Example #1
0
  @Override
  public int sideTable(Coords src, boolean usePrior, int face) {
    Coords effectivePos = getPosition();
    if (usePrior) {
      effectivePos = getPriorPosition();
    }
    if (src.equals(effectivePos)) {
      // most places handle 0 range explicitly,
      // this is a safe default (calculation gives SIDE_RIGHT)
      return ToHitData.SIDE_FRONT;
    }
    // calculate firing angle
    int fa = (effectivePos.degree(src) + ((6 - face) * 60)) % 360;

    int leftBetter = 2;
    // if we're right on the line, we need to special case this
    // defender would choose along which hex the LOS gets drawn, and that
    // side also determines the side we hit in
    if ((fa % 30) == 0) {
      IHex srcHex = game.getBoard().getHex(src);
      IHex curHex = game.getBoard().getHex(getPosition());
      if ((srcHex != null) && (curHex != null)) {
        LosEffects.AttackInfo ai =
            LosEffects.buildAttackInfo(
                src, getPosition(), 1, getElevation(), srcHex.floor(), curHex.floor());
        ArrayList<Coords> in = Coords.intervening(ai.attackPos, ai.targetPos, true);
        leftBetter =
            LosEffects.dividedLeftBetter(
                in, game, ai, Compute.isInBuilding(game, this), new LosEffects());
      }
    }

    if ((fa == 330) && (leftBetter == 0)) {
      return ToHitData.SIDE_FRONTLEFT;
    } else if ((fa == 270) && (leftBetter == 0)) {
      return ToHitData.SIDE_REARLEFT;
    } else if ((fa == 210) && (leftBetter == 0)) {
      return ToHitData.SIDE_REAR;
    } else if ((fa == 150) && (leftBetter == 0)) {
      return ToHitData.SIDE_REARRIGHT;
    } else if ((fa == 90) && (leftBetter == 1)) {
      return ToHitData.SIDE_REARRIGHT;
    } else if ((fa == 30) && (leftBetter == 1)) {
      return ToHitData.SIDE_FRONTRIGHT;
    } else if ((fa > 30) && (fa <= 90)) {
      return ToHitData.SIDE_FRONTRIGHT;
    } else if ((fa > 90) && (fa < 150)) {
      return ToHitData.SIDE_REARRIGHT;
    } else if ((fa >= 150) && (fa < 210)) {
      return ToHitData.SIDE_REAR;
    } else if ((fa >= 210) && (fa < 270)) {
      return ToHitData.SIDE_REARLEFT;
    } else if ((fa >= 270) && (fa < 330)) {
      return ToHitData.SIDE_FRONTLEFT;
    } else {
      return ToHitData.SIDE_FRONT;
    }
  }
  /** To-hit number for the mech to push another mech */
  public static ToHitData toHit(IGame game, int attackerId, Targetable target) {
    final Entity ae = game.getEntity(attackerId);
    int targetId = Entity.NONE;
    Entity te = null;
    if (target.getTargetType() == Targetable.TYPE_ENTITY) {
      te = (Entity) target;
      targetId = target.getTargetId();
    }
    if (ae == null)
      return new ToHitData(ToHitData.IMPOSSIBLE, "You can't attack from a null entity!");
    if (te == null) return new ToHitData(ToHitData.IMPOSSIBLE, "You can't target a null entity!");
    IHex attHex = game.getBoard().getHex(ae.getPosition());
    IHex targHex = game.getBoard().getHex(te.getPosition());
    final int attackerElevation = ae.getElevation() + attHex.getElevation();
    final int targetElevation = target.getElevation() + targHex.getElevation();
    final boolean targetInBuilding = Compute.isInBuilding(game, te);
    Building bldg = null;
    if (targetInBuilding) {
      bldg = game.getBoard().getBuildingAt(te.getPosition());
    }
    ToHitData toHit = null;

    // arguments legal?
    if (ae == null || target == null) {
      throw new IllegalArgumentException("Attacker or target not valid");
    }

    // can't target yourself
    if (ae.equals(te)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "You can't target yourself");
    }

    // non-mechs can't push
    if (!(ae instanceof Mech)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Non-mechs can't push");
    }

    // Quads can't push
    if (ae.entityIsQuad()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is a quad");
    }

    // can't make physical attacks while spotting
    if (ae.isSpotting()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is spotting this turn");
    }

    // Can only push mechs
    if (te != null && !(te instanceof Mech)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is not a mech");
    }

    // Can't push with flipped arms
    if (ae.getArmsFlipped()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Arms are flipped to the rear. Can not push.");
    }

    // Can't target a transported entity.
    if (te != null && Entity.NONE != te.getTransportId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is a passenger.");
    }

    // Can't target a entity conducting a swarm attack.
    if (te != null && Entity.NONE != te.getSwarmTargetId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is swarming a Mek.");
    }

    // check if both arms are present
    if (ae.isLocationBad(Mech.LOC_RARM) || ae.isLocationBad(Mech.LOC_LARM)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Arm missing");
    }

