/**
* 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;
}
}