/**
* MegaMek - Copyright (C) 2004 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 Sep 29, 2004
*
*/
package megamek.common.weapons;
import java.util.Vector;
import megamek.common.AmmoType;
import megamek.common.BattleArmor;
import megamek.common.Compute;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.RangeType;
import megamek.common.Report;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Andrew Hunter
*/
public class UltraWeaponHandler extends AmmoWeaponHandler {
/**
*
*/
private static final long serialVersionUID = 7551194199079004134L;
int howManyShots;
/**
* @param t
* @param w
* @param g
*/
public UltraWeaponHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
super(t, w, g, s);
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#addHeatUseAmmo()
*/
@Override
protected void useAmmo() {
setDone();
checkAmmo();
int total = ae.getTotalAmmoOfType(ammo.getType());
if (total > 1) {
howManyShots = 2;
}
if (total == 1) {
howManyShots = 1;
}
if (total == 0) {
// can't happen?
}
if (ammo.getShotsLeft() == 0) {
ae.loadWeapon(weapon);
ammo = weapon.getLinked();
// there will be some ammo somewhere, otherwise shot will not have
// been fired.
}
if (ammo.getShotsLeft() == 1) {
ammo.setShotsLeft(0);
ae.loadWeapon(weapon);
ammo = weapon.getLinked();
// that fired one, do we need to fire another?
ammo.setShotsLeft(ammo.getShotsLeft() - ((howManyShots == 2) ? 1 : 0));
} else {
ammo.setShotsLeft(ammo.getShotsLeft() - howManyShots);
}
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector)
*/
@Override
protected int calcHits(Vector<Report> vPhaseReport) {
// conventional infantry gets hit in one lump
// BAs can't mount UACS/RACs
if (target instanceof Infantry && !(target instanceof BattleArmor)) {
return 1;
}
bSalvo = true;
if (howManyShots == 1) {
return howManyShots;
}
int shotsHit;
int nMod = 0;
if (bGlancing) {
nMod -= 4;
}
if (game.getPlanetaryConditions().hasEMI()) {
nMod -= 2;
}
if (bDirect) {
nMod += (toHit.getMoS() / 3) * 2;
}
boolean tacopscluster = game.getOptions().booleanOption("tacops_clusterhitpen");
int[] ranges = wtype.getRanges(weapon);
if (tacopscluster) {
if (nRange <= 1) {
nMod += 1;
} else if (nRange <= ranges[RangeType.RANGE_MEDIUM]) {
nMod += 0;
} else {
nMod -= 1;
}
}
if (game.getOptions().booleanOption("tacops_range") && nRange > ranges[RangeType.RANGE_LONG]) {
nMod -= 2;
}
shotsHit = allShotsHit() ? howManyShots : Compute.missilesHit(howManyShots, nMod);
// report number of shots that hit only when weapon doesn't jam
if (!weapon.isJammed()) {
r = new Report(3325);
r.subject = subjectId;
r.add(shotsHit);
r.add(" shot(s) ");
r.add(toHit.getTableDesc());
r.newlines = 0;
vPhaseReport.addElement(r);
if (nMod != 0) {
if (nMod > 0) {
r = new Report(3340);
} else {
r = new Report(3341);
}
r.subject = subjectId;
r.add(nMod);
r.newlines = 0;
vPhaseReport.addElement(r);
}
r = new Report(3345);
r.subject = subjectId;
r.newlines = 0;
vPhaseReport.addElement(r);
}
return shotsHit;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#addHeat()
*/
@Override
protected void addHeat() {// silly hack
for (int x = 0; x < howManyShots; x++) {
super.addHeat();
}
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#doChecks(java.util.Vector)
*/
@Override
protected boolean doChecks(Vector<Report> vPhaseReport) {
if (roll == 2 && howManyShots == 2) {
r = new Report();
r.subject = subjectId;
weapon.setJammed(true);
if (wtype.getAmmoType() == AmmoType.T_AC_ULTRA) {
r.messageId = 3160;
weapon.setHit(true);
} else {
r.messageId = 3170;
}
vPhaseReport.addElement(r);
return false;
}
return false;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
*/
@Override
protected int calcDamagePerHit() {
double toReturn = wtype.getDamage();
// infantry get hit by all shots
if (target instanceof Infantry && !(target instanceof BattleArmor)) {
toReturn = wtype.getDamage() * howManyShots;
toReturn = Compute.directBlowInfantryDamage(toReturn, bDirect ? toHit.getMoS() / 3 : 0, Compute.WEAPON_DIRECT_FIRE, ((Infantry)target).isMechanized());
if (howManyShots > 1) {
// ok, more than 1 shot, +1 for cluster
toReturn += 1;
}
} else if ( bDirect ){
toReturn = Math.min(toReturn+(toHit.getMoS()/3), toReturn*2);
}
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 * .75);
}
return (int) toReturn;
}
@Override
protected boolean usesClusterTable() {
return true;
}
}