/**
* MegaMek - Copyright (C) 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.
*/
package megamek.common.weapons;
import java.io.Serializable;
import java.util.Enumeration;
import java.util.Vector;
import megamek.common.AmmoType;
import megamek.common.Building;
import megamek.common.Compute;
import megamek.common.Coords;
import megamek.common.Entity;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Report;
import megamek.common.TagInfo;
import megamek.common.TargetRoll;
import megamek.common.Targetable;
import megamek.common.ToHitData;
import megamek.common.actions.ArtilleryAttackAction;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
import megamek.server.Server.DamageType;
public class ArtilleryWeaponIndirectHomingHandler extends
ArtilleryWeaponIndirectFireHandler implements Serializable {
/**
*
*/
private static final long serialVersionUID = -7243477723032010917L;
/**
* @param t
* @param w
* @param g
*/
public ArtilleryWeaponIndirectHomingHandler(ToHitData t,
WeaponAttackAction w, IGame g, Server s) {
super(t, w, g, s);
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.AttackHandler#handle(int, java.util.Vector)
*/
@Override
public boolean handle(IGame.Phase phase, Vector<Report> vPhaseReport) {
if (!cares(phase)) {
return true;
}
ArtilleryAttackAction aaa = (ArtilleryAttackAction) waa;
if (phase == IGame.Phase.PHASE_TARGETING) {
if (!handledAmmoAndReport) {
addHeat();
// Report the firing itself
r = new Report(3121);
r.indent();
r.newlines = 0;
r.subject = subjectId;
r.add(wtype.getName());
r.add(aaa.turnsTilHit);
vPhaseReport.addElement(r);
Report.addNewline(vPhaseReport);
handledAmmoAndReport = true;
}
// if this is the last targeting phase before we hit,
// make it so the firing entity is announced in the
// off-board attack phase that follows.
if (aaa.turnsTilHit == 0) {
announcedEntityFiring = false;
}
return true;
}
if (aaa.turnsTilHit > 0) {
aaa.turnsTilHit--;
return true;
}
Entity entityTarget;
if (game.getPhase() == IGame.Phase.PHASE_OFFBOARD) {
convertHomingShotToEntityTarget();
entityTarget = (aaa.getTargetType() == Targetable.TYPE_ENTITY) ? (Entity) aaa
.getTarget(game)
: null;
} else {
entityTarget = (Entity) target;
}
final boolean targetInBuilding = Compute.isInBuilding(game,
entityTarget);
// Which building takes the damage?
Building bldg = game.getBoard().getBuildingAt(target.getPosition());
// Report weapon attack and its to-hit value.
r = new Report(3115);
r.indent();
r.newlines = 0;
r.subject = subjectId;
r.add(wtype.getName());
if (entityTarget != null) {
r.addDesc(entityTarget);
} else {
r.messageId = 3120;
r.add(target.getDisplayName(), true);
}
vPhaseReport.addElement(r);
if (toHit.getValue() == TargetRoll.IMPOSSIBLE) {
r = new Report(3135);
r.subject = subjectId;
r.add(toHit.getDesc());
vPhaseReport.addElement(r);
return false;
} else if (toHit.getValue() == TargetRoll.AUTOMATIC_FAIL) {
r = new Report(3140);
r.newlines = 0;
r.subject = subjectId;
r.add(toHit.getDesc());
vPhaseReport.addElement(r);
} else if (toHit.getValue() == TargetRoll.AUTOMATIC_SUCCESS) {
r = new Report(3145);
r.newlines = 0;
r.subject = subjectId;
r.add(toHit.getDesc());
vPhaseReport.addElement(r);
} else {
// roll to hit
r = new Report(3150);
r.newlines = 0;
r.subject = subjectId;
r.add(toHit.getValue());
vPhaseReport.addElement(r);
}
// dice have been rolled, thanks
r = new Report(3155);
r.newlines = 0;
r.subject = subjectId;
r.add(roll);
vPhaseReport.addElement(r);
// do we hit?
