Package megamek.common.weapons

Source Code of megamek.common.weapons.InfantryInfernoSRMHandler

/**
* 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 java.util.Vector;

import megamek.common.Building;
import megamek.common.Compute;
import megamek.common.Entity;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Report;
import megamek.common.Targetable;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;

/**
* @author Sebastian Brocks
*/
public class InfantryInfernoSRMHandler extends InfantrySRMHandler {

    /**
     *
     */
    private static final long serialVersionUID = 5917196139361672006L;

    /**
     * @param t
     * @param w
     * @param g
     */
    public InfantryInfernoSRMHandler(ToHitData t, WeaponAttackAction w,
            IGame g, Server s) {
        super(t, w, g, s);
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector)
     */
    protected int calcHits(Vector<Report> vPhaseReport) {
        int troopersHit = Compute.missilesHit(((Infantry) ae)
                .getShootingStrength());
        r = new Report(3325);
        r.subject = subjectId;
        r.add(troopersHit);
        r.add(" trooper(s) ");
        r.add(toHit.getTableDesc() + ".");
        r.newlines = 0;
        vPhaseReport.addElement(r);
        return damage[troopersHit - 1] / 2;
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#handle(int, java.util.Vector)
     */
    public boolean handle(IGame.Phase phase, Vector<Report> vPhaseReport) {
        if (!this.cares(phase)) {
            return true;
        }
        Entity entityTarget = (target.getTargetType() == Targetable.TYPE_ENTITY) ? (Entity) target
                : null;
        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() == ToHitData.IMPOSSIBLE) {
            r = new Report(3135);
            r.subject = subjectId;
            r.add(toHit.getDesc());
            vPhaseReport.addElement(r);
            return false;
        } else if (toHit.getValue() == ToHitData.AUTOMATIC_FAIL) {
            r = new Report(3140);
            r.newlines = 0;
            r.subject = subjectId;
            r.add(toHit.getDesc());
            vPhaseReport.addElement(r);
        } else if (toHit.getValue() == ToHitData.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);
        }

        // Do this stuff first, because some weapon's miss report reference the
        // amount of shots fired and stuff.
        useAmmo();
        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;
        }

        if (bMissed && !missReported) {
            reportMiss(vPhaseReport);
            // Works out fire setting, AMS shots, and whether continuation is
            // necessary.
            if (!handleSpecialMiss(entityTarget, targetInBuilding, bldg,
                    vPhaseReport)) {
                return false;
            }
        }

        // yeech. handle damage. . different weapons do this in very different
        // ways
        int hits = calcHits(vPhaseReport);
        Report.addNewline(vPhaseReport);

        if (bMissed) {
            return false;

        } // End missed-target

        // light inferno missiles all at once
        vPhaseReport.addAll(server.deliverInfernoMissiles(ae, target, hits));
        return false;
    }

}
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