/* 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 25, 2004
*
*/
package megamek.common.weapons;
import megamek.common.AmmoType;
import megamek.common.IGame;
import megamek.common.TechConstants;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Jay Lawson
*/
public class BarracudaTWeapon extends CapitalMissileWeapon {
/**
*
*/
private static final long serialVersionUID = 8756042527483383101L;
/**
*
*/
public BarracudaTWeapon() {
super();
this.techLevel = TechConstants.T_IS_TW_NON_BOX;
this.name = "Barracuda-T";
this.setInternalName(this.name);
this.addLookupName("BarracudaT");
this.heat = 10;
this.damage = 2;
this.ammoType = AmmoType.T_BARRACUDA;
this.shortRange = 20;
this.mediumRange = 30;
this.longRange = 40;
this.extremeRange = 50;
this.tonnage = 100.0f;
this.bv = 461;
this.cost = 100000;
this.atClass = CLASS_CAPITAL_MISSILE;
this.shortAV = 2;
this.medAV = 2;
this.longAV = 2;
this.extAV = 2;
this.maxRange = RANGE_EXT;
this.toHitModifier = -2;
}
/*
* (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) {
AmmoType atype = (AmmoType) game.getEntity(waa.getEntityId())
.getEquipment(waa.getWeaponId()).getLinked().getType();
if(atype.hasFlag(AmmoType.F_TELE_MISSILE))
return new BarracudaTHandler(toHit, waa, game, server);
else
return new BarracudaHandler(toHit, waa, game, server);
}
}