/**
* 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 megamek.common.IGame;
import megamek.common.Mounted;
import megamek.common.RangeType;
import megamek.common.TargetRoll;
import megamek.common.ToHitData;
import megamek.common.WeaponType;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Jay Lawson
*/
public class BayWeaponHandler extends WeaponHandler {
/**
*
*/
private static final long serialVersionUID = -1618484541772117621L;
/**
* @param t
* @param w
* @param g
* @param s
*/
public BayWeaponHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
super(t, w, g, s);
}
/**
* Calculate the attack value based on range
*
* @return an <code>int</code> representing the attack value at that range.
*/
protected int calcAttackValue() {
int distance = ae.getPosition().distance(target.getPosition());
double av = 0;
int range = RangeType.rangeBracket(distance, wtype.getATRanges(), true);
for(int wId: weapon.getBayWeapons()) {
Mounted m = ae.getEquipment(wId);
if(!m.isBreached() && !m.isDestroyed() && !m.isJammed()) {
WeaponType bayWType = ((WeaponType)m.getType());
//need to cycle through weapons and add av
if(range == WeaponType.RANGE_SHORT) {
av = av + bayWType.getShortAV();
} else if(range == WeaponType.RANGE_MED) {
av = av + bayWType.getMedAV();
} else if (range == WeaponType.RANGE_LONG) {
av = av + bayWType.getLongAV();
} else if (range == WeaponType.RANGE_EXT) {
av = av + bayWType.getExtAV();
}
}
}
return (int)Math.ceil(av);
}
protected void addHeat() {
if (!(toHit.getValue() == TargetRoll.IMPOSSIBLE)) {
if(game.getOptions().booleanOption("heat_by_bay")) {
for(int wId:weapon.getBayWeapons()) {
Mounted m = ae.getEquipment(wId);
ae.heatBuildup += m.getCurrentHeat();
}
} else {
int loc = weapon.getLocation();
boolean rearMount = weapon.isRearMounted();
if(!ae.hasArcFired(loc, rearMount)) {
ae.heatBuildup += ae.getHeatInArc(loc, rearMount);
ae.setArcFired(loc, rearMount);
}
}
}
}
}