Examples of PilotingRollData


Examples of megamek.common.PilotingRollData

                    }

                    // attacker falls as normal, on his back
                    // only given a modifier, so flesh out into a full piloting
                    // roll
                    PilotingRollData pilotRoll = entity.getBasePilotingRoll();
                    pilotRoll.append(roll);
                    //entity.addPilotingModifierForTerrain(pilotRoll, dest);
                    vPhaseReport.addAll(doEntityFall(entity, dest, fallElevation, 3, pilotRoll));
                    vPhaseReport.addAll(doEntityDisplacementMinefieldCheck(entity, src, dest, entity.getElevation()));

                    // defender pushed away, or destroyed, if there is a
                    // stacking violation
                    Entity violation = Compute.stackingViolation(game, entity.getId(), dest);
                    if (violation != null) {
                        Coords targetDest = Compute.getValidDisplacement(game, violation.getId(), dest, direction);
                        if (targetDest != null) {
                            vPhaseReport.addAll(doEntityDisplacement(affaTarget, dest, targetDest, new PilotingRollData(violation.getId(), 2, "fallen on")));
                            // Update the violating entity's postion on the
                            // client.
                            entityUpdate(affaTarget.getId());
                        } else {
                            // ack! automatic death! Tanks
                            // suffer an ammo/power plant hit.
                            // TODO : a Mech suffers a Head Blown Off crit.
                            vPhaseReport.addAll(destroyEntity(affaTarget, "impossible displacement", violation instanceof Mech, violation instanceof Mech));
                        }
                    }
                    return vPhaseReport;
                }
            } else {
                // automatic miss
                r = new Report(2213);
                r.add(toHit.getDesc());
                vPhaseReport.add(r);
            }
            // ok, we missed, let's fall into a valid other hex and not cause an
            // AFFA while doing so
            Coords targetDest = Compute.getValidDisplacement(game, entity.getId(), dest, direction);
            if (targetDest != null) {
                vPhaseReport.addAll(doEntityFallsInto(entity, src, targetDest, new PilotingRollData(entity.getId(), TargetRoll.IMPOSSIBLE, "pushed off a cliff"), false));
                // Update the entity's postion on the client.
                entityUpdate(entity.getId());
            } else {
                // ack! automatic death! Tanks
                // suffer an ammo/power plant hit.
                // TODO : a Mech suffers a Head Blown Off crit.
                vPhaseReport.addAll(destroyEntity(entity, "impossible displacement", entity instanceof Mech, entity instanceof Mech));
            }
        } else {
            // damage as normal
            vPhaseReport.addAll(doEntityFall(entity, dest, fallElevation, roll));
            Entity violation = Compute.stackingViolation(game, entity.getId(), dest);
            if (violation != null) {
                // target gets displaced, because of low elevation
                Coords targetDest = Compute.getValidDisplacement(game, entity.getId(), dest, direction);
                vPhaseReport.addAll(doEntityDisplacement(violation, dest, targetDest, new PilotingRollData(violation.getId(), 0, "domino effect")));
                // Update the violating entity's postion on the client.
                entityUpdate(violation.getId());
            }
        }
        return vPhaseReport;
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Examples of megamek.common.PilotingRollData

        }
        // Update the entity's postion on the client.
        entityUpdate(entity.getId());

        if (violation != null) {
            vPhaseReport.addAll(doEntityDisplacement(violation, dest, dest.translated(direction), new PilotingRollData(violation.getId(), 0, "domino effect")));
            // Update the violating entity's postion on the client,
            // if it didn't get displaced off the board.
            if (!game.isOutOfGame(violation)) {
                entityUpdate(violation.getId());
            }
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Examples of megamek.common.PilotingRollData

