Package megamek.common.weapons

Source Code of megamek.common.weapons.SRMInfernoHandler

/**
* 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.IGame;
import megamek.common.Infantry;
import megamek.common.RangeType;
import megamek.common.Report;
import megamek.common.TargetRoll;
import megamek.common.Targetable;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;

/**
* @author Sebastian Brocks
*/
public class SRMInfernoHandler extends SRMHandler {

    /**
     *
     */
    private static final long serialVersionUID = 826674238068613732L;

    /**
     * @param t
     * @param w
     * @param g
     * @param s
     */
    public SRMInfernoHandler(ToHitData t, WeaponAttackAction w, IGame g,
            Server s) {
        super(t, w, g, s);
        sSalvoType = " inferno missile(s) ";
        bSalvo = false;
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#reportMiss(java.util.Vector)
     */
    //TAHARQA: I don't think this should be in here. Why isn't it in special miss?
    /*
    protected void reportMiss(Vector<Report> vPhaseReport) {
        super.reportMiss(vPhaseReport);
        server.tryIgniteHex(target.getPosition(), ae.getId(), true, new TargetRoll(wtype.getFireTN(), wtype.getName()),
                3, vPhaseReport);
    }
    */

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#handleSpecialMiss(megamek.common.Entity,
     *      boolean, megamek.common.Building)
     */
    @Override
    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, false, true,
                    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);

        // Report any AMS action.
        if (amsEnganged) {
            r = new Report(3230);
            r.indent();
            r.subject = subjectId;
            vPhaseReport.addElement(r);
        }

        // 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;
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
     */
    @Override
    protected int calcDamagePerHit() {
        return 0;
    }

    @Override
    public boolean handle(IGame.Phase phase, Vector<Report> vPhaseReport) {
        if (!cares(phase)) {
            return true;
        }
        Entity entityTarget = (target.getTargetType() == Targetable.TYPE_ENTITY) ? (Entity) target
                : null;
        final boolean targetInBuilding = Compute.isInBuilding(game,
                entityTarget);

        // Which building takes the damage?
        Building bldg = game.getBoard().getBuildingAt(target.getPosition());

        // Report weapon attack and its to-hit value.
        r = new Report(3115);
        r.indent();
        r.newlines = 0;
        r.subject = subjectId;
        r.add(wtype.getName());
        if (entityTarget != null) {
            r.addDesc(entityTarget);
        } else {
            r.messageId = 3120;
            r.add(target.getDisplayName(), true);
        }
        vPhaseReport.addElement(r);
        if (toHit.getValue() == TargetRoll.IMPOSSIBLE) {
            r = new Report(3135);
            r.subject = subjectId;
            r.add(toHit.getDesc());
            vPhaseReport.addElement(r);
            return false;
        } else if (toHit.getValue() == TargetRoll.AUTOMATIC_FAIL) {
            r = new Report(3140);
            r.newlines = 0;
            r.subject = subjectId;
            r.add(toHit.getDesc());
            vPhaseReport.addElement(r);
        } else if (toHit.getValue() == TargetRoll.AUTOMATIC_SUCCESS) {
            r = new Report(3145);
            r.newlines = 0;
            r.subject = subjectId;
            r.add(toHit.getDesc());
            vPhaseReport.addElement(r);
        } else {
            // roll to hit
            r = new Report(3150);
            r.newlines = 0;
            r.subject = subjectId;
            r.add(toHit.getValue());
            vPhaseReport.addElement(r);
        }

        // dice have been rolled, thanks
        r = new Report(3155);
        r.newlines = 0;
        r.subject = subjectId;
        r.add(roll);
        vPhaseReport.addElement(r);

        // do we hit?
        bMissed = roll < toHit.getValue();

        // are we a glancing hit?
        if (game.getOptions().booleanOption("tacops_glancing_blows")) {
            if (roll == toHit.getValue()) {
                bGlancing = true;
                r = new Report(3186);
                r.subject = subjectId;
                r.newlines = 0;
                vPhaseReport.addElement(r);
            } else {
                bGlancing = false;
            }
        } else {
            bGlancing = false;
        }

