Package megamek.common.weapons

Source Code of megamek.common.weapons.PPCHandler

/**
* 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 Sept 5, 2005
*
*/
package megamek.common.weapons;

import java.util.Vector;

import megamek.common.BattleArmor;
import megamek.common.Compute;
import megamek.common.CriticalSlot;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Mounted;
import megamek.common.RangeType;
import megamek.common.Report;
import megamek.common.TargetRoll;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
import megamek.server.Server.DamageType;

/**
* @author Sebastian Brocks
*/
public class PPCHandler extends EnergyWeaponHandler {
    /**
     *
     */
    private static final long serialVersionUID = 5545991061428671743L;

    /**
     * @param t
     * @param w
     * @param g
     * @param s
     */
    public PPCHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
        super(t, w, g, s);
    }

    /*
     * (non-Javadoc)
     * @see megamek.common.weapons.WeaponHandler#addHeat()
     */
    @Override
    protected void addHeat() {
        if (!(toHit.getValue() == TargetRoll.IMPOSSIBLE)) {
            int heat = wtype.getHeat();
            if ( game.getOptions().booleanOption("tacops_energy_weapons") ){
                heat = Compute.dialDownHeat(weapon, wtype,ae.getPosition().distance(target.getPosition()));
            }

            ae.heatBuildup += heat;
            if (weapon.hasChargedCapacitor()) {
                ae.heatBuildup += 5;
            }
        }
    }

    /*
     * (non-Javadoc)
     * @see megamek.common.weapons.EnergyWeaponHandler#calcDamagePerHit()
     */
    @Override
    protected int calcDamagePerHit() {
        int nRange = ae.getPosition().distance(target.getPosition());
        float toReturn = wtype.getDamage(nRange);

        if ( game.getOptions().booleanOption("tacops_energy_weapons") && wtype.hasModes()){
            toReturn = Compute.dialDownDamage(weapon, wtype,nRange);
        }

        if (weapon.hasChargedCapacitor()) {
            toReturn += 5;
        }
        // during a swarm, all damage gets applied as one block to one location
        if ((ae instanceof BattleArmor)
                && (weapon.getLocation() == BattleArmor.LOC_SQUAD)
                && (ae.getSwarmTargetId() == target.getTargetId())) {
            toReturn *= ((BattleArmor) ae).getShootingStrength();
        }

        // Check for Altered Damage from Energy Weapons (TacOps, pg.83)
        if (game.getOptions().booleanOption("tacops_altdmg")) {
            if (nRange <= 1) {
                toReturn++;
            } else if (nRange <= wtype.getMediumRange()) {
                // Do Nothing for Short and Medium Range
            } else if (nRange <= wtype.getLongRange()) {
                toReturn--;
            }
        }

        if ( game.getOptions().booleanOption("tacops_range") && (nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG]) ) {
            toReturn -= 1;
        }

        if ((target instanceof Infantry) && !(target instanceof BattleArmor)) {
            toReturn = Compute.directBlowInfantryDamage(toReturn, bDirect ? toHit.getMoS()/3 : 0, Compute.WEAPON_DIRECT_FIRE, ((Infantry)target).isMechanized());
        } else if (bDirect){
            toReturn = Math.min(toReturn+(toHit.getMoS()/3), toReturn*2);
        }
        if (bGlancing) {
            toReturn = (int) Math.floor(toReturn / 2.0);
        }

        return (int) Math.ceil(toReturn);
    }


    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#doChecks(java.util.Vector)
     */
    @Override
    protected boolean doChecks(Vector<Report> vPhaseReport) {
        // Resolve roll for disengaged field inhibitors on PPCs, if needed
        if (game.getOptions().booleanOption("tacops_ppc_inhibitors")
                && wtype.hasModes()
                && weapon.curMode().equals("Field Inhibitor OFF")) {
            int rollTarget = 0;
            int dieRoll = Compute.d6(2);
            int distance = Compute.effectiveDistance(game, ae, target);

            if (distance >= 3) {
                rollTarget = 3;
            } else if (distance == 2) {
                rollTarget = 6;
            } else if (distance == 1) {
                rollTarget = 10;
            }
            // roll to avoid damage
            r = new Report(3175);
            r.subject = subjectId;
            r.indent();
            vPhaseReport.addElement(r);
            r = new Report(3180);
            r.subject = subjectId;
            r.indent();
            r.add(rollTarget);
            r.add(dieRoll);
            if (dieRoll < rollTarget) {
                // Oops, we ruined our day...
                int wlocation = weapon.getLocation();
                weapon.setDestroyed(true);
                for (int i = 0; i < ae.getNumberOfCriticals(wlocation); i++) {
                    CriticalSlot slot1 = ae.getCritical(wlocation, i);
                    if ((slot1 == null)
                            || (slot1.getType() != CriticalSlot.TYPE_SYSTEM)) {
                        continue;
                    }
                    Mounted mounted = ae.getEquipment(slot1.getIndex());
                    if (mounted.equals(weapon)) {
                        ae.hitAllCriticals(wlocation, i);
                    }
                }
                // Bug 1066147 : damage is *not* like an ammo explosion,
                // but it *does* get applied directly to the IS.
                r.choose(false);
                vPhaseReport.addElement(r);
                vPhaseReport.addAll(server.damageEntity(ae, new HitData(
                        wlocation), 10, false, DamageType.NONE, true));
                r = new Report(3185);
                r.subject = subjectId;
                vPhaseReport.addElement(r);
            } else {
                r.choose(true);
                vPhaseReport.addElement(r);
            }
        }
        // resolve roll for charged capacitor
        if (weapon.hasChargedCapacitor()) {
            if (roll == 2) {
                r = new Report(3178);
                r.subject = ae.getId();
                r.indent();
                vPhaseReport.add(r);
                // Oops, we ruined our day...
                int wlocation = weapon.getLocation();
                weapon.setDestroyed (true);
                for (int i=0; i<ae.getNumberOfCriticals(wlocation); i++) {
                    CriticalSlot slot = ae.getCritical (wlocation, i);
                    if ((slot == null) || (slot.getType() == CriticalSlot.TYPE_SYSTEM)) {
                        continue;
                    }
                    //Only one Crit needs to be damaged.
                    Mounted mounted = ae.getEquipment(slot.getIndex());
                    if (mounted.equals(weapon)) {
                        slot.setDestroyed(true);
                        break;
                    }
                }
            }
        }
        // turn the capacitor off, if we have one
        if (weapon.hasChargedCapacitor()) {
            weapon.getLinkedBy().setMode("Off");
        }
        return false;
    }
}
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