && !wtype.hasFlag(WeaponType.F_FLAMER)) {
            if (targHex.containsTerrain(Terrains.FORTIFIED)
                    || (((Infantry) target).getDugIn() == Infantry.DUG_IN_COMPLETE)) {
                toHit.addModifier(2, "infantry dug in");
            }
        }

        // add in LOS mods that we've been keeping
        toHit.append(losMods);

        if ((te != null)
                && te.isHullDown()
                && (((te instanceof Mech)
                        && (los.getTargetCover() > LosEffects.COVER_NONE)) || ((te instanceof Tank)
                        && targHex.containsTerrain(Terrains.FORTIFIED)
                        && (te.sideTable(ae.getPosition()) == ToHitData.SIDE_FRONT)))) {
            toHit.addModifier(2, "Hull down target");
        }

        // secondary targets modifier,
        // if this is not a iNarc Nemesis confused attack
        if (!isNemesisConfused) {
            toHit.append(Compute.getSecondaryTargetMod(game, ae, target,
                    exchangeSwarmTarget));
        }

        // heat
        if (ae.getHeatFiringModifier() != 0) {
            toHit.addModifier(ae.getHeatFiringModifier(), "heat");
        }

        // actuator & sensor damage to attacker
        toHit.append(Compute.getDamageWeaponMods(ae, weapon));

        // target immobile
        ToHitData immobileMod = Compute.getImmobileMod(target, aimingAt,
                aimingMode);
        if (immobileMod != null) {
            toHit.append(immobileMod);
            toSubtract += immobileMod.getValue();
        }

        // attacker prone
        toHit.append(Compute.getProneMods(game, ae, weaponId));

        // target prone
        ToHitData proneMod = null;
        if ((te != null) && te.isProne()) {
            // easier when point-blank
            if (distance <= 1) {
                // TW, pg. 221: Swarm Mek attacks apply prone/immobile mods as
                // normal.
                proneMod = new ToHitData(-2, "target prone and adjacent");
            } else {
                // Harder at range.
                proneMod = new ToHitData(1, "target prone and at range");
            }
        }
        if (proneMod != null) {
            toHit.append(proneMod);
            toSubtract += proneMod.getValue();
        }

        // weapon to-hit modifier
        if (wtype instanceof VariableSpeedPulseLaserWeapon) {
            int nRange = ae.getPosition().distance(target.getPosition());
            int[] nRanges = wtype.getRanges(weapon);
            int modifier = wtype.getToHitModifier();

            if (nRange <= nRanges[RangeType.RANGE_SHORT]) {
                modifier += RangeType.RANGE_SHORT;
            } else if (nRange <= nRanges[RangeType.RANGE_MEDIUM]) {
                modifier += RangeType.RANGE_MEDIUM;
            } else if (nRange <= nRanges[RangeType.RANGE_LONG]) {
                modifier += RangeType.RANGE_LONG;
            } else {
                modifier = 0;
            }

            toHit.addModifier(modifier, "weapon to-hit modifier");
        } else if (wtype instanceof ISBombastLaser) {
            double damage = Compute.dialDownDamage(weapon, wtype);
            damage = Math.ceil((damage - 7) / 2);

            if (damage > 0) {
                toHit.addModifier((int) damage, "weapon to-hit modifier");
            }
        } else if (wtype.getToHitModifier() != 0) {
            toHit.addModifier(wtype.getToHitModifier(),
                    "weapon to-hit modifier");
        }

        // ammo to-hit modifier
        if ((te != null)
                && ((te.getMovementMode() == IEntityMovementMode.VTOL)
                        || (te.getMovementMode() == IEntityMovementMode.AERODYNE)
                        || (te.getMovementMode() == IEntityMovementMode.AIRMECH)
                        || (te.getMovementMode() == IEntityMovementMode.AEROSPACE)
                        || (te.getMovementMode() == IEntityMovementMode.SPHEROID) || (te
                        .getMovementMode() == IEntityMovementMode.WIGE))
                && (atype != null)
                && ((((atype.getAmmoType() == AmmoType.T_AC_LBX)
                        || (atype.getAmmoType() == AmmoType.T_AC_LBX_THB)
                        || (atype.getAmmoType() == AmmoType.T_SBGAUSS))
                        && (atype.getMunitionType() == AmmoType.M_CLUSTER))
                    || (atype.getMunitionType() == AmmoType.M_FLAK)
                    || (atype.getAmmoType() == AmmoType.T_HAG))
                   && (te.getElevation() > 0)
                && (te.getElevation() > game.getBoard().getHex(te.getPosition())
                        .terrainLevel(Terrains.BLDG_ELEV))
                && (te.getElevation() != game.getBoard()
                        .getHex(te.getPosition()).terrainLevel(
                                Terrains.BRIDGE_ELEV))) {
            toHit.addModifier(-2, "flak to-hit modifier");
        }
        if (usesAmmo && (atype.getToHitModifier() != 0)) {
            toHit.addModifier(atype.getToHitModifier(),
                    "ammunition to-hit modifier");
        }

        // add iNarc bonus
        if (isINarcGuided) {
            toHit.addModifier(-1, "iNarc homing pod");
        }

        if (isHaywireINarced) {
            toHit.addModifier(1, "iNarc Haywire pod");
        }

        // `Screen launchers hit automatically (if in range)
        if ((toHit.getValue() != TargetRoll.IMPOSSIBLE)
                && ((wtype.getAmmoType() == AmmoType.T_SCREEN_LAUNCHER) || (wtype instanceof ScreenLauncherBayWeapon))) {
            return new ToHitData(TargetRoll.AUTOMATIC_SUCCESS,
                    "Screen launchers always hit");
        }

        // Heat Seeking Missles
        if (bHeatSeeking) {
            if (te == null) {
                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 instanceof GunEmplacement)) {
                    IHex hexTarget = game.getBoard().getHex(
                            target.getPosition());
                    if (hexTarget.containsTerrain(Terrains.FIRE)) {
                        toHit.addModifier(-2, "ammunition to-hit modifier");
                    }
                }
            } else if ((te instanceof Aero)
                    && (toHit.getSideTable() == ToHitData.SIDE_REAR)) {
                toHit.addModifier(-2, "ammunition to-hit modifier");
            } else if (te.heat == 0) {
                toHit.addModifier(1, "ammunition to-hit modifier");
            } else {
                toHit.addModifier(-te.getHeatMPReduction(),
                        "ammunition to-hit modifier");
            }

            if (!(ae instanceof Aero)
                    && LosEffects.hasFireBetween(ae.getPosition(), target
                            .getPosition(), game)) {
                toHit.addModifier(2, "fire between target and attacker");
            }
        }

        if (bFTL) {
            toHit.addModifier(2, "ammunition to-hit modifier");
        }

        if (bApollo) {
            toHit.addModifier(-1, "Apollo FCS");
        }

        // Heavy infantry have +1 penalty
        if ((ae instanceof Infantry)
                && ae.hasWorkingMisc(MiscType.F_TOOLS, MiscType.S_HEAVY_ARMOR)) {
            toHit.addModifier(1, "Heavy Armor");
        }