        int bgMod = destHex.getBogDownModifier(entity.getMovementMode(), entity instanceof LargeSupportTank);
        if ((bgMod != TargetRoll.AUTOMATIC_SUCCESS)
                && (entity.getMovementMode() != IEntityMovementMode.HOVER)
                && (entity.getMovementMode() != IEntityMovementMode.WIGE)
                && (elev == 0)) {
            PilotingRollData roll = entity.getBasePilotingRoll();
            roll.append(new PilotingRollData(entity.getId(), bgMod, "avoid bogging down"));
            int stuckroll = Compute.d6(2);
            if(stuckroll < roll.getValue()) {
                entity.setStuck(true);
                r = new Report(2081);
                r.subject = entity.getId();
                r.add(entity.getDisplayName(), true);
                vReport.add(r);
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Examples of megamek.common.PilotingRollData

        if (toHit.getValue() == TargetRoll.IMPOSSIBLE) {
            r = new Report(4060);
            r.subject = ae.getId();
            r.add(toHit.getDesc());
            addReport(r);
            game.addPSR(new PilotingRollData(ae.getId(), 0, "missed a kick"));
            return;
        } else if (toHit.getValue() == TargetRoll.AUTOMATIC_SUCCESS) {
            r = new Report(4065);
            r.subject = ae.getId();
            r.add(toHit.getDesc());
            r.newlines = 0;
            addReport(r);
            roll = Integer.MAX_VALUE;
        } else {
            r = new Report(4025);
            r.subject = ae.getId();
            r.add(toHit.getValue());
            r.add(roll);
            r.newlines = 0;
            addReport(r);
            if (glancing) {
                r = new Report(4030);
                r.subject = ae.getId();
                r.newlines = 0;
                addReport(r);
            }
            if (directBlow) {
                r = new Report(4032);
                r.subject = ae.getId();
                r.newlines = 0;
                addReport(r);
            }

        }

        // do we hit?
        if (roll < toHit.getValue()) {
            // miss
            r = new Report(4035);
            r.subject = ae.getId();
            addReport(r);
            game.addPSR(new PilotingRollData(ae.getId(), 0, "missed a kick"));

            // If the target is in a building, the building absorbs the damage.
            if (targetInBuilding && (bldg != null)) {

                // Only report if damage was done to the building.
                if (damage > 0) {
                    Vector<Report> buildingReport = damageBuilding(bldg, damage, target.getPosition());
                    for (Report report : buildingReport) {
                        report.subject = ae.getId();
                    }
                    addReport(buildingReport);
                }

            }
            return;
        }

        // Targeting a building.
        if ((target.getTargetType() == Targetable.TYPE_BUILDING) || (target.getTargetType() == Targetable.TYPE_FUEL_TANK)) {
            // The building takes the full brunt of the attack.
            r = new Report(4040);
            r.subject = ae.getId();
            addReport(r);
            Vector<Report> buildingReport = damageBuilding(bldg, damage, target.getPosition());
            for (Report report : buildingReport) {
                report.subject = ae.getId();
            }
            addReport(buildingReport);

            // Damage any infantry in the hex.
            damageInfantryIn(bldg, damage, target.getPosition());

            // And we're done!
            return;
        }

        HitData hit = te.rollHitLocation(toHit.getHitTable(), toHit.getSideTable());
        hit.setGeneralDamageType(HitData.DAMAGE_PHYSICAL);
        r = new Report(4045);
        r.subject = ae.getId();
        r.add(toHit.getTableDesc());
        r.add(te.getLocationAbbr(hit));
        r.newlines = 0;
        addReport(r);

        // The building shields all units from a certain amount of damage.
        // The amount is based upon the building's CF at the phase's start.
        if (targetInBuilding && (bldg != null)) {
            int bldgAbsorbs = (int) Math.ceil(bldg.getPhaseCF(target.getPosition()) / 10.0);
            int toBldg = Math.min(bldgAbsorbs, damage);
            damage -= toBldg;
            addNewLines();
            Vector<Report> buildingReport = damageBuilding(bldg, damage, target.getPosition());
            for (Report report : buildingReport) {
                report.subject = ae.getId();
            }
            addReport(buildingReport);
        }