bMissed = roll < toHit.getValue();
// are we a glancing hit?
if (game.getOptions().booleanOption("tacops_glancing_blows")) {
if (roll == toHit.getValue()) {
bGlancing = true;
r = new Report(3186);
r.subject = subjectId;
r.newlines = 0;
vPhaseReport.addElement(r);
} else {
bGlancing = false;
}
} else {
bGlancing = false;
}
//Set Margin of Success/Failure.
toHit.setMoS(roll-Math.max(2,toHit.getValue()));
bDirect = game.getOptions().booleanOption("tacops_direct_blow") && ((toHit.getMoS()/3) >= 1) && (entityTarget != null);
if (bDirect) {
r = new Report(3189);
r.subject = ae.getId();
r.newlines = 0;
vPhaseReport.addElement(r);
}
// we may still have to use ammo, if direct fire
if (!handledAmmoAndReport) {
addHeat();
}
// Any necessary PSRs, jam checks, etc.
// If this boolean is true, don't report
// the miss later, as we already reported
// it in doChecks
boolean missReported = doChecks(vPhaseReport);
if (missReported) {
bMissed = true;
}
nDamPerHit = wtype.getRackSize();
// copperhead gets 10 damage less than standard
if (((AmmoType)ammo.getType()).getAmmoType() != AmmoType.T_ARROW_IV) {
nDamPerHit -= 10;
}
// Do we need some sort of special resolution (minefields, artillery,
if (specialResolution(vPhaseReport, entityTarget, bMissed)) {
return false;
}
if (bMissed && !missReported) {
reportMiss(vPhaseReport);
// Works out fire setting, AMS shots, and whether continuation is
// necessary.
if (!handleSpecialMiss(entityTarget, targetInBuilding, bldg,
vPhaseReport)) {
return false;
}
}
int hits = 1;
int nCluster = 1;
if ((entityTarget != null) && (entityTarget.getTaggedBy() != -1)) {
if (aaa.getCoords() != null) {
toHit.setSideTable(entityTarget.sideTable(aaa.getCoords()));
}
}
// The building shields all units from a certain amount of damage.
// The amount is based upon the building's CF at the phase's start.
int bldgAbsorbs = 0;
if (targetInBuilding && (bldg != null)) {
bldgAbsorbs = (int) Math.ceil(bldg.getPhaseCF(target.getPosition()) / 10.0);
}
if ((bldg != null) && (bldgAbsorbs > 0)) {
// building absorbs some damage
r = new Report(6010);
if (entityTarget != null) {
r.subject = entityTarget.getId();
}
r.add(bldgAbsorbs);
vPhaseReport.addElement(r);
Vector<Report> buildingReport = server.damageBuilding(bldg,
nDamPerHit, entityTarget.getPosition());
for (Report report : buildingReport) {
report.subject = entityTarget.getId();
}
vPhaseReport.addAll(buildingReport);
}
nDamPerHit -= bldgAbsorbs;
// Make sure the player knows when his attack causes no damage.
if (nDamPerHit == 0) {
r = new Report(3365);
r.subject = subjectId;
vPhaseReport.addElement(r);
return false;
}
if (!bMissed && (entityTarget != null)) {
handleEntityDamage(entityTarget, vPhaseReport, bldg, hits,
nCluster, nDamPerHit, bldgAbsorbs);
server.creditKill(entityTarget, ae);
}
Coords coords = target.getPosition();
int ratedDamage = 5; // splash damage is 5 from all launchers
bldg = null;
bldg = game.getBoard().getBuildingAt(coords);
bldgAbsorbs = (bldg != null) ? bldg.getPhaseCF(coords) / 10 : 0;
bldgAbsorbs = Math.min(bldgAbsorbs, ratedDamage);
// assumption: homing artillery splash damage is area effect.