        //penalty for void sig system
        if(ae.isVoidSigActive()) {
            toHit.addModifier(1, "Void signature active");
        }

        // add targeting computer (except with LBX cluster ammo)
        if ((aimingMode == IAimingModes.AIM_MODE_TARG_COMP)
                && (aimingAt != Entity.LOC_NONE)) {
            if (ae.hasActiveEiCockpit()) {
                if (ae.hasTargComp()) {
                    toHit.addModifier(2,
                            "aiming with targeting computer & EI system");
                } else {
                    toHit.addModifier(6, "aiming with EI system");
                }
            } else {
                toHit.addModifier(3, "aiming with targeting computer");
            }
        } else {
            if (ae.hasTargComp()
                    && wtype.hasFlag(WeaponType.F_DIRECT_FIRE)
                    && (!usesAmmo || !(((atype.getAmmoType() == AmmoType.T_AC_LBX) || (atype
                            .getAmmoType() == AmmoType.T_AC_LBX_THB)) && (atype
                            .getMunitionType() == AmmoType.M_CLUSTER)))) {
                toHit.addModifier(-1, "targeting computer");
            }
        }

        // Change hit table for elevation differences inside building.
        if ((null != los.getThruBldg()) && (aElev != tElev)) {

            // Tanks get hit in a random side.
            if (target instanceof Tank) {
                toHit.setSideTable(ToHitData.SIDE_RANDOM);
            } else if (target instanceof Mech) {
                // Meks have special tables for shots from above and below.
                if (aElev > tElev) {
                    toHit.setHitTable(ToHitData.HIT_ABOVE);
                } else {
                    toHit.setHitTable(ToHitData.HIT_BELOW);
                }
            }

        }

        // Aeros in atmosphere can hit above and below
        if ((ae instanceof Aero) && (target instanceof Aero)
                && game.getBoard().inAtmosphere()) {
            if ((aElev - tElev) > 2) {
                toHit.setHitTable(ToHitData.HIT_ABOVE);
            } else if ((tElev - aElev) > 2) {
                toHit.setHitTable(ToHitData.HIT_BELOW);
            }
        }

        //is this attack originating from underwater
        //TODO: assuming that torpedoes are underwater attacks even if fired from surface vessel, awaiting rules clarification
        //http://www.classicbattletech.com/forums/index.php/topic,48744.0.html
        boolean underWater = (ae.getLocationStatus(weapon.getLocation()) == ILocationExposureStatus.WET) || (wtype instanceof SRTWeapon) || (wtype instanceof LRTWeapon);

        // Change hit table for partial cover, accomodate for partial
        // underwater(legs)
        if (los.getTargetCover() != LosEffects.COVER_NONE) {
            if (underWater
                    && (targHex.containsTerrain(Terrains.WATER) && (targEl == 0) && (te
                            .height() > 0))) {
                // weapon underwater, target in partial water
                toHit.setHitTable(ToHitData.HIT_PARTIAL_COVER);
                toHit.setCover(LosEffects.COVER_UPPER);
            } else {
                if (game.getOptions().booleanOption("tacops_partial_cover")) {
                    toHit.setHitTable(ToHitData.HIT_PARTIAL_COVER);
                    toHit.setCover(los.getTargetCover());
                } else {
                    toHit.setHitTable(ToHitData.HIT_PARTIAL_COVER);
                    toHit.setCover(LosEffects.COVER_HORIZONTAL);
                }
            }
            // XXX what to do about GunEmplacements with partial cover?
        }

        //change hit table for surface vessels hit by underwater attacks
        if(underWater && targHex.containsTerrain(Terrains.WATER) && (null != te)
                && te.isSurfaceNaval()) {
            toHit.setHitTable(ToHitData.HIT_UNDERWATER);
        }

        // factor in target side
        if (isAttackerInfantry && (0 == distance)) {
            // Infantry attacks from the same hex are resolved against the
            // front.
            toHit.setSideTable(ToHitData.SIDE_FRONT);
        } else {
            toHit.setSideTable(Compute.targetSideTable(ae, target));
        }

        if (target instanceof Aero) {

            // hit locations for spheroids in atmosphere are handled differently
            // TODO: awaiting rules clarification on forums
            // http://www.classicbattletech.com/forums/index.php/topic,29329.0.
            // html
            // Until then assume that above/below are actually nose/aft
            if (((Aero) target).isSpheroid() && game.getBoard().inAtmosphere()) {
                if (toHit.getHitTable() == ToHitData.HIT_ABOVE) {
                    toHit.setSideTable(ToHitData.SIDE_FRONT);
                    toHit.setHitTable(ToHitData.HIT_NORMAL);
                }
                if (toHit.getHitTable() == ToHitData.HIT_BELOW) {
                    toHit.setSideTable(ToHitData.SIDE_REAR);
                    toHit.setHitTable(ToHitData.HIT_NORMAL);
                }
            } else {
                // get mods for direction of attack
                int side = toHit.getSideTable();
                // if this is an aero attack using advanced movement rules then
                // determine side differently
                if ((target instanceof Aero) && game.useVectorMove()) {
                    boolean usePrior = false;
                    Coords attackPos = ae.getPosition();
                    if(game.getBoard().inSpace() && ae.getPosition().equals(target.getPosition())) {
                        if(((Aero)ae).shouldMoveBackHex((Aero)target)) {
                            attackPos = ae.getPriorPosition();
                        }
                        usePrior = ((Aero)target).shouldMoveBackHex((Aero)ae);
                    }
                    side = ((Entity) target).chooseSide(attackPos,usePrior);
                }
                if (side == ToHitData.SIDE_FRONT) {
                    toHit.addModifier(+1, "attack against nose");
                }
                if ((side == ToHitData.SIDE_LEFT) || (side == ToHitData.SIDE_RIGHT)) {
                    toHit.addModifier(+2, "attack against side");
                }
            }
        }

        // deal with grapples
        if (target instanceof Entity) {
            int grapple = ((Entity) target).getGrappled();
            if (grapple != Entity.NONE) {
                if ((grapple == ae.getId())
                        && (((Entity) target).getGrappleSide() == Entity.GRAPPLE_BOTH)) {
                    toHit.addModifier(-4, "target grappled");
                } else if ((grapple == ae.getId())
                        && (((Entity) target).getGrappleSide() != Entity.GRAPPLE_BOTH)) {
                    toHit.addModifier(-2, "target grappled (Chain Whip)");
                } else if (!exchangeSwarmTarget) {
                    toHit.addModifier(1, "CQC, possible friendly fire");
                } else {
                    // this -1 cancels the original +1
                    toHit.addModifier(-1, "friendly fire");
                    return toHit;
                }
            }
        }