        //Set Margin of Success/Failure.
        toHit.setMoS(roll-Math.max(2,toHit.getValue()));
        bDirect = game.getOptions().booleanOption("tacops_direct_blow") && ((toHit.getMoS()/3) >= 1) && (entityTarget != null);
        if (bDirect) {
            r = new Report(3189);
            r.subject = ae.getId();
            r.newlines = 0;
            vPhaseReport.addElement(r);
        }

        // Do this stuff first, because some weapon's miss report reference the
        // amount of shots fired and stuff.
        addHeat();

        // Any necessary PSRs, jam checks, etc.
        // If this boolean is true, don't report
        // the miss later, as we already reported
        // it in doChecks
        boolean missReported = doChecks(vPhaseReport);
        if (missReported) {
            bMissed = true;
        }

        if (bMissed && !missReported) {
            reportMiss(vPhaseReport);
            // Works out fire setting, AMS shots, and whether continuation is
            // necessary.
            if (!handleSpecialMiss(entityTarget, targetInBuilding, bldg,
                    vPhaseReport)) {
                return false;
            }
        }

        // yeech. handle damage. . different weapons do this in very different
        // ways
        int hits = calcHits(vPhaseReport);
        Report.addNewline(vPhaseReport);

        if (bMissed) {
            return false;
        } // End missed-target

        // light inferno missiles all at once, if not missed
        if(!bMissed) {
            vPhaseReport.addAll(server.deliverInfernoMissiles(ae, target, hits));
        }
        return false;
    }

    /*
     * (non-Javadoc)
     * @see megamek.common.weapons.MissileWeaponHandler#calcHits(java.util.Vector)
     */
    @Override
    protected int calcHits(Vector<Report> vPhaseReport) {
        // conventional infantry gets hit with all missiles
        // BAs do one lump of damage per BA suit
        if ((target instanceof Infantry) && !(target instanceof BattleArmor)) {
            if (ae instanceof BattleArmor) {
                bSalvo = true;
                r = new Report(3325);
                r.subject = subjectId;
                r.add(wtype.getRackSize()
                        * ((BattleArmor) ae).getShootingStrength());
                r.add(sSalvoType);
                r.add(toHit.getTableDesc());
                r.newlines = 0;
                vPhaseReport.add(r);
                return ((BattleArmor) ae).getShootingStrength()*wtype.getRackSize();
            }
            r = new Report(3325);
            r.subject = subjectId;
            r.add(wtype.getRackSize());
            r.add(sSalvoType);
            r.add(toHit.getTableDesc());
            r.newlines = 0;
            vPhaseReport.add(r);
            return wtype.getRackSize();
        }
        int missilesHit;
        int nMissilesModifier = nSalvoBonus;
        boolean tacopscluster = game.getOptions().booleanOption("tacops_clusterhitpen");
        if (tacopscluster) {
            if (nRange <= 1) {
                nMissilesModifier += 1;
            } else if (nRange <= wtype.getMediumRange()) {
                nMissilesModifier += 0;
            } else {
                nMissilesModifier -= 1;
            }
        }

        if ( game.getOptions().booleanOption("tacops_range") && (nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG]) ) {
            nMissilesModifier -= 2;
        }
        if (bGlancing) {
            nMissilesModifier -= 4;
        }

        if ( bDirect ){
            nMissilesModifier += (toHit.getMoS()/3)*2;
        }

        if(game.getPlanetaryConditions().hasEMI()) {
            nMissilesModifier -= 2;
        }

        // add AMS mods
        nMissilesModifier += getAMSHitsMod(vPhaseReport);

        if (allShotsHit()) {
            missilesHit = wtype.getRackSize();
        } else {
            if (ae instanceof BattleArmor) {
                missilesHit = Compute.missilesHit(wtype.getRackSize()
                        * ((BattleArmor) ae).getShootingStrength(),
                        nMissilesModifier, weapon.isHotLoaded());
            } else {
                missilesHit = Compute.missilesHit(wtype.getRackSize(),
                        nMissilesModifier, weapon.isHotLoaded());
            }
        }

        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.newlines = 0;
        r.subject = subjectId;
        vPhaseReport.addElement(r);
        bSalvo = true;
        return missilesHit;
    }

    @Override
    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, false, true,
                        new TargetRoll(wtype.getFireTN(), wtype.getName()), 5, vPhaseReport)) {
            return;
        }
        vPhaseReport.addAll(server.tryClearHex(target.getPosition(), nDamage, subjectId));
        return;
    }
}
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