        // A building may absorb the entire shot.
        if (damage == 0) {
            r = new Report(4050);
            r.subject = ae.getId();
            r.add(te.getShortName());
            r.add(te.getOwner().getName());
            r.newlines = 0;
            addReport(r);
        } else {
            if (glancing) {
                damage = (int) Math.floor(damage / 2.0);
            }
            if (directBlow) {
                damage += toHit.getMoS() / 3;
                hit.makeDirectBlow(toHit.getMoS() / 3);
            }

            if ((damage >= 1) && te.hasWorkingMisc(MiscType.F_SPIKES, -1, hit.getLocation())) {
                r = new Report(4330);
                r.indent(2);
                r.newlines = 0;
                r.subject = ae.getId();
                addReport(r);
                checkBreakSpikes(te, hit.getLocation());
                damage = Math.max(1, damage - 4);
                HitData ahit;
                switch (kaa.getLeg()) {
                case KickAttackAction.LEFT:
                    if (ae instanceof QuadMech) {
                        ahit = new HitData(Mech.LOC_LARM);
                    } else {
                        ahit = new HitData(Mech.LOC_LLEG);
                    }
                    break;
                case KickAttackAction.RIGHT:
                    if (ae instanceof QuadMech) {
                        ahit = new HitData(Mech.LOC_RARM);
                    } else {
                        ahit = new HitData(Mech.LOC_RLEG);
                    }
                    break;
                case KickAttackAction.LEFTMULE:
                    ahit = new HitData(Mech.LOC_LLEG);
                    break;
                case KickAttackAction.RIGHTMULE:
                default:
                    ahit = new HitData(Mech.LOC_RLEG);
                    break;
                }
                addReport(damageEntity(ae, ahit, 2, false, DamageType.NONE, false, false, false));
            }
            DamageType damageType = DamageType.NONE;
            addReport(damageEntity(te, hit, damage, false, damageType, false, false, throughFront));
            if (target instanceof VTOL) {
                // destroy rotor
                addReport(applyCriticalHit(te, VTOL.LOC_ROTOR, new CriticalSlot(CriticalSlot.TYPE_SYSTEM, VTOL.CRIT_ROTOR_DESTROYED), false));
            }
        }

        if ((te.getMovementMode() == IEntityMovementMode.BIPED) || (te.getMovementMode() == IEntityMovementMode.QUAD)) {
            PilotingRollData kickPRD = getKickPushPSR(te, ae, te, "was kicked");
            game.addPSR(kickPRD);
        }

        //if the target is an industrial mech, it needs to check for crits
        //at the end of turn
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Examples of megamek.common.PilotingRollData

        addNewLines();

        // Thrash attacks cause PSRs. Failed PSRs cause falling damage.
        // This fall damage applies even though the Thrashing Mek is prone.
        PilotingRollData rollData = ae.getBasePilotingRoll();
        ae.addPilotingModifierForTerrain(rollData);
        rollData.addModifier(0, "thrashing at infantry");
        r = new Report(4140);
        r.subject = ae.getId();
        r.addDesc(ae);
        addReport(r);
        final int diceRoll = Compute.d6(2);
        r = new Report(2190);
        r.subject = ae.getId();
        r.add(rollData.getValueAsString());
        r.add(rollData.getDesc());
        r.add(diceRoll);
        if (diceRoll < rollData.getValue()) {
            r.choose(false);
            addReport(r);
            addReport(doEntityFall(ae, rollData));
        } else {
            r.choose(true);
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Examples of megamek.common.PilotingRollData

            pr.toHit = newToHit;
            pr.aaa.setTargetId(ae.getId());
            pr.aaa.setTargetType(Targetable.TYPE_ENTITY);
            pr.roll = Integer.MAX_VALUE;
            resolveClubAttack(pr, ae.getId());
            game.addPSR(new PilotingRollData(ae.getId(), 0, "missed a flail/wrecking ball attack"));
            return;
        }

        // Need to compute 2d6 damage. and add +3 heat build up.
        if (((MiscType) (caa.getClub().getType())).hasSubType(MiscType.S_BUZZSAW)) {

            damage = Compute.d6(2);
            ae.heatBuildup += 3;