        // remove old target movement and terrain mods,
        // add those for new target.
        if (exchangeSwarmTarget) {
            toHit.addModifier(-toSubtract, "original target mods");
            toHit.append(Compute
                    .getImmobileMod(oldTarget, aimingAt, aimingMode));
            toHit.append(Compute.getTargetMovementModifier(game, oldTarget.getId()));
            toHit.append(Compute.getTargetTerrainModifier(game, game
                    .getEntity(oldTarget.getId()), eistatus, inSameBuilding));
            toHit.setCover(LosEffects.COVER_NONE);
            distance = Compute.effectiveDistance(game, ae, oldTarget);
            LosEffects swarmlos = LosEffects.calculateLos(game, te.getId(), oldTarget);
         // reset cover
            if (swarmlos.getTargetCover() != LosEffects.COVER_NONE) {
                if (game.getOptions().booleanOption("tacops_partial_cover")) {
                    toHit.setHitTable(ToHitData.HIT_PARTIAL_COVER);
                    toHit.setCover(swarmlos.getTargetCover());
                } else {
                    toHit.setHitTable(ToHitData.HIT_PARTIAL_COVER);
                    toHit.setCover(LosEffects.COVER_HORIZONTAL);
                }
            }
            // target in water?
            targHex = game.getBoard().getHex(oldTarget.getPosition());
            targEl = oldTarget.absHeight();

            if ((oldTarget.getTargetType() == Targetable.TYPE_ENTITY)
                    && targHex.containsTerrain(Terrains.WATER)
                    && (targHex.terrainLevel(Terrains.WATER) == 1) && (targEl == 0)
                    && (oldTarget.height() > 0)) { // target in partial water
                toHit.setCover(toHit.getCover()
                        | LosEffects.COVER_HORIZONTAL);
            }

            if (oldTarget.isProne()) {
                // easier when point-blank
                if (distance <= 1) {
                    proneMod = new ToHitData(-2, "target prone and adjacent");
                } else {
                    // Harder at range.
                    proneMod = new ToHitData(1, "target prone and at range");
                }
            }
            toHit.append(proneMod);
            if (!isECMAffected
                    && (atype != null)
                    && !oldTarget.isEnemyOf(ae)
                    && !(oldTarget.getBadCriticals(CriticalSlot.TYPE_SYSTEM,
                            Mech.SYSTEM_SENSORS, Mech.LOC_HEAD) > 0)
                    && (atype.getMunitionType() == AmmoType.M_SWARM_I)) {
                toHit.addModifier(+2,
                        "Swarm-I at friendly unit with intact sensors");
            }
        }

        // okay!
        return toHit;
    }

    private static String toHitIsImpossible(IGame game, Entity ae,
            Targetable target, Mounted weapon, AmmoType atype,
            WeaponType wtype, int ttype, boolean exchangeSwarmTarget,
            boolean usesAmmo, Entity te, boolean isTAG, boolean isInferno,
            boolean isAttackerInfantry, boolean isIndirect, int attackerId,
            int weaponId, boolean isArtilleryIndirect, Mounted ammo,
            boolean isArtilleryFLAK, boolean targetInBuilding,
            boolean isArtilleryDirect, boolean isTargetECMAffected) {
        boolean isHoming = false;
        ToHitData toHit = null;

        // tasers only at non-flying units
        if (wtype.hasFlag(WeaponType.F_TASER)) {
            if (te != null) {
                if (te.isFlying()) {
                    return "Tasers can't be fired at flying units.";
                }
            } else {
                return "Tasers can only fire at units.";
            }
        }

        // only leg mounted b-pods can be fired normally
        if (wtype.hasFlag(WeaponType.F_B_POD)) {
            if (!(target instanceof Infantry)) {
                return "B-Pods can't target non-infantry";
            }
            if (ae instanceof BipedMech) {
                if (!((weapon.getLocation() == Mech.LOC_LLEG) || (weapon.getLocation() == Mech.LOC_RLEG))) {
                    return "can fire only leg-mounted B-Pods";
                }
            } else if (ae instanceof QuadMech) {
                if (!((weapon.getLocation() == Mech.LOC_LLEG) || (weapon.getLocation() == Mech.LOC_RLEG)
                        || (weapon.getLocation() == Mech.LOC_LARM) || (weapon.getLocation() == Mech.LOC_RARM))) {
                    return "can fire only leg-mounted B-Pods";
                }
            }
        }
        if (ae.hasShield()
                && ae.hasActiveShield(weapon.getLocation(),
                        weapon.isRearMounted())) {
            return "Weapon blocked by active shield";
        }
        // 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 ((ae instanceof Mech)
                && (((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 "Sensors Completely Destroyed for Torso-Mounted Cockpit";
            }
        }


        //mechs can only be the target of one leg attack
        if (Infantry.LEG_ATTACK.equals(wtype.getInternalName())) {
            for (Enumeration<EntityAction> actions = game.getActions(); actions.hasMoreElements();) {
                EntityAction ea = actions.nextElement();
                if (ea instanceof WeaponAttackAction) {
                    WeaponAttackAction waa = (WeaponAttackAction)ea;
                    if ((waa.getTargetType() == Targetable.TYPE_ENTITY)
                            && (waa.getTarget(game) instanceof Mech)
                            && waa.getTarget(game).equals(target)
                            && (waa.getEntity(game) != ae)) {
                        if (waa.getEntity(game).getEquipment(waa.getWeaponId()).getType().getInternalName().equals(Infantry.LEG_ATTACK)) {
                            return "Target mech can only be targeted by one leg attack";
                        }
                    }
                }
            }
            if (te.isMakingDfa()) {
                return "Target mech is in mid-DFA";
            }
        }

        // can't fire Indirect LRM with direct LOS
        if (isIndirect && game.getOptions().booleanOption("indirect_fire")
                && !game.getOptions().booleanOption("indirect_always_possible")
                && LosEffects.calculateLos(game, ae.getId(), target).canSee()) {
            return new String(
                    "Indirect-fire LRM cannot be fired with direct LOS from attacker to target.");
        }

        // If we're lying mines, we can't shoot.
        if (ae.isLayingMines()) {
            return "Can't fire weapons when laying mines";
        }

