Package megamek.common.weapons

Source Code of megamek.common.weapons.PlasmaRifleHandler

/**
* 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.Compute;
import megamek.common.Entity;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Mech;
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;

public class PlasmaRifleHandler extends AmmoWeaponHandler {
    /**
     *
     */
    private static final long serialVersionUID = -2092721653693187140L;

    /**
     * @param toHit
     * @param waa
     * @param g
     */
    public PlasmaRifleHandler(ToHitData toHit, WeaponAttackAction waa, IGame g,
            Server s) {
        super(toHit, waa, g, s);
        generalDamageType = HitData.DAMAGE_ENERGY;
       
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#handleEntityDamage(megamek.common.Entity,
     *      java.util.Vector, megamek.common.Building, int, int, int, int)
     */
    protected void handleEntityDamage(Entity entityTarget,
            Vector<Report> vPhaseReport, Building bldg, int hits, int nCluster,
            int nDamPerHit, int bldgAbsorbs) {
        super.handleEntityDamage(entityTarget, vPhaseReport, bldg, hits,
                nCluster, nDamPerHit, bldgAbsorbs);
        if (!missed && entityTarget instanceof Mech) {
            r = new Report(3400);
            r.subject = subjectId;
            r.indent(2);
            int extraHeat = Compute.d6();
            r.add(extraHeat);
            r.choose(true);
            r.newlines = 0;
            vPhaseReport.addElement(r);
            entityTarget.heatFromExternal += extraHeat;
        }
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
     */
    protected int calcDamagePerHit() {
        if (target instanceof Mech) {
            int toReturn = 10;
            if (bGlancing)
                toReturn = (int) Math.floor(toReturn / 2.0);
            if ( game.getOptions().booleanOption("tacops_range") && nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG] ) {
                toReturn = (int) Math.floor(toReturn / 2.0);
                toReturn -= 1;
            }
            return toReturn;
        } else {
            return 1;
        }
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#calcnCluster()
     */
    protected int calcnCluster() {
        if (target instanceof Mech) {
            bSalvo = false;
            return 1;
        } else {
            int toReturn = 5;
            if (target instanceof Infantry && !(target instanceof BattleArmor))
                toReturn = Compute.d6(2);
            bSalvo = true;
            // pain shunted infantry get half damage
            if (target instanceof Infantry
                    && ((Entity) target).getCrew().getOptions().booleanOption(
                            "pain_shunt")) {
                toReturn = Math.max(toReturn / 2, 1);
            }
            return toReturn;
        }
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector)
     */
    protected int calcHits(Vector<Report> vPhaseReport) {
        int toReturn;
        // against mechs, 1 hit with 10 damage, plus heat
        if (target instanceof Mech) {
            toReturn = 1;
            // otherwise, 10+2d6 damage
            // but fireresistant BA armor gets no damage from heat, and half the
            // normal one, so only 5 damage
        } else {
            if (target instanceof BattleArmor
                    && ((BattleArmor) target).isFireResistant())
                toReturn = 10 / 2;
            toReturn = 10 + Compute.d6(2);
            if (bGlancing)
                toReturn = (int) Math.floor(toReturn / 2.0);
        }
        return toReturn;
    }
   

    /**
     * @return a <code>boolean</code> value indicating wether or not this
     *         attack needs further calculating, like a missed shot hitting a
     *         building, or an AMS only shooting down some missiles.
     */
    protected boolean handleSpecialMiss(Entity entityTarget,
            boolean targetInBuilding, Building bldg, Vector<Report> vPhaseReport) {
        // Shots that miss an entity can set fires.
        // Buildings can't be accidentally ignited,
        // and some weapons can't ignite fires.
        if (entityTarget != null
                && (bldg == null && wtype.getFireTN() != TargetRoll.IMPOSSIBLE)) {
            server.tryIgniteHex(target.getPosition(), subjectId, true, false, new TargetRoll(wtype.getFireTN(), wtype.getName()),
                    3, vPhaseReport);
        }
       
        //shots that miss an entity can also potential cause explosions in a heavy industrial hex
        server.checkExplodeIndustrialZone(target.getPosition(), vPhaseReport);

        // BMRr, pg. 51: "All shots that were aimed at a target inside
        // a building and miss do full damage to the building instead."
        if (!targetInBuilding || toHit.getValue() == TargetRoll.AUTOMATIC_FAIL) {
            return false;
        }
        return true;
    }
   
    protected void handleIgnitionDamage(Vector<Report> vPhaseReport,
            Building bldg, boolean bSalvo, int hits) {
        if (!bSalvo) {
            // hits!
            r = new Report(2270);
            r.subject = subjectId;
            r.newlines = 0;
            vPhaseReport.addElement(r);
        }
        TargetRoll tn = new TargetRoll(wtype.getFireTN(), wtype.getName());
        if (tn.getValue() != TargetRoll.IMPOSSIBLE) {
            Report.addNewline(vPhaseReport);
            server.tryIgniteHex(target.getPosition(), subjectId, true, false, tn,
                    true, -1, vPhaseReport);
        }
    }
   
    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
        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.
        //TODO: change this for TacOps - now you roll another 2d6 first and on a 5 or less
        //you do a normal ignition as though for intentional fires
        if (bldg != null
                && server.tryIgniteHex(target.getPosition(), subjectId, true,false,
                        new TargetRoll(wtype.getFireTN(), wtype.getName()), 5, vPhaseReport)) {
            return;
        }
        vPhaseReport.addAll(server.tryClearHex(target.getPosition(), nDamage, subjectId));
        return;
    }
}
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