// do damage to woods, 2 * normal damage (TW page 112)
handleClearDamage(vPhaseReport, bldg, ratedDamage * 2, bSalvo);
ratedDamage -= bldgAbsorbs;
if (ratedDamage > 0) {
for (Enumeration<Entity> impactHexHits = game.getEntities(coords); impactHexHits
.hasMoreElements();) {
Entity entity = impactHexHits.nextElement();
if (!bMissed) {
if (entity == entityTarget) {
continue; // don't splash the target unless missile
// missed
}
}
toHit.setSideTable(entity.sideTable(aaa.getCoords()));
HitData hit = entity.rollHitLocation(toHit.getHitTable(), toHit
.getSideTable(), waa.getAimedLocation(), waa
.getAimingMode());
vPhaseReport.addAll(server.damageEntity(entity, hit,
ratedDamage, false, DamageType.NONE, false, true,
throughFront, underWater));
server.creditKill(entity, ae);
}
}
Report.addNewline(vPhaseReport);
return false;
}
/**
* Find the tagged entity for this attack Each TAG will attract a number of
* shots up to its priority number (mode setting) When all the TAGs are used
* up, the shots fired are reset. So if you leave them all on 1-shot, then
* homing attacks will be evenly split, however many shots you fire.
* Priority setting is to allocate more homing attacks to a more important
* target as decided by player. TAGs fired by the enemy aren't eligible, nor
* are TAGs fired at a target on a different map sheet.
*/
protected void convertHomingShotToEntityTarget() {
ArtilleryAttackAction aaa = (ArtilleryAttackAction) waa;
final Coords tc = target.getPosition();
Entity entityTarget = null;
TagInfo info = null;
Entity tagger = null;
for (int pass = 0; pass < 2; pass++) {
int bestDistance = Integer.MAX_VALUE;
int bestIndex = -1;
Vector<TagInfo> v = game.getTagInfo();
for (int i = 0; i < v.size(); i++) {
info = v.elementAt(i);
tagger = game.getEntity(info.attackerId);
if ((info.shots < info.priority) && !ae.isEnemyOf(tagger)) {
entityTarget = game.getEntity(info.targetId);
if ((entityTarget != null) && entityTarget.isOnSameSheet(tc)) {
if (tc.distance(entityTarget.getPosition()) < bestDistance) {
bestIndex = i;
bestDistance = tc.distance(entityTarget
.getPosition());
if (!game.getOptions().booleanOption(
"a4homing_target_area")) {
break; // first will do if mapsheets can't
// overlap
}
}
}
}
}
if (bestIndex != -1) {
info = v.elementAt(bestIndex);
entityTarget = game.getEntity(info.targetId);
tagger = game.getEntity(info.attackerId);
info.shots++;
game.updateTagInfo(info, bestIndex);
break; // got a target, stop searching
}
entityTarget = null;
// nothing found on 1st pass, so clear shots fired to 0
game.clearTagInfoShots(ae, tc);
}
if ((entityTarget == null) || (info == null)) {
toHit = new ToHitData(TargetRoll.IMPOSSIBLE,
"no targets tagged on map sheet");
} else if (info.missed) {
aaa.setTargetId(entityTarget.getId());
aaa.setTargetType(Targetable.TYPE_ENTITY);
target = entityTarget;
toHit = new ToHitData(TargetRoll.IMPOSSIBLE, "tag missed the target");
} else {
target = entityTarget;
aaa.setTargetId(entityTarget.getId());
aaa.setTargetType(Targetable.TYPE_ENTITY);
}
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#handleSpecialMiss(megamek.common.Entity,
* boolean, megamek.common.Building, java.util.Vector)
*/
@Override
protected boolean handleSpecialMiss(Entity entityTarget,
boolean targetInBuilding, Building bldg, Vector<Report> vPhaseReport) {
return true;
}
}