        // make sure weapon can deliver minefield
        if ((target.getTargetType() == Targetable.TYPE_MINEFIELD_DELIVER)
                && !AmmoType.canDeliverMinefield(atype)) {
            return "Weapon can't deliver minefields";
        }
        if ((target.getTargetType() == Targetable.TYPE_FLARE_DELIVER)
                && !(usesAmmo
                        && ((atype.getAmmoType() == AmmoType.T_LRM) || (atype
                                .getAmmoType() == AmmoType.T_MML)) && (atype
                        .getMunitionType() == AmmoType.M_FLARE))) {
            return "Weapon can't deliver flares";
        }
        if ((game.getPhase() == IGame.Phase.PHASE_TARGETING) && !isArtilleryIndirect) {
            return "Only indirect artillery can be fired in the targeting phase";
        }
        if ((game.getPhase() == IGame.Phase.PHASE_OFFBOARD) && !isTAG) {
            return "Only TAG can be fired in the offboard attack phase";
        }
        if ((game.getPhase() != IGame.Phase.PHASE_OFFBOARD) && isTAG) {
            return "TAG can only be fired in the offboard attack phase";
        }
        if (isArtilleryDirect && (Compute.effectiveDistance(game, ae, target) <= 6)) {
            return "Direct-Fire artillery attacks impossible at range <= 6";
        }

        if ((atype != null)
                && ((atype.getAmmoType() == AmmoType.T_LRM)
                        || (atype.getAmmoType() == AmmoType.T_MML)
                        || (atype.getAmmoType() == AmmoType.T_MEK_MORTAR))
                && ((atype.getMunitionType() == AmmoType.M_THUNDER)
                        || (atype.getMunitionType() == AmmoType.M_THUNDER_ACTIVE)
                        || (atype.getMunitionType() == AmmoType.M_THUNDER_INFERNO)
                        || (atype.getMunitionType() == AmmoType.M_THUNDER_VIBRABOMB)
                        || (atype.getMunitionType() == AmmoType.M_THUNDER_AUGMENTED))
                && (target.getTargetType() != Targetable.TYPE_MINEFIELD_DELIVER)) {
            return "Weapon can only deliver minefields";
        }
        if ((atype != null)
                && ((atype.getAmmoType() == AmmoType.T_LRM) || (atype
                        .getAmmoType() == AmmoType.T_MML))
                && (atype.getMunitionType() == AmmoType.M_FLARE)
                && (target.getTargetType() != Targetable.TYPE_FLARE_DELIVER)) {
            return "Weapon can only deliver flares";
        }

        if(wtype.hasFlag(WeaponType.F_ANTI_SHIP) && !game.getBoard().inSpace() && (ae.getElevation() < 4)) {
            return "Anti-ship missiles can only be used above elevation 3";
        }

        // some weapons can only target infantry
        if (wtype.hasFlag(WeaponType.F_INFANTRY_ONLY)) {
            if (((te != null) && !(te instanceof Infantry))
                    || (target.getTargetType() != Targetable.TYPE_ENTITY)) {
                return "Weapon can only be used against infantry";
            }
        }

        // make sure weapon can clear minefield
        if ((target instanceof MinefieldTarget)
                && !AmmoType.canClearMinefield(atype)) {
            return "Weapon can't clear minefields";
        }

        // Arty shots have to be with arty, non arty shots with non arty.
        if (wtype.hasFlag(WeaponType.F_ARTILLERY)) {
            // check artillery is targetted appropriately for its ammo
            long munition = AmmoType.M_STANDARD;
            if (atype != null) {
                munition = atype.getMunitionType();
            }
            if (munition == AmmoType.M_HOMING) {
                // target type checked later because its different for
                // direct/indirect (BMRr p77 on board arrow IV)
                isHoming = true;
            } else if ((ttype != Targetable.TYPE_HEX_ARTILLERY) && (ttype != Targetable.TYPE_MINEFIELD_CLEAR)
                    && !isArtilleryFLAK) {
                return "Weapon must make artillery attacks.";
            }
            if (ae.isFlying()) {
                if (isArtilleryDirect) {
                    return "Flying units can't make direct-fire artillery attacks";
                } else if (isArtilleryIndirect && (atype.getAmmoType() != AmmoType.T_ARROW_IV)) {
                    return "Flying units can't fire non-Arrow-IV artillery.";
                }
            }
        } else {
            // weapon is not artillery
            if (ttype == Targetable.TYPE_HEX_ARTILLERY) {
                return "Weapon can't make artillery attacks.";
            }
        }

        // check the following only if we're not a flight of continuing swarm
        // missiles
        if (!exchangeSwarmTarget) {

            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.";
                }
            }
            // can't target yourself,
            if (ae.equals(te)) {
                return "You can't target yourself";
            }
            // is the attacker even active?
            if (ae.isShutDown() || !ae.getCrew().isActive()) {
                return "Attacker is in no condition to fire weapons.";
            }

            // sensors operational?
            int sensorHits = ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM,
                    Mech.SYSTEM_SENSORS, Mech.LOC_HEAD);
            if ((ae instanceof Mech)
                    && (((Mech) ae).getCockpitType() == Mech.COCKPIT_TORSO_MOUNTED)) {
                sensorHits += ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM,
                        Mech.SYSTEM_SENSORS, Mech.LOC_CT);
                if (sensorHits > 2) {
                    return "Attacker sensors destroyed.";
                }
            } else if ((sensorHits > 1) || ((ae instanceof Mech) &&(((Mech)ae).isIndustrial() && (sensorHits == 1)))) {
                return "Attacker sensors destroyed.";
            }
            // weapon operational?
            if (!weapon.canFire()) {
                return "Weapon is not in a state where it can be fired";
            }

             // got ammo?
            if (usesAmmo && ((ammo == null)
                    || (ammo.getShotsLeft() == 0)
                    || ammo.isBreached())) {
                return "Weapon out of ammo.";
            }

            //Aeros must have enough ammo for the maximum rate of fire because
            //they cannot lower it
            if((ae instanceof Aero) && usesAmmo && (ammo != null)
                    && (ae.getTotalAmmoOfType(ammo.getType()) < weapon.getCurrentShots())) {
                return "weapon does not have enough ammo.";
            }

            if (ae instanceof Tank) {
                sensorHits = ((Tank) ae).getSensorHits();
                if (sensorHits > 3) {
                    return "Attacker sensors destroyed.";
                }
                if (((Tank) ae).getStunnedTurns() > 0) {
                    return "Crew stunned";
                }
            }
        }

        // Are we dumping that ammo?
        if (usesAmmo && ammo.isDumping()) {
            ae.loadWeaponWithSameAmmo(weapon);
            if ((ammo.getShotsLeft() == 0) || ammo.isDumping()) {
                return "Dumping remaining ammo.";
            }
        }

        if(ae.isEvading() && !(ae instanceof Dropship) && !(ae instanceof Jumpship)) {
            return "Attacker is evading.";
        }

        if (ae instanceof Aero) {
            Aero aero = (Aero)ae;
            //FCS hits
            int fcs = aero.getFCSHits();
            if(fcs > 2 ) {
                return "Fire control system destroyed.";
            }

            if(aero instanceof Jumpship) {
                Jumpship js = (Jumpship)aero;
                int cic = js.getCICHits();
                if(cic > 2) {
                    return "CIC destroyed.";
                }
            }

            //if space bombing, then can't do other attacks
            for ( Enumeration<EntityAction> i = game.getActions();
                i.hasMoreElements(); ) {
                Object o = i.nextElement();
                if (!(o instanceof WeaponAttackAction)) {
                    continue;
                }
                WeaponAttackAction prevAttack = (WeaponAttackAction)o;
                if (prevAttack.getEntityId() == attackerId) {
                    if ( (weaponId != prevAttack.getWeaponId()) &&
                            ae.getEquipment(prevAttack.getWeaponId()).getType().hasFlag(WeaponType.F_SPACE_BOMB)) {
                        return "Already space bombing";
                    }
                }
            }
        }

