/**
* MegaMek - Copyright (C) 2007 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.Compute;
import megamek.common.Entity;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.RangeType;
import megamek.common.Report;
import megamek.common.Targetable;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Jason Tighe
*/
public class MekMortarHandler extends AmmoWeaponHandler {
/**
*
*/
private static final long serialVersionUID = -2073773899108954657L;
String sSalvoType =" shell(s) ";
/**
* @param t
* @param w
* @param g
* @param s
*/
public MekMortarHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
super(t, w, g, s);
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector)
*/
@Override
protected int calcHits(Vector<Report> vPhaseReport) {
// conventional infantry gets hit in one lump
// BAs do one lump of damage per BA suit
if (target instanceof Infantry && !(target instanceof BattleArmor)) {
return 1;
}
boolean targetHex = target.getTargetType() == Targetable.TYPE_HEX_CLEAR
|| target.getTargetType() == Targetable.TYPE_HEX_IGNITE;
int missilesHit;
int nMissilesModifier = 0;
if (targetHex){
missilesHit = wtype.getRackSize();
}
else {
if (game.getOptions().booleanOption("tacops_range") && nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG]) {
nMissilesModifier -= 2;
}
if (bGlancing) {
nMissilesModifier -= 4;
}else if (bDirect) {
nMissilesModifier += (toHit.getMoS() / 3) * 2;
}
missilesHit = Compute.missilesHit(wtype.getRackSize(), nMissilesModifier);
}
if (missilesHit > 0) {
r = new Report(3325);
r.subject = subjectId;
r.add(missilesHit);
r.add(sSalvoType);
r.add(toHit.getTableDesc());
r.newlines = 0;
vPhaseReport.addElement(r);
if (nMissilesModifier != 0) {
if (nMissilesModifier > 0) {
r = new Report(3340);
} else {
r = new Report(3341);
}
r.subject = subjectId;
r.add(nMissilesModifier);
r.newlines = 0;
vPhaseReport.addElement(r);
}
}
r = new Report(3345);
r.subject = subjectId;
r.newlines = 0;
vPhaseReport.addElement(r);
bSalvo = true;
return missilesHit;
}
/**
* Calculate the clustering of the hits
*
* @return a <code>int</code> value saying how much hits are in each
* cluster of damage.
*/
@Override
protected int calcnCluster() {
return 2;
}
/*
* (non-Javadoc)
* @see megamek.common.weapons.WeaponHandler#specialResolution(java.util.Vector, megamek.common.Entity, boolean)
*/
@Override
protected boolean specialResolution(Vector<Report> vPhaseReport, Entity entityTarget, boolean bMissed) {
// targeting a hex for clearing
if (target.getTargetType() == Targetable.TYPE_HEX_CLEAR) {
int nDamage = nDamPerHit *calcHits(vPhaseReport);
int[] damages = { nDamage };
Building bldg = game.getBoard().getBuildingAt(target.getPosition());
handleClearDamage(vPhaseReport, bldg, nDamage, bSalvo);
server.doExplosion(damages, false, target.getPosition(), true, vPhaseReport, null, calcnCluster());
return true;
}
return false;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
*/
@Override
protected int calcDamagePerHit() {
if (target instanceof Infantry && !(target instanceof BattleArmor)) {
double toReturn = Compute.directBlowInfantryDamage(wtype.getRackSize(), bDirect ? toHit.getMoS()/3 : 0, Compute.WEAPON_CLUSTER_MISSILE, ((Infantry)target).isMechanized());
if (bGlancing) {
toReturn /= 2;
}
return (int)Math.floor(toReturn);
}
return 2;
}
}