/**
* 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 23, 2004
*
*/
package megamek.common.weapons;
import java.util.Vector;
import megamek.common.BattleArmor;
import megamek.common.Building;
import megamek.common.Compute;
import megamek.common.Entity;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Mech;
import megamek.common.Report;
import megamek.common.TargetRoll;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Andrew Hunter
*/
public class FlamerHeatHandler extends WeaponHandler {
/**
*
*/
private static final long serialVersionUID = -7785915075211288648L;
/**
* @param toHit
* @param waa
* @param g
*/
public FlamerHeatHandler(ToHitData toHit, WeaponAttackAction waa, IGame g,
Server s) {
super(toHit, waa, g, s);
}
protected void handleEntityDamage(Entity entityTarget,
Vector<Report> vPhaseReport, Building bldg, int hits, int nCluster,
int nDamPerHit, int bldgAbsorbs) {
if (entityTarget instanceof Mech
&& game.getOptions().booleanOption("flamer_heat")) {
// heat
HitData hit = entityTarget.rollHitLocation(toHit.getHitTable(),
toHit.getSideTable(), waa.getAimedLocation(), waa
.getAimingMode());
if (entityTarget.removePartialCoverHits(hit.getLocation(), toHit
.getCover(), Compute.targetSideTable(ae, entityTarget))) {
// Weapon strikes Partial Cover.
r = new Report(3460);
r.subject = subjectId;
r.add(entityTarget.getShortName());
r.add(entityTarget.getLocationAbbr(hit));
r.newlines = 0;
r.indent(2);
vPhaseReport.addElement(r);
missed = true;
return;
}
r = new Report(3400);
r.subject = subjectId;
r.indent(2);
r.add(2);
r.newlines = 0;
r.choose(true);
vPhaseReport.addElement(r);
entityTarget.heatFromExternal += 2;
} else {
super.handleEntityDamage(entityTarget, vPhaseReport, bldg, hits,
nCluster, nDamPerHit, bldgAbsorbs);
}
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
*/
protected int calcDamagePerHit() {
int toReturn;
if (target instanceof Infantry && !(target instanceof BattleArmor)) {
if (ae instanceof BattleArmor)
toReturn = Compute.d6(3);
toReturn = Compute.d6(4);
if (bDirect)
toReturn += toHit.getMoS()/3;
// pain shunted infantry get half damage
if (((Entity) target).getCrew().getOptions().booleanOption("pain_shunt")) {
toReturn = (int) Math.floor(toReturn / 2.0);
}
if (bGlancing)
toReturn = (int) Math.floor(toReturn / 2.0);
} else {
toReturn = super.calcDamagePerHit();
}
return toReturn;
}
/**
* @return a <code>boolean</code> value indicating wether or not this
* attack needs further calculating, like a missed shot hitting a
* building, or an AMS only shooting down some missiles.
*/
protected boolean handleSpecialMiss(Entity entityTarget,
boolean targetInBuilding, Building bldg, Vector<Report> vPhaseReport) {
// Shots that miss an entity can set fires.
// Buildings can't be accidentally ignited,
// and some weapons can't ignite fires.
if (entityTarget != null
&& (bldg == null && wtype.getFireTN() != TargetRoll.IMPOSSIBLE)) {
server.tryIgniteHex(target.getPosition(), subjectId, true, false, new TargetRoll(wtype.getFireTN(), wtype.getName()),
3, vPhaseReport);
}
//shots that miss an entity can also potential cause explosions in a heavy industrial hex
server.checkExplodeIndustrialZone(target.getPosition(), vPhaseReport);
// BMRr, pg. 51: "All shots that were aimed at a target inside
// a building and miss do full damage to the building instead."
if (!targetInBuilding || toHit.getValue() == TargetRoll.AUTOMATIC_FAIL) {
return false;
}
return true;
}
protected void handleIgnitionDamage(Vector<Report> vPhaseReport,
Building bldg, boolean bSalvo, int hits) {
if (!bSalvo) {
// hits!
r = new Report(2270);
r.subject = subjectId;
r.newlines = 0;
vPhaseReport.addElement(r);
}
TargetRoll tn = new TargetRoll(wtype.getFireTN(), wtype.getName());
if (tn.getValue() != TargetRoll.IMPOSSIBLE) {
Report.addNewline(vPhaseReport);
server.tryIgniteHex(target.getPosition(), subjectId, true, false, tn,
true, -1, vPhaseReport);
}
}
protected void handleClearDamage(Vector<Report> vPhaseReport,
Building bldg, int nDamage, boolean bSalvo) {
if (!bSalvo) {
// hits!
r = new Report(2270);
r.subject = subjectId;
r.newlines = 0;
vPhaseReport.addElement(r);
}
// report that damage was "applied" to terrain
r = new Report(3385);
r.indent();
r.subject = subjectId;
r.add(nDamage);
vPhaseReport.addElement(r);
// Any clear attempt can result in accidental ignition, even
// weapons that can't normally start fires. that's weird.
// Buildings can't be accidentally ignited.
//TODO: change this for TacOps - now you roll another 2d6 first and on a 5 or less
//you do a normal ignition as though for intentional fires
if (bldg != null
&& server.tryIgniteHex(target.getPosition(), subjectId, true,false,
new TargetRoll(wtype.getFireTN(), wtype.getName()), 5, vPhaseReport)) {
return;
}
vPhaseReport.addAll(server.tryClearHex(target.getPosition(), nDamage, subjectId));
return;
}
}