        //you cannot bracket small craft at short range
        if(wtype.hasModes()
                && (weapon.curMode().equals("Bracket 80%") || weapon.curMode().equals("Bracket 60%") || weapon.curMode().equals("Bracket 40%"))
                && (target instanceof Aero) && !te.isLargeCraft()
                && (RangeType.rangeBracket(ae.getPosition().distance(target.getPosition()), wtype.getRanges(weapon), game.getOptions().booleanOption("tacops_range")) == RangeType.RANGE_SHORT)) {
            return "small craft cannot be bracketed at short range";
        }

        //you must have enough weapons in your bay to be able to use bracketing
        if(wtype.hasModes() && weapon.curMode().equals("Bracket 80%") && (weapon.getBayWeapons().size() < 2)) {
            return "not enough weapons to bracket at this level";
        }
        if(wtype.hasModes() && weapon.curMode().equals("Bracket 60%") && (weapon.getBayWeapons().size() < 3)) {
            return "not enough weapons to bracket at this level";
        }
        if(wtype.hasModes() && weapon.curMode().equals("Bracket 40%") && (weapon.getBayWeapons().size() < 4)) {
            return "not enough weapons to bracket at this level";
        }

        // Is the weapon blocked by a passenger?
        if (ae.isWeaponBlockedAt(weapon.getLocation(), weapon.isRearMounted())) {
            return "Weapon blocked by passenger.";
        }

        // Can't target an entity conducting a swarm attack.
        if ((te != null) && (Entity.NONE != te.getSwarmTargetId())) {
            return "Target is swarming a Mek.";
        }

        // "Cool" mode for vehicle flamer requires coolant system
        boolean vf_cool = false;
        if ((atype != null) && wtype.hasFlag(WeaponType.F_FLAMER)
                && weapon.curMode().equals("Cool")) {
            vf_cool = true;
            if (!ae.hasWorkingMisc(MiscType.F_COOLANT_SYSTEM, -1)) {
                return "Vehicle does not have a working coolant system";
            }
        }

        if (Targetable.TYPE_HEX_EXTINGUISH == target.getTargetType()) {
            if (!wtype.hasFlag(WeaponType.F_EXTINGUISHER) && !vf_cool) {
                return "Weapon can't put out fires";
            }
            IHex hexTarget = game.getBoard().getHex(target.getPosition());
            if (!hexTarget.containsTerrain(Terrains.FIRE)) {
                return "Target is not on fire.";
            }
        } else if (wtype.hasFlag(WeaponType.F_EXTINGUISHER)) {
            if (!(((target instanceof Tank) && ((Tank) target).isOnFire()) || ((target instanceof Entity) && (((Entity) target).infernos
                    .getTurnsLeftToBurn() > 0)))) {
                return "Target is not on fire.";
            }
        }
        // Infantry can't clear woods.
        if (isAttackerInfantry
                && (Targetable.TYPE_HEX_CLEAR == target.getTargetType())) {
            return "Infantry can not clear woods.";
        }

        //only screen launchers may launch screens (what a coincidence)
        if (Targetable.TYPE_HEX_SCREEN == target.getTargetType()) {
            if(!((wtype.getAmmoType() == AmmoType.T_SCREEN_LAUNCHER) ||
                    (wtype instanceof ScreenLauncherBayWeapon))) {
                return "Only screen launchers may launch screens";
            }
        }

        if ((Targetable.TYPE_HEX_SCREEN != target.getTargetType()) &&
            ((wtype.getAmmoType() == AmmoType.T_SCREEN_LAUNCHER) ||
                    (wtype instanceof ScreenLauncherBayWeapon))) {
                return "Screen launchers may only target hexes";
        }


        // Some weapons can't cause fires, but Infernos always can.
        if ((vf_cool || (wtype.hasFlag(WeaponType.F_NO_FIRES) && !isInferno))
                && (Targetable.TYPE_HEX_IGNITE == target.getTargetType())) {
            return "Weapon can not cause fires.";
        }

        // only woods and buildings can be set intentionally on fire
        if ((target.getTargetType() == Targetable.TYPE_HEX_IGNITE)
                && game.getOptions().booleanOption("no_ignite_clear")
                && !(game.getBoard().getHex(((HexTarget) target).getPosition())
                        .containsTerrain(Terrains.WOODS)
                        || game.getBoard().getHex(
                                ((HexTarget) target).getPosition())
                                .containsTerrain(Terrains.JUNGLE)
                        || game.getBoard().getHex(
                                ((HexTarget) target).getPosition())
                                .containsTerrain(Terrains.FUEL_TANK) || game
                        .getBoard().getHex(((HexTarget) target).getPosition())
                        .containsTerrain(Terrains.BUILDING))) {
            return "Only woods and building hexes can be set on fire intentionally.";
        }

        // Can't target infantry with Inferno rounds (BMRr, pg. 141).
        // Also, enforce options for keeping vehicles and protos safe
        // if those options are checked.
        if (isInferno
                && (((te instanceof Tank) && game.getOptions().booleanOption(
                        "vehicles_safe_from_infernos")) || ((te instanceof Protomech) && game
                        .getOptions()
                        .booleanOption("protos_safe_from_infernos")))) {
            return "Can not target that unit type with Inferno rounds.";
        }

        // The TAG system cannot target infantry.
        if (isTAG && (te instanceof Infantry)) {
            return "Can not target infantry with TAG.";
        }

        // Can't raise the heat of infantry or tanks.
        if (wtype.hasFlag(WeaponType.F_FLAMER) && wtype.hasModes()
                && weapon.curMode().equals("Heat") && !(te instanceof Mech)) {
            return "Can only raise the heat level of Meks.";
        }

        //capital fighters cannot use more heat than they have heat sinks to dissipate
        if(ae.isCapitalFighter()) {
            int totalheat = 0;
            for ( Enumeration<EntityAction> i = game.getActions(); i.hasMoreElements(); ) {
                Object o = i.nextElement();
                if (!(o instanceof WeaponAttackAction)) {
                    continue;
                }
                WeaponAttackAction prevAttack = (WeaponAttackAction)o;
                if ((prevAttack.getEntityId() == attackerId) && (weaponId != prevAttack.getWeaponId())) {
                    Mounted prevWeapon = ae.getEquipment(prevAttack.getWeaponId());
                    totalheat += prevWeapon.getCurrentHeat();
                }
            }
            if((totalheat + weapon.getCurrentHeat()) > ae.getHeatCapacity()) {
                return "attack would exceed heat sink capacity";
            }
        }

        if(ae.usesWeaponBays() && (weapon.getBayWeapons().size() > 0)) {

            //first check to see if there are any usable weapons
            boolean useable = false;
            for (int wId : weapon.getBayWeapons()) {
                Mounted m = ae.getEquipment(wId);
                WeaponType bayWType = ((WeaponType) m.getType());
                boolean bayWUsesAmmo = (bayWType.getAmmoType() != AmmoType.T_NA);
                if (m.canFire()) {
                    if(bayWUsesAmmo) {
                        if ((m.getLinked() != null)
                                    && (m.getLinked().getShotsLeft() > 0)) {
                            useable = true;
                            break;
                        }
                    } else {
                        useable = true;
                        break;
                    }
                }
            }
            if(!useable) {
                return "weapon bay out of ammo or otherwise unusable";
            }