            // Buzzsaw's blade will shatter on a roll of 2.
            if (roll == 2) {

                Mounted club = caa.getClub();

                for (Mounted eq : ae.getWeaponList()) {
                    if ((eq.getLocation() == club.getLocation()) && (eq.getType() instanceof MiscType) && ((MiscType) eq.getType()).hasFlag(MiscType.F_CLUB) && ((MiscType) eq.getType()).hasSubType(MiscType.S_BUZZSAW)) {
                        eq.setDestroyed(true);
                        break;
                    }
                }
                r = new Report(4037);
                r.subject = ae.getId();
                addReport(r);
                damage = 0;
                return;
            }
        }

        if (toHit.getValue() == TargetRoll.IMPOSSIBLE) {
            r = new Report(4075);
            r.subject = ae.getId();
            r.add(toHit.getDesc());
            addReport(r);
            if (((MiscType) caa.getClub().getType()).hasSubType(MiscType.S_MACE_THB)) {
                game.addPSR(new PilotingRollData(ae.getId(), 0, "missed a mace attack"));
            }
            if (((MiscType) caa.getClub().getType()).hasSubType(MiscType.S_MACE)) {
                game.addPSR(new PilotingRollData(ae.getId(), 2, "missed a mace attack"));
            }
            return;
        } else if (toHit.getValue() == TargetRoll.AUTOMATIC_SUCCESS) {
            r = new Report(4080);
            r.subject = ae.getId();
            r.add(toHit.getDesc());
            r.newlines = 0;
            addReport(r);
            roll = Integer.MAX_VALUE;
        } else {
            // report the roll
            r = new Report(4025);
            r.subject = ae.getId();
            r.add(toHit.getValue());
            r.add(roll);
            r.newlines = 0;
            addReport(r);
            if (glancing) {
                r = new Report(4030);
                r.subject = ae.getId();
                r.newlines = 0;
                addReport(r);
            }
            if (directBlow) {
                r = new Report(4032);
                r.subject = ae.getId();
                r.newlines = 0;
                addReport(r);
            }

        }

        // do we hit?
        if (roll < toHit.getValue()) {
            // miss
            r = new Report(4035);
            r.subject = ae.getId();
            addReport(r);
            if (((MiscType) caa.getClub().getType()).hasSubType(MiscType.S_MACE_THB)) {
                game.addPSR(new PilotingRollData(ae.getId(), 0, "missed a mace attack"));
            }
            if (((MiscType) caa.getClub().getType()).hasSubType(MiscType.S_MACE)) {
                game.addPSR(new PilotingRollData(ae.getId(), 2, "missed a mace attack"));
            }

            // If the target is in a building, the building absorbs the damage.
            if (targetInBuilding && (bldg != null)) {

                // Only report if damage was done to the building.
                if (damage > 0) {
                    Vector<Report> buildingReport = damageBuilding(bldg, damage, target.getPosition());
                    for (Report report : buildingReport) {
                        report.subject = ae.getId();
                    }
                    addReport(buildingReport);
                }

            }
            return;
        }

        // Targeting a building.
        if ((target.getTargetType() == Targetable.TYPE_BUILDING)
                || (target.getTargetType() == Targetable.TYPE_FUEL_TANK)) {
            // The building takes the full brunt of the attack.
            r = new Report(4040);
            r.subject = ae.getId();
            addReport(r);
            Vector<Report> buildingReport = damageBuilding(bldg, damage, target.getPosition());
            for (Report report : buildingReport) {
                report.subject = ae.getId();
            }
            addReport(buildingReport);

            // Damage any infantry in the hex.
            damageInfantryIn(bldg, damage, target.getPosition());

            // And we're done!
            return;
        }

        HitData hit = te.rollHitLocation(toHit.getHitTable(), toHit.getSideTable());
        hit.setGeneralDamageType(HitData.DAMAGE_PHYSICAL);
        r = new Report(4045);
        r.subject = ae.getId();
        r.add(toHit.getTableDesc());
        r.add(te.getLocationAbbr(hit));
        r.newlines = 0;
        addReport(r);

