/**
* 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.AmmoType;
import megamek.common.BattleArmor;
import megamek.common.Compute;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Report;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Sebastian Brocks
*/
public class NarcExplosiveHandler extends MissileWeaponHandler {
/**
*
*/
private static final long serialVersionUID = -1655014339855184419L;
/**
* @param t
* @param w
* @param g
* @param s
*/
public NarcExplosiveHandler(ToHitData t, WeaponAttackAction w, IGame g,
Server s) {
super(t, w, g, s);
sSalvoType = " explosive pod ";
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector)
*/
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)) {
if (ae instanceof BattleArmor) {
bSalvo = true;
return ((BattleArmor) ae).getShootingStrength();
}
return 1;
}
bSalvo = true;
if (ae instanceof BattleArmor) {
if (amsEnganged)
return Compute.missilesHit(((BattleArmor) ae)
.getShootingStrength(), -2);
else
return Compute.missilesHit(((BattleArmor) ae)
.getShootingStrength());
}
if (amsEnganged) {
r = new Report(3235);
r.subject = subjectId;
vPhaseReport.add(r);
r = new Report(3230);
r.indent(1);
r.subject = subjectId;
vPhaseReport.add(r);
int destroyRoll = Compute.d6();
if (destroyRoll <= 3) {
r = new Report(3240);
r.subject = subjectId;
r.add(destroyRoll);
vPhaseReport.add(r);
return 0;
}
r = new Report(3241);
r.add(destroyRoll);
r.subject = subjectId;
vPhaseReport.add(r);
}
return 1;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcnCluster()
*/
protected int calcnCluster() {
return 1;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
*/
protected int calcDamagePerHit() {
AmmoType atype = (AmmoType) ammo.getType();
double toReturn;
if (atype.getAmmoType() == AmmoType.T_INARC) {
toReturn = 6;
} else {
toReturn = 4;
}
if (target instanceof Infantry && !(target instanceof BattleArmor)) {
toReturn = Compute.directBlowInfantryDamage(toReturn, bDirect ? toHit.getMoS()/3 : 0, Compute.WEAPON_DIRECT_FIRE, ((Infantry)target).isMechanized());
toReturn = Math.ceil(toReturn);
} if (bGlancing)
return (int) Math.floor(toReturn / 2.0);
return (int)toReturn;
}
}