            //limit large craft to zero net heat and to heat by arc
            int totalheat = 0;
            int heatcap = ae.getHeatCapacity();

            //create an array of booleans of locations
            boolean[] usedFrontArc = new boolean[ae.locations()];
            boolean[] usedRearArc = new boolean[ae.locations()];
            for(int i = 0; i<ae.locations(); i++) {
                usedFrontArc[i] = false;
                usedRearArc[i] = false;
            }

            for ( Enumeration<EntityAction> i = game.getActions(); i.hasMoreElements(); ) {
                Object o = i.nextElement();
                if (!(o instanceof WeaponAttackAction)) {
                    continue;
                }
                WeaponAttackAction prevAttack = (WeaponAttackAction)o;
                if ((prevAttack.getEntityId() == attackerId) && (weaponId != prevAttack.getWeaponId())) {
                    Mounted prevWeapon = ae.getEquipment(prevAttack.getWeaponId());
                    int loc = prevWeapon.getLocation();
                    boolean rearMount = prevWeapon.isRearMounted();
                    if(game.getOptions().booleanOption("heat_by_bay")) {
                        for(int bwId: prevWeapon.getBayWeapons()) {
                            totalheat += ae.getEquipment(bwId).getCurrentHeat();
                        }
                    } else {
                        if(!rearMount) {
                            if(!usedFrontArc[loc]) {
                                totalheat += ae.getHeatInArc(loc, rearMount);
                                usedFrontArc[loc] = true;
                            }
                        } else {
                            if(!usedRearArc[loc]) {
                                totalheat += ae.getHeatInArc(loc, rearMount);
                                usedRearArc[loc] = true;
                            }
                        }
                    }
                }
            }

            //now check the current heat
            int loc = weapon.getLocation();
            boolean rearMount = weapon.isRearMounted();
            int currentHeat = ae.getHeatInArc(loc, rearMount);
            if(game.getOptions().booleanOption("heat_by_bay")) {
                currentHeat = 0;
                for(int bwId: weapon.getBayWeapons()) {
                    currentHeat += ae.getEquipment(bwId).getCurrentHeat();
                }
            }
            //check to see if this is currently the only arc being fired
            boolean onlyArc = true;
            for(int nLoc = 0; nLoc < ae.locations(); nLoc++) {
                if(nLoc == loc) {
                    continue;
                } else {
                    if(usedFrontArc[nLoc] || usedRearArc[nLoc]) {
                        onlyArc = false;
                        break;
                    }
                }
            }

            if(game.getOptions().booleanOption("heat_by_bay")) {
                if((totalheat + currentHeat) > heatcap) {
                    //FIXME: This is causing weird problems (try firing all the Suffen's nose weapons)
                    return "heat exceeds capacity";
                }
            } else {
                if(!rearMount) {
                    if(!usedFrontArc[loc] && ((totalheat + currentHeat) > heatcap) && !onlyArc) {
                        return "heat exceeds capacity";
                    }
                } else {
                    if(!usedRearArc[loc] && ((totalheat + currentHeat) > heatcap) && !onlyArc) {
                        return "heat exceeds capacity";
                    }
                }
            }
        }

        // MG arrays
        if (wtype.hasFlag(WeaponType.F_MGA) && wtype.hasModes()
                && weapon.curMode().equals("Off")) {
            return "MG Array is disabled";
        } else if (wtype.hasFlag(WeaponType.F_MG)) {
            if (ae.hasLinkedMGA(weapon)) {
                return "Machine gun is slaved to array equipment";
            }
        }

        // Handle solo attack weapons.
        if (wtype.hasFlag(WeaponType.F_SOLO_ATTACK)) {
            for (Enumeration<EntityAction> i = game.getActions(); i
                    .hasMoreElements();) {
                EntityAction ea = i.nextElement();
                if (!(ea instanceof WeaponAttackAction)) {
                    continue;
                }
                WeaponAttackAction prevAttack = (WeaponAttackAction) ea;
                if (prevAttack.getEntityId() == attackerId) {
                    // If the attacker fires another weapon, this attack fails.
                    if (weaponId != prevAttack.getWeaponId()) {
                        return "Other weapon attacks declared.";
                    }
                }
            }
        } else if (isAttackerInfantry && !(ae instanceof BattleArmor)) {
            // 0 MP infantry units: move or shoot, except for anti-mech attacks,
            // those are handled above
            if ((ae.getMovementMode() == IEntityMovementMode.INF_LEG)
                    && (ae.getWalkMP() == 0)
                    && (ae.moved != IEntityMovementType.MOVE_NONE)) {
                return "Foot platoons with 0 MP can move or shoot, not both";
            }
            // check for trying to fire field gun after moving
            if (!wtype.hasFlag(WeaponType.F_INFANTRY)
                    && (ae.moved != IEntityMovementType.MOVE_NONE)) {
                return "Can't fire field guns in same turn as moving";
            }
            // check for mixing infantry and field gun attacks
            for (Enumeration<EntityAction> i = game.getActions(); i
                    .hasMoreElements();) {
                EntityAction ea = i.nextElement();
                if (!(ea instanceof WeaponAttackAction)) {
                    continue;
                }
                final WeaponAttackAction prevAttack = (WeaponAttackAction) ea;
                if (prevAttack.getEntityId() == attackerId) {
                    Mounted prevWeapon = ae.getEquipment(prevAttack
                            .getWeaponId());
                    if (prevWeapon.getType().hasFlag(WeaponType.F_INFANTRY) != wtype
                            .hasFlag(WeaponType.F_INFANTRY)) {
                        return "Can't fire field guns and small arms at the same time.";
                    }
                }
            }
            // BAC compact narc: we have one weapon for each trooper, but you
            // can fire only at one target at a time
            if (wtype.getName().equals("Compact Narc")) {
                for (Enumeration<EntityAction> i = game.getActions(); i
                        .hasMoreElements();) {
                    EntityAction ea = i.nextElement();
                    if (!(ea instanceof WeaponAttackAction)) {
                        continue;
                    }
                    final WeaponAttackAction prevAttack = (WeaponAttackAction) ea;
                    if (prevAttack.getEntityId() == attackerId) {
                        Mounted prevWeapon = ae.getEquipment(prevAttack
                                .getWeaponId());
                        if (prevWeapon.getType().getName().equals(
                                "Compact Narc")) {
                            if (prevAttack.getTargetId() != target
                                    .getTargetId()) {
                                return "Can fire multiple compact narcs only at one target.";
                            }
                        }
                    }
                }
            }
        }