    // check if attacker has fired arm-mounted weapons
    if (ae.weaponFiredFrom(Mech.LOC_RARM) || ae.weaponFiredFrom(Mech.LOC_LARM)) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Weapons fired from arm this turn");
    }

    // check range
    if (ae.getPosition().distance(target.getPosition()) > 1) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in range");
    }

    // target must be at same elevation
    if (attackerElevation != targetElevation) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target not at same elevation");
    }

    // can't push mech making non-pushing displacement attack
    if (te != null && te.hasDisplacementAttack() && !te.isPushing()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is making a charge/DFA attack");
    }

    // can't push mech pushing another, different mech
    if (te != null && te.isPushing() && te.getDisplacementAttack().getTargetId() != ae.getId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is pushing another mech");
    }

    // can't do anything but counter-push if the target of another attack
    if (ae.isTargetOfDisplacementAttack()
        && ae.findTargetedDisplacement().getEntityId() != target.getTargetId()) {
      return new ToHitData(
          ToHitData.IMPOSSIBLE, "Attacker is the target of another push/charge/DFA");
    }

    // can't attack the target of another displacement attack
    if (te != null
        && te.isTargetOfDisplacementAttack()
        && te.findTargetedDisplacement().getEntityId() != ae.getId()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is the target of another push/charge/DFA");
    }

    // check facing
    if (!target.getPosition().equals(ae.getPosition().translated(ae.getFacing()))) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target not directly ahead of feet");
    }

    // can't push while prone
    if (ae.isProne()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is prone");
    }

    // can't push prone mechs
    if (te != null && te.isProne()) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Target is prone");
    }

    // Can't target units in buildings (from the outside).
    if (targetInBuilding) {
      if (!Compute.isInBuilding(game, ae)) {
        return new ToHitData(ToHitData.IMPOSSIBLE, "Target is inside building");
      } else if (!game.getBoard().getBuildingAt(ae.getPosition()).equals(bldg)) {
        return new ToHitData(ToHitData.IMPOSSIBLE, "Target is inside differnt building");
      }
    }

    // Attacks against adjacent buildings automatically hit.
    if ((target.getTargetType() == Targetable.TYPE_BUILDING)
        || (target.getTargetType() == Targetable.TYPE_FUEL_TANK)) {
      return new ToHitData(
          ToHitData.IMPOSSIBLE,
          "You can not push a building (well, you can, but it won't do anything).");
    }

    // Can't target woods or ignite a building with a physical.
    if (target.getTargetType() == Targetable.TYPE_BLDG_IGNITE
        || target.getTargetType() == Targetable.TYPE_HEX_CLEAR
        || target.getTargetType() == Targetable.TYPE_HEX_IGNITE) {
      return new ToHitData(ToHitData.IMPOSSIBLE, "Invalid attack");
    }

    // Set the base BTH
    int base = 4;

    if (game.getOptions().booleanOption("maxtech_physical_BTH")) {
      base = ae.getCrew().getPiloting() - 1;
    }

    toHit = new ToHitData(base, "base");

    // attacker movement
    toHit.append(Compute.getAttackerMovementModifier(game, attackerId));

    // target movement
    toHit.append(Compute.getTargetMovementModifier(game, targetId));

    // attacker terrain
    toHit.append(Compute.getAttackerTerrainModifier(game, attackerId));

    // target terrain
    toHit.append(Compute.getTargetTerrainModifier(game, te));

    // damaged or missing actuators
    if (!ae.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, Mech.LOC_RARM)) {
      toHit.addModifier(2, "Right Shoulder destroyed");
    }
    if (!ae.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, Mech.LOC_LARM)) {
      toHit.addModifier(2, "Left Shoulder destroyed");
    }

    // water partial cover?
    if (te.height() > 0
        && te.getElevation() == -1
        && targHex.terrainLevel(Terrains.WATER) == te.height()) {
      toHit.addModifier(3, "target has partial cover");
    }

    // target immobile
    toHit.append(Compute.getImmobileMod(te));

    Compute.modifyPhysicalBTHForAdvantages(ae, te, toHit, game);

    toHit.append(nightModifiers(game, target, null, ae));
    // side and elevation shouldn't matter

    // If it has a torso-mounted cockpit and two head sensor hits or three sensor hits...
    // It gets a =4 penalty for being blind!
    if (((Mech) ae).getCockpitType() == Mech.COCKPIT_TORSO_MOUNTED) {
      int sensorHits =
          ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM, Mech.SYSTEM_SENSORS, Mech.LOC_HEAD);
      int sensorHits2 =
          ae.getBadCriticals(CriticalSlot.TYPE_SYSTEM, Mech.SYSTEM_SENSORS, Mech.LOC_CT);
      if ((sensorHits + sensorHits2) == 3) {
        return new ToHitData(
            ToHitData.IMPOSSIBLE, "Sensors Completely Destroyed for Torso-Mounted Cockpit");
      } else if (sensorHits == 2) {
        toHit.addModifier(4, "Head Sensors Destroyed for Torso-Mounted Cockpit");
      }
    }

    // done!
    return toHit;
  }