/**
* MegaMek - Copyright (C) 2004,2005,2006,2007 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.
*/
/*
* Created on Oct 19, 2004
*
*/
package megamek.common.weapons;
import java.util.Vector;
import megamek.common.IGame;
import megamek.common.Report;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Andrew Hunter
*/
public class RACHandler extends UltraWeaponHandler {
/**
*
*/
private static final long serialVersionUID = -4859480151505343638L;
/**
* @param t
* @param w
* @param g
* @param s
*/
public RACHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
super(t, w, g, s);
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.UltraWeaponHandler#doChecks(java.util.Vector)
*/
protected boolean doChecks(Vector<Report> vPhaseReport) {
boolean jams = false;
switch (howManyShots) {
case 6:
if (roll <= 4) {
jams = true;
}
break;
case 5:
case 4:
if (roll <= 3) {
jams = true;
}
break;
case 3:
case 2:
if (roll <= 2) {
jams = true;
}
break;
default:
break;
}
if (jams) {
r = new Report(3160);
r.subject = subjectId;
r.add(" shot(s)");
vPhaseReport.addElement(r);
weapon.setJammed(true);
return false;
}
return false;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#useAmmo()
*/
protected void useAmmo() {
int actualShots;
setDone();
checkAmmo();
if (weapon.curMode().equals("6-shot")) {
howManyShots = 6;
} else if (weapon.curMode().equals("5-shot")) {
howManyShots = 5;
} else if (weapon.curMode().equals("4-shot")) {
howManyShots = 4;
} else if (weapon.curMode().equals("3-shot")) {
howManyShots = 3;
} else if (weapon.curMode().equals("2-shot")) {
howManyShots = 2;
} else if (weapon.curMode().equals("Single")) {
howManyShots = 1;
}
int total = ae.getTotalAmmoOfType(ammo.getType());
if (total >= 6) {
actualShots = 6;
} else if (total >= 5) {
actualShots = 5;
} else if (total >= 3) {
actualShots = 3;
} else if (total >= 2) {
actualShots = 2;
} else {
actualShots = 1;
}
if (actualShots < howManyShots)
howManyShots = actualShots;
int shotsNeedFiring = howManyShots;
if (ammo.getShotsLeft() == 0) {
ae.loadWeapon(weapon);
ammo = weapon.getLinked();
// there will be some ammo somewhere, otherwise shot will not have
// been fired.
}
while (shotsNeedFiring > ammo.getShotsLeft()) {
shotsNeedFiring -= ammo.getShotsLeft();
ammo.setShotsLeft(0);
ae.loadWeapon(weapon);
ammo = weapon.getLinked();
}
ammo.setShotsLeft(ammo.getShotsLeft() - shotsNeedFiring);
}
protected boolean usesClusterTable() {
return true;
}
protected boolean canDoDirectBlowDamage(){
return false;
}
}