        //check wind conditions
        int windCond = game.getPlanetaryConditions().getWindStrength();
        if((windCond == PlanetaryConditions.WI_TORNADO_F13) && wtype.hasFlag(WeaponType.F_MISSILE) && !game.getBoard().inSpace()) {
            return "No missile fire in a tornado";
        }

        if((windCond == PlanetaryConditions.WI_TORNADO_F4) && !game.getBoard().inSpace() &&
                (wtype.hasFlag(WeaponType.F_MISSILE) || wtype.hasFlag(WeaponType.F_BALLISTIC))) {
            return "No missile or ballistic fire in an F4 tornado";
        }

        // check if indirect fire is valid
        if (isIndirect && !game.getOptions().booleanOption("indirect_fire")) {
            return "Indirect fire option not enabled";
        }

        if (isIndirect && game.getOptions().booleanOption("indirect_fire")
                && !game.getOptions().booleanOption("indirect_always_possible")
                && LosEffects.calculateLos(game, attackerId, target).canSee()) {
            return "Indirect fire impossible with direct LOS";
        }

        if (isIndirect && usesAmmo && (atype.getAmmoType() == AmmoType.T_MML)
                && !atype.hasFlag(AmmoType.F_MML_LRM)) {
            return "only LRM ammo can be fired indirectly";
        }

        // hull down vees can't fire front weapons
        if ((ae instanceof Tank) && ae.isHullDown()
                && (weapon.getLocation() == Tank.LOC_FRONT)) {
            return "Nearby terrain blocks front weapons.";
        }

        // BA Micro bombs only when flying
        if ((atype != null) && (atype.getAmmoType() == AmmoType.T_BA_MICRO_BOMB)) {
            if (!ae.isFlying()) {
                return "attacker must be at least at elevation 1";
            } else if (target.getTargetType() != Targetable.TYPE_HEX_BOMB) {
                return "must target hex with bombs";
            }
        }

        if ((target.getTargetType() == Targetable.TYPE_HEX_BOMB)
                && !(usesAmmo && (atype.getAmmoType() == AmmoType.T_BA_MICRO_BOMB))) {
            return "Weapon can't deliver bombs";
        }

        Entity spotter = null;
        if (isIndirect) {
            if ((target instanceof Entity) && !isTargetECMAffected && usesAmmo
                    && (atype.getMunitionType() == AmmoType.M_NARC_CAPABLE)
                    && (te.isNarcedBy(ae.getOwner().getTeam()))) {
                spotter = te;
            } else {
                spotter = Compute.findSpotter(game, ae, target);
            }

            if ((spotter == null) && !(wtype instanceof MekMortarWeapon) ) {
                return "No available spotter";
            }
        }

        int eistatus = 0;

        boolean multiPurposeelevationHack = false;
        if (usesAmmo
                && (wtype.getAmmoType() == AmmoType.T_LRM)
                && (atype.getMunitionType() == AmmoType.M_MULTI_PURPOSE)
                && (ae.getElevation() == -1)
                && (ae.getLocationStatus(weapon.getLocation()) == ILocationExposureStatus.WET)) {
            multiPurposeelevationHack = true;
            // surface to fire
            ae.setElevation(0);
        }

        // check LOS (indirect LOS is from the spotter)
        LosEffects los;
        ToHitData losMods;
        if (!isIndirect || (isIndirect && (spotter == null) )) {
            los = LosEffects.calculateLos(game, attackerId, target);

            if (ae.hasActiveEiCockpit()) {
                if (los.getLightWoods() > 0) {
                    eistatus = 2;
                } else {
                    eistatus = 1;
                }
            }

            if ( (wtype instanceof MekMortarWeapon) && isIndirect ){
                los.setArcedAttack(true);
            }

            losMods = los.losModifiers(game, eistatus);
        } else {
            los = LosEffects.calculateLos(game, spotter.getId(), target);
            // do not count attacker partial cover in indirect fire
            los.setAttackerCover(LosEffects.COVER_NONE);

            if (spotter.hasActiveEiCockpit()) {
                if (los.getLightWoods() > 0) {
                    eistatus = 2;
                } else {
                    eistatus = 1;
                }
            }

            if ( (wtype instanceof MekMortarWeapon) && isIndirect ){
                los.setArcedAttack(true);
            }

            losMods = los.losModifiers(game);
        }

        if (multiPurposeelevationHack) {
            // and descend back to depth 1
            ae.setElevation(-1);
        }

        // if LOS is blocked, block the shot
        if ((losMods.getValue() == TargetRoll.IMPOSSIBLE) && !isArtilleryIndirect) {
            return losMods.getDesc();
        }

        // Weapon in arc?
        if (!Compute.isInArc(game, attackerId, weaponId, target)) {
            return "Target not in arc.";
        }

        // Protomech can fire MGA only into front arc, TW page 137
        if (!Compute.isInArc(ae.getPosition(), ae.getFacing(), target.getPosition(), Compute.ARC_FORWARD)
                && wtype.hasFlag(WeaponType.F_MGA) && (ae instanceof Protomech)) {
            return "Protomech can fire MGA only into front arc.";
        }

        //for spheroid dropships in atmosphere, nose and aft mounted weapons can only be fired
        //at units two elevations different
        //TODO: awaiting rules clarification on forums
        if((ae instanceof Aero) && ((Aero)ae).isSpheroid() && game.getBoard().inAtmosphere()) {
            int altDif = ae.getElevation() - target.getElevation();
            if((weapon.getLocation() == Aero.LOC_NOSE) && (altDif > -3)) {
                return "Target is too low";
            }
            if((weapon.getLocation() == Aero.LOC_AFT) && (altDif < 3)) {
                return "Target is too high";
            }
        }

        // Must target infantry in buildings from the inside.
        if (targetInBuilding && (te instanceof Infantry)
                && (null == los.getThruBldg())) {
            return "Attack on infantry crosses building exterior wall.";
        }

        if ((wtype.getAmmoType() == AmmoType.T_NARC)
                || (wtype.getAmmoType() == AmmoType.T_INARC)) {
            if (targetInBuilding) {
                return "Narc pods cannot be fired into or inside buildings.";
            }
            if (target instanceof Infantry) {
                return "Narc pods cannot be used to attack infantry.";
            }
        }

        //is the attack originating from underwater
        boolean underWater = (ae.getLocationStatus(weapon.getLocation()) == ILocationExposureStatus.WET) || (wtype instanceof SRTWeapon) || (wtype instanceof LRTWeapon);

        // attacker partial cover means no leg weapons
        if (los.isAttackerCover()
                && ae.locationIsLeg(weapon.getLocation())
                && !underWater) {
            return "Nearby terrain blocks leg weapons.";
        }