        // The building shields all units from a certain amount of damage.
        // The amount is based upon the building's CF at the phase's start.
        if (targetInBuilding && (bldg != null)) {
            int bldgAbsorbs = (int) Math.ceil(bldg.getPhaseCF(target.getPosition()) / 10.0);
            int toBldg = Math.min(bldgAbsorbs, damage);
            damage -= toBldg;
            addNewLines();
            Vector<Report> buildingReport = damageBuilding(bldg, damage, target.getPosition());
            for (Report report : buildingReport) {
                report.subject = ae.getId();
            }
            addReport(buildingReport);
        }

        // A building may absorb the entire shot.
        if (damage == 0) {
            r = new Report(4050);
            r.subject = ae.getId();
            r.add(te.getShortName());
            r.add(te.getOwner().getName());
            r.newlines = 0;
            addReport(r);
        } else {
            if (glancing) {
                damage = (int) Math.floor(damage / 2.0);
            }
            if (directBlow) {
                damage += toHit.getMoS() / 3;
                hit.makeDirectBlow(toHit.getMoS() / 3);
            }

            /*if (damage >= 1 && te.hasWorkingMisc(MiscType.F_SPIKES, -1, hit.getLocation())) {
                r = new Report(4330);
                r.indent(2);
                r.newlines = 0;
                r.subject = ae.getId();
                addReport(r);
                checkBreakSpikes(te, hit.getLocation());
                damage = Math.max(1, damage - 4);
                int loc = caa.getClub().getLocation();
                if (loc == Entity.LOC_NONE) {
                    addReport(damageEntity(ae, new HitData(Mech.LOC_LARM), 1, false, DamageType.NONE, false, false, false));
                    addReport(damageEntity(ae, new HitData(Mech.LOC_RARM), 1, false, DamageType.NONE, false, false, false));
                } else {
                    addReport(damageEntity(ae, new HitData(loc), 2, false, DamageType.NONE, false, false, false));
                }
            }*/
            DamageType damageType = DamageType.NONE;
            addReport(damageEntity(te, hit, damage, false, damageType, false, false, throughFront));
            if (target instanceof VTOL) {
                // destroy rotor
                addReport(applyCriticalHit(te, VTOL.LOC_ROTOR, new CriticalSlot(CriticalSlot.TYPE_SYSTEM, VTOL.CRIT_ROTOR_DESTROYED), false));
            }
        }

        // On a roll of 10+ a lance hitting a mech/Vehicle can cause 1 point of
        // internal damage
        if (((MiscType) caa.getClub().getType()).hasSubType(MiscType.S_LANCE) && (te.getArmor(hit) > 0) && (te.getArmorType() != EquipmentType.T_ARMOR_HARDENED)) {
            roll = Compute.d6(2);
            // Pierce checking report
            r = new Report(4021);
            r.indent(2);
            r.subject = ae.getId();
            r.add(te.getLocationAbbr(hit));
            r.add(roll);
            r.newlines = 1;
            addReport(r);
            if (roll >= 10) {
                hit.makeGlancingBlow();
                addReport(damageEntity(te, hit, 1, false, DamageType.NONE, true, false, throughFront));
            }
        }

        if (((MiscType) caa.getClub().getType()).hasSubType(MiscType.S_CHAIN_WHIP)
                && (te instanceof Mech)) {
            addNewLines();

            int loc = hit.getLocation();
            int toHitNumber = toHit.getValue();

            if ( ((loc == Mech.LOC_LLEG) || (loc == Mech.LOC_RLEG)) && (!te.hasActiveShield(loc) && !te.hasPassiveShield(loc))) {

                roll = Compute.d6(2);

                if ( (((Mech)ae).hasTSM() && (ae.heat >= 9))
                        && (!((Mech)te).hasTSM() || ((((Mech)te).hasTSM()) && (te.heat < 9))) ) {
                    toHitNumber -= 2;
                }

                r = new Report(4450);
                r.subject = ae.getId();
                r.add(ae.getShortName());
                r.add(te.getShortName());
                r.add(toHitNumber);
                r.add(roll);
                r.indent(2);
                r.newlines = 0;
                addReport(r);

