/**
* 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.
*/
/*
* Created on Sept 5, 2005
*
*/
package megamek.common.weapons;
import java.util.Vector;
import megamek.common.BattleArmor;
import megamek.common.Compute;
import megamek.common.CriticalSlot;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Mounted;
import megamek.common.RangeType;
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 PPCHandler extends EnergyWeaponHandler {
/**
*
*/
private static final long serialVersionUID = 5545991061428671743L;
/**
* @param t
* @param w
* @param g
* @param s
*/
public PPCHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
super(t, w, g, s);
}
/*
* (non-Javadoc)
* @see megamek.common.weapons.WeaponHandler#addHeat()
*/
@Override
protected void addHeat() {
if (!(toHit.getValue() == TargetRoll.IMPOSSIBLE)) {
int heat = wtype.getHeat();
if ( game.getOptions().booleanOption("tacops_energy_weapons") ){
heat = Compute.dialDownHeat(weapon, wtype,ae.getPosition().distance(target.getPosition()));
}
ae.heatBuildup += heat;
if (weapon.hasChargedCapacitor()) {
ae.heatBuildup += 5;
}
}
}
/*
* (non-Javadoc)
* @see megamek.common.weapons.EnergyWeaponHandler#calcDamagePerHit()
*/
@Override
protected int calcDamagePerHit() {
int nRange = ae.getPosition().distance(target.getPosition());
float toReturn = wtype.getDamage(nRange);
if ( game.getOptions().booleanOption("tacops_energy_weapons") && wtype.hasModes()){
toReturn = Compute.dialDownDamage(weapon, wtype,nRange);
}
if (weapon.hasChargedCapacitor()) {
toReturn += 5;
}
// 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();
}
// Check for Altered Damage from Energy Weapons (TacOps, pg.83)
if (game.getOptions().booleanOption("tacops_altdmg")) {
if (nRange <= 1) {
toReturn++;
} else if (nRange <= wtype.getMediumRange()) {
// Do Nothing for Short and Medium Range
} else if (nRange <= wtype.getLongRange()) {
toReturn--;
}
}
if ( game.getOptions().booleanOption("tacops_range") && (nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG]) ) {
toReturn -= 1;
}
if ((target instanceof Infantry) && !(target instanceof BattleArmor)) {
toReturn = Compute.directBlowInfantryDamage(toReturn, bDirect ? toHit.getMoS()/3 : 0, Compute.WEAPON_DIRECT_FIRE, ((Infantry)target).isMechanized());
} else if (bDirect){
toReturn = Math.min(toReturn+(toHit.getMoS()/3), toReturn*2);
}
if (bGlancing) {
toReturn = (int) Math.floor(toReturn / 2.0);
}
return (int) Math.ceil(toReturn);
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#doChecks(java.util.Vector)
*/
@Override
protected boolean doChecks(Vector<Report> vPhaseReport) {
// Resolve roll for disengaged field inhibitors on PPCs, if needed
if (game.getOptions().booleanOption("tacops_ppc_inhibitors")
&& wtype.hasModes()
&& weapon.curMode().equals("Field Inhibitor OFF")) {
int rollTarget = 0;
int dieRoll = Compute.d6(2);
int distance = Compute.effectiveDistance(game, ae, target);
if (distance >= 3) {
rollTarget = 3;
} else if (distance == 2) {
rollTarget = 6;
} else if (distance == 1) {
rollTarget = 10;
}
// roll to avoid damage
r = new Report(3175);
r.subject = subjectId;
r.indent();
vPhaseReport.addElement(r);
r = new Report(3180);
r.subject = subjectId;
r.indent();
r.add(rollTarget);
r.add(dieRoll);
if (dieRoll < rollTarget) {
// Oops, we ruined our day...
int wlocation = weapon.getLocation();
weapon.setDestroyed(true);
for (int i = 0; i < ae.getNumberOfCriticals(wlocation); i++) {
CriticalSlot slot1 = ae.getCritical(wlocation, i);
if ((slot1 == null)
|| (slot1.getType() != CriticalSlot.TYPE_SYSTEM)) {
continue;
}
Mounted mounted = ae.getEquipment(slot1.getIndex());
if (mounted.equals(weapon)) {
ae.hitAllCriticals(wlocation, i);
}
}
// Bug 1066147 : damage is *not* like an ammo explosion,
// but it *does* get applied directly to the IS.
r.choose(false);
vPhaseReport.addElement(r);
vPhaseReport.addAll(server.damageEntity(ae, new HitData(
wlocation), 10, false, DamageType.NONE, true));
r = new Report(3185);
r.subject = subjectId;
vPhaseReport.addElement(r);
} else {
r.choose(true);
vPhaseReport.addElement(r);
}
}
// resolve roll for charged capacitor
if (weapon.hasChargedCapacitor()) {
if (roll == 2) {
r = new Report(3178);
r.subject = ae.getId();
r.indent();
vPhaseReport.add(r);
// Oops, we ruined our day...
int wlocation = weapon.getLocation();
weapon.setDestroyed (true);
for (int i=0; i<ae.getNumberOfCriticals(wlocation); i++) {
CriticalSlot slot = ae.getCritical (wlocation, i);
if ((slot == null) || (slot.getType() == CriticalSlot.TYPE_SYSTEM)) {
continue;
}
//Only one Crit needs to be damaged.
Mounted mounted = ae.getEquipment(slot.getIndex());
if (mounted.equals(weapon)) {
slot.setDestroyed(true);
break;
}
}
}
}
// turn the capacitor off, if we have one
if (weapon.hasChargedCapacitor()) {
weapon.getLinkedBy().setMode("Off");
}
return false;
}
}