        // hull down cannot fire any leg weapons
        if (ae.isHullDown()) {
            if (((ae instanceof BipedMech) &&
                    ((weapon.getLocation() == Mech.LOC_LLEG) || (weapon.getLocation() == Mech.LOC_RLEG))) ||
               ((ae instanceof QuadMech) &&
                    ((weapon.getLocation() == Mech.LOC_LLEG) ||
                            (weapon.getLocation() == Mech.LOC_RLEG) ||
                            (weapon.getLocation() == Mech.LOC_LARM) ||
                            (weapon.getLocation() == Mech.LOC_RARM)))) {
                return "Leg weapons cannot be fired while hull down.";
            }
        }

        if(wtype.hasFlag(WeaponType.F_SPACE_BOMB)) {
            //no space bombing if other attacks already declared
            for ( Enumeration<EntityAction> i = game.getActions();
                i.hasMoreElements(); ) {
                EntityAction ea = i.nextElement();
                if (!(ea instanceof WeaponAttackAction)) {
                    continue;
                }
                WeaponAttackAction prevAttack = (WeaponAttackAction)ea;
                if (prevAttack.getEntityId() == attackerId) {

                    // If the attacker fires another weapon, this attack fails.
                    if ( weaponId != prevAttack.getWeaponId() ) {
                        return "Other weapon attacks declared.";
                    }
                }
            }
            toHit = Compute.getSpaceBombBaseToHit( ae, te, game );
            // Return if the attack is impossible.
            if ( TargetRoll.IMPOSSIBLE == toHit.getValue() ) {
                return toHit.getDesc();
            }
        }

        // Leg attacks, Swarm attacks, and
        // Mine Launchers don't use gunnery.
        if (Infantry.LEG_ATTACK.equals(wtype.getInternalName())) {
            toHit = Compute.getLegAttackBaseToHit(ae, te);

            // Return if the attack is impossible.
            if (TargetRoll.IMPOSSIBLE == toHit.getValue()) {
                return toHit.getDesc();
            }
        } else if (Infantry.SWARM_MEK.equals(wtype.getInternalName())) {
            toHit = Compute.getSwarmMekBaseToHit(ae, te);

            // Return if the attack is impossible.
            if (TargetRoll.IMPOSSIBLE == toHit.getValue()) {
                return toHit.getDesc();
            }
        } else if (Infantry.STOP_SWARM.equals(wtype.getInternalName())) {
            // Can't stop if we're not swarming, otherwise automatic.
            if (Entity.NONE == ae.getSwarmTargetId()) {
                return "Not swarming a Mek.";
            }
        } else if (BattleArmor.MINE_LAUNCHER.equals(wtype.getInternalName())) {
            // Mine launchers can not hit infantry.
            if (te instanceof Infantry) {
                return "Can not attack infantry.";
            }
        }
        // Swarming infantry always hit their target, but
        // they can only target the Mek they're swarming.
        else if ((te != null) && (ae.getSwarmTargetId() == te.getId())) {
            // Only certain weapons can be used in a swarm attack.
            if (wtype.getDamage() == 0) {
                return "Weapon causes no damage.";
            }
            // Only certain weapons can be used in a swarm attack.
            if (wtype.hasFlag(WeaponType.F_MISSILE)) {
                return "Missile weapons can't be used in swarm attack";
            }
            if (weapon.isBodyMounted()) {
                return "body mounted weapons can't be used in swarm attack";
            }
        } else if (Entity.NONE != ae.getSwarmTargetId()) {
            return "Must target the Mek being swarmed.";
        }

        int distance = Compute.effectiveDistance(game, ae, target);

        // Handle direct artillery attacks.
        if (isArtilleryDirect) {
            if (wtype.hasFlag(WeaponType.F_CRUISE_MISSILE)) {
                return "Cruise Missiles can't be fired directly";
            }
            if (distance > 17) {
                return "Direct artillery attack at range >17 hexes.";
            }
            if (isHoming) {
                if ((te == null) || (te.getTaggedBy() == -1)) {
                    // see BMRr p77 on board arrow IV
                    return "On board homing shot must target a unit tagged this turn";
                }
            }
        }
        if (isArtilleryIndirect) {
            int boardRange = (int) Math.ceil(distance / 17f);
            if (boardRange > wtype.getLongRange()) {
                return "Indirect artillery attack out of range";
            }
            if ((distance <= 17)
                    && !(losMods.getValue() == TargetRoll.IMPOSSIBLE)) {
                return "Cannot fire indirectly at range <=17 hexes unless no LOS.";
            }
            if (isHoming) {
                if (ttype != Targetable.TYPE_HEX_ARTILLERY) {
                    return "Off board homing shot must target a map sheet";
                }
            }
        }

        if (ae.getGrappled() != Entity.NONE) {
            int grapple = ae.getGrappled();
            if (grapple != target.getTargetId()) {
                return "Can only attack grappled mech";
            }
            int loc = weapon.getLocation();
            if (((ae instanceof Mech) && (ae.getGrappleSide() == Entity.GRAPPLE_BOTH) && ((loc != Mech.LOC_CT) && (loc != Mech.LOC_LT) && (loc != Mech.LOC_RT) && (loc != Mech.LOC_HEAD))) || weapon.isRearMounted()) {
                return "Can only fire head and front torso weapons when grappled";
            }
            if ((ae instanceof Mech) && (ae.getGrappleSide() == Entity.GRAPPLE_LEFT) && (loc == Mech.LOC_LARM) ) {
                return "Cannot Fire Weapon, Snared by Chain Whip";
            }
            if ((ae instanceof Mech) && (ae.getGrappleSide() == Entity.GRAPPLE_RIGHT) && (loc == Mech.LOC_RARM) ) {
                return "Cannot Fire Weapon, Snared by Chain Whip";
            }
        }
        if ((ae.getMovementMode() == IEntityMovementMode.WIGE) &&
                (ae.getPosition() == target.getPosition())) {
            return "WiGE may not attack target in same hex";
        }

        if ( (wtype instanceof GaussWeapon) && wtype.hasModes()
                && weapon.curMode().equals("Powered Down") ) {
            return "Weapon is powered down";
        }

        return null;
    }

    /**
     * @return Returns the nemesisConfused.
     */
    public boolean isNemesisConfused() {
        return nemesisConfused;
    }

    /**
     * @param nemesisConfused
     *            The nemesisConfused to set.
     */
    public void setNemesisConfused(boolean nemesisConfused) {
        this.nemesisConfused = nemesisConfused;
    }

    public boolean isSwarmingMissiles() {
        return swarmingMissiles;
    }

    public void setSwarmingMissiles(boolean swarmingMissiles) {
        this.swarmingMissiles = swarmingMissiles;
    }

    public void setOldTargetId(int id) {
        oldTargetId = id;
    }

    public int getSwarmMissiles() {
        return swarmMissiles;
    }

    public void setSwarmMissiles(int swarmMissiles) {
        this.swarmMissiles = swarmMissiles;
    }

    public int[] getBombPayload() {
        return bombPayload;
    }

    public void setBombPayload(int[] load) {
        bombPayload = load;
    }
}
TOP

Related Classes of megamek.common.actions.WeaponAttackAction

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.