/**
* 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.util.Vector;
import megamek.common.BattleArmor;
import megamek.common.Building;
import megamek.common.Coords;
import megamek.common.Entity;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Report;
import megamek.common.TargetRoll;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
import megamek.server.Server.DamageType;
/**
* @author Sebastian Brocks
*/
public class LRMFragHandler extends LRMHandler {
/**
*
*/
private static final long serialVersionUID = 2308151080895016663L;
/**
* @param t
* @param w
* @param g
* @param s
*/
public LRMFragHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
super(t, w, g, s);
sSalvoType = " fragmentation missile(s) ";
damageType = DamageType.FRAGMENTATION;
}
/**
* Calculate the damage per hit.
*
* @return an <code>int</code> representing the damage dealt per hit.
*/
protected int calcDamagePerHit() {
float toReturn = 1;
// during a swarm, all damage gets applied as one block to one location
if (ae instanceof BattleArmor
&& weapon.getLocation() == BattleArmor.LOC_SQUAD
&& (ae.getSwarmTargetId() == target.getTargetId())) {
toReturn *= ((BattleArmor) ae).getShootingStrength();
}
// against infantry, we have 1 hit
if (target instanceof Infantry && !(target instanceof BattleArmor)) {
toReturn = wtype.getRackSize();
if (bDirect )
toReturn += toHit.getMoS()/3;
}
if (target instanceof Entity && !(target instanceof Infantry)
|| target instanceof BattleArmor)
toReturn = 0;
if (bGlancing) {
toReturn = (int) Math.floor(toReturn / 2.0);
}
return (int) Math.ceil(toReturn);
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#handleClearDamage(java.util.Vector,
* megamek.common.Building, int, boolean)
*/
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
// Fragmentation does double damage to woods
nDamage *= 2;
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.
if (bldg != null
&& server.tryIgniteHex(target.getPosition(), subjectId, false, false,
new TargetRoll(wtype.getFireTN(), wtype.getName()), 5, vPhaseReport)) {
return;
}
vPhaseReport.addAll(server.tryClearHex(target.getPosition(), nDamage, subjectId));
return;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#handleBuildingDamage(java.util.Vector,
* megamek.common.Building, int, boolean, Coords)
*/
protected void handleBuildingDamage(Vector<Report> vPhaseReport,
Building bldg, int nDamage, boolean bSalvo, Coords coords) {
return;
}
}