                if ( roll >= toHit.getValue() ) {
                    r = new Report(2270);
                    r.subject = ae.getId();
                    r.newlines = 0;
                    addReport(r);

                    game.addPSR(new PilotingRollData(te.getId(),3,"Snared by chain whip"));
                }else {
                    r = new Report(2357);
                    r.subject = ae.getId();
                    r.newlines = 0;
                    addReport(r);
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Examples of megamek.common.PilotingRollData

                r.addDesc(ae);
                r.add(targetPushResult.toHit.getValue());
                r.add(targetPushResult.roll);
                r.addDesc(ae);
                addReport(r);
                PilotingRollData targetPushPRD = getKickPushPSR(te, ae, te, "was pushed");
                PilotingRollData pushPRD = getKickPushPSR(ae, ae, te, "was pushed");
                game.addPSR(pushPRD);
                game.addPSR(targetPushPRD);
                return;
            }
            // report the miss
            r = new Report(4166);
            r.subject = ae.getId();
            r.addDesc(te);
            r.addDesc(ae);
            r.add(targetPushResult.toHit.getValue());
            r.add(targetPushResult.roll);
            addReport(r);
        }

        // do we hit?
        if (roll < toHit.getValue()) {
            // miss
            r = new Report(4035);
            r.subject = ae.getId();
            addReport(r);
            return;
        }

        // we hit...
        int direction = ae.getFacing();

        Coords src = te.getPosition();
        Coords dest = src.translated(direction);

        PilotingRollData pushPRD = getKickPushPSR(te, ae, te, "was pushed");

        if (Compute.isValidDisplacement(game, te.getId(), te.getPosition(), direction)) {
            r = new Report(4170);
            r.subject = ae.getId();
            r.newlines = 0;
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Examples of megamek.common.PilotingRollData

            addReport(r);
            return;
        }

        // we hit...
        PilotingRollData pushPRD = getKickPushPSR(te, ae, te, "was tripped");

        game.addPSR(pushPRD);

        r = new Report(4040);
        r.subject = ae.getId();
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Examples of megamek.common.PilotingRollData

        }

        // attacker doesnt fall, unless off a cliff
        if (ae.isGrappleAttacker()) {
            // move self to least dangerous hex
            PilotingRollData psr = ae.getBasePilotingRoll();
            psr.addModifier(TargetRoll.AUTOMATIC_SUCCESS, "break grapple");
            addReport(doEntityDisplacement(ae, ae.getPosition(), hexes[best], psr));
            ae.setFacing(hexes[best].direction(te.getPosition()));
        } else {
            // move enemy to most dangerous hex
            PilotingRollData psr = te.getBasePilotingRoll();
            psr.addModifier(TargetRoll.AUTOMATIC_SUCCESS, "break grapple");
            addReport(doEntityDisplacement(te, te.getPosition(), hexes[worst], psr));
            te.setFacing(hexes[worst].direction(ae.getPosition()));
        }

        // grapple is broken
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Examples of megamek.common.PilotingRollData

        // if the bonus was greater than zero then too many fighters were
        // launched and they
        // must all make control rolls
        if (bonus > 0) {
            PilotingRollData psr = unit.getBasePilotingRoll();
            psr.addModifier(bonus, "safe launch rate exceeded");
            int ctrlroll = Compute.d6(2);
            r = new Report(9375);
            r.subject = unit.getId();
            r.add(unit.getDisplayName());
            r.add(psr.getValue());
            r.add(ctrlroll);
            r.newlines = 0;
            r.indent(1);
            if (ctrlroll < psr.getValue()) {
                r.choose(false);
                addReport(r);
                // damage the unit
                int damage = 10 * (psr.getValue() - ctrlroll);
                HitData hit = a.rollHitLocation(ToHitData.HIT_NORMAL, ToHitData.SIDE_FRONT);
                addReport(damageEntity(unit, hit, damage));
                // did we destroy the unit?
                if (unit.isDoomed()) {
                    // Clean out the entity.
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