/** * Handle rockets. * * @param world the world object * @param p the player * @param esl all enemy vessels */ static void handleRockets(SpacewarWorld world, Player p, List<SpacewarStructure> esl) { List<SpacewarStructure> rocketTargets = world.enemiesOf(p); Collections.shuffle(rocketTargets); for (SpacewarStructure s : rocketTargets) { if (world.isFleeing(s)) { continue; } // do not fire rocket at tagged objects unless it is the last enemy if (esl.size() == 1 || (s.item == null || s.item.tag == null)) { int found = 0; if (s.type == StructureType.SHIP || s.type == StructureType.STATION) { Pair<SpacewarStructure, SpacewarWeaponPort> w = findReadyPort(world.structures(p), EnumSet.of(Mode.ROCKET, Mode.MULTI_ROCKET)); if (w != null) { world.attack(w.first, s, w.second.projectile.mode); found++; } } if (s.type == StructureType.SHIELD || s.type == StructureType.PROJECTOR) { Pair<SpacewarStructure, SpacewarWeaponPort> w = findReadyPort(world.structures(p), EnumSet.of(Mode.BOMB, Mode.VIRUS)); if (w != null) { world.attack(w.first, s, w.second.projectile.mode); found++; } } if (found == 0) { // don't bother with other targets, out of ammo break; } } } }
/** * Handle fighter kamikaze. * * @param world the world * @param p the player */ static void handleKamikaze(SpacewarWorld world, Player p) { if (!world.battle().enemyFlee) { for (SpacewarStructure s : world.structures(p)) { s.guard |= s.type == StructureType.STATION || s.type == StructureType.PROJECTOR; if (s.type == StructureType.SHIP && s.item != null && s.item.type.category == ResearchSubCategory.SPACESHIPS_FIGHTERS && s.attack != null && !s.attack.isDestroyed()) { if (s.count == 1 && s.hp * 10 < s.hpMax) { world.attack(s, s.attack, Mode.KAMIKAZE); } } } } }
/** * Select a target in range which the current ship can do most damage. * * @param world the world object. * @param ship the current ship */ static void selectNewTarget(SpacewarWorld world, final SpacewarStructure ship) { List<SpacewarStructure> es = world.enemiesInRange(ship); ModelUtils.shuffle(es); SpacewarStructure best = null; double bestEfficiency = 0d; for (SpacewarStructure s : es) { BattleEfficiencyModel bem = ship.getEfficiency(s); double eff = bem != null ? bem.damageMultiplier : 1d; if (eff > bestEfficiency) { best = s; bestEfficiency = eff; } } if (best != null) { world.attack(ship, best, Mode.BEAM); } }