/* * (non-Javadoc) * * @see megamek.common.weapons.WeaponHandler#calcHits(Vector<Report> * vPhaseReport) */ @Override protected int calcHits(Vector<Report> vPhaseReport) { // conventional infantry gets hit in one lump // BAs can't mount LBXs if ((target instanceof Infantry) && !(target instanceof BattleArmor)) { return 1; } int shotsHit; int nHitsModifier = getClusterModifiers(true); if (allShotsHit()) { shotsHit = wtype.getRackSize(); if (game.getOptions().booleanOption(OptionsConstants.ADVCOMBAT_TACOPS_RANGE) && (nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG])) { shotsHit = (int) Math.ceil(shotsHit * .75); } if (game.getOptions().booleanOption(OptionsConstants.ADVCOMBAT_TACOPS_LOS_RANGE) && (nRange > wtype.getRanges(weapon)[RangeType.RANGE_EXTREME])) { shotsHit = (int) Math.ceil(shotsHit * .5); } } else { // flat modifier of -1, because of prototype nHitsModifier -= 1; shotsHit = Compute.missilesHit( wtype.getRackSize(), nHitsModifier, game.getPlanetaryConditions().hasEMI()); } Report r = new Report(3325); r.subject = subjectId; r.add(shotsHit); r.add(sSalvoType); r.add(toHit.getTableDesc()); r.newlines = 0; vPhaseReport.addElement(r); if (nHitsModifier != 0) { if (nHitsModifier > 0) { r = new Report(3340); } else { r = new Report(3341); } r.subject = subjectId; r.add(nHitsModifier); r.newlines = 0; vPhaseReport.addElement(r); } r = new Report(3345); r.subject = subjectId; vPhaseReