/**
* MegaMek - Copyright (C) 2004,2005 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.
*/
/*
* Created on Sep 24, 2004
*
*/
package megamek.common.weapons;
import megamek.common.Entity;
import megamek.common.IGame;
import megamek.common.Mounted;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Andrew Hunter
*/
public abstract class AmmoWeapon extends Weapon {
/**
*
*/
private static final long serialVersionUID = -1657672242932169730L;
public AmmoWeapon() {
super();
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.Weapon#fire(megamek.common.actions.WeaponAttackAction,
* megamek.common.IGame)
*/
public AttackHandler fire(WeaponAttackAction waa, IGame game, Server server) {
// Just in case. Often necessary when/if multiple ammo weapons are
// fired; if this line not present
// then when one ammo slots run dry the rest silently don't fire.
checkAmmo(waa, game);
return super.fire(waa, game, server);
}
/**
*
*/
protected void checkAmmo(WeaponAttackAction waa, IGame g) {
Entity ae = waa.getEntity(g);
Mounted weapon = ae.getEquipment(waa.getWeaponId());
Mounted ammo = weapon.getLinked();
if (ammo == null || ammo.getShotsLeft() < 1) {
ae.loadWeaponWithSameAmmo(weapon);
ammo = weapon.getLinked();
}
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.Weapon#getCorrectHandler(megamek.common.ToHitData,
* megamek.common.actions.WeaponAttackAction, megamek.common.IGame)
*/
protected AttackHandler getCorrectHandler(ToHitData toHit,
WeaponAttackAction waa, IGame game, Server server) {
return new AmmoWeaponHandler(toHit, waa, game, server);
}
}