/**
* 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.
*/
/*
* Created on Sep 23, 2004
*
*/
package megamek.common.weapons;
import java.util.Vector;
import megamek.common.BattleArmor;
import megamek.common.Building;
import megamek.common.Entity;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Mech;
import megamek.common.Report;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Sebastian Brocks
*/
public class LegAttackHandler extends WeaponHandler {
/**
*
*/
private static final long serialVersionUID = 4429993211361286138L;
/**
* @param toHit
* @param waa
* @param g
*/
public LegAttackHandler(ToHitData toHit, WeaponAttackAction waa, IGame g,
Server s) {
super(toHit, waa, g, s);
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector)
*/
protected int calcHits(Vector<Report> vPhaseReport) {
return 1;
}
protected void handleEntityDamage(Entity entityTarget,
Vector<Report> vPhaseReport, Building bldg, int hits, int nCluster,
int nDamPerHit, int bldgAbsorbs) {
HitData hit = entityTarget.rollHitLocation(toHit.getHitTable(), toHit
.getSideTable(), waa.getAimedLocation(), waa.getAimingMode());
// If a leg attacks hit a leg that isn't
// there, then hit the other leg.
if (entityTarget.getInternal(hit) <= 0) {
if (hit.getLocation() == Mech.LOC_RLEG) {
hit = new HitData(Mech.LOC_LLEG);
} else {
hit = new HitData(Mech.LOC_RLEG);
}
}
hit.setGeneralDamageType(generalDamageType);
int damage = 4;
if (ae instanceof BattleArmor)
damage += ((BattleArmor) ae).getVibroClaws();
// ASSUMPTION: buildings CAN'T absorb *this* damage.
vPhaseReport.addAll(server.damageEntity(entityTarget, hit, damage,
false, damageType, false, false, throughFront, underWater));
Report.addNewline(vPhaseReport);
// Do criticals.
vPhaseReport.addAll(server.criticalEntity(entityTarget, hit
.getLocation(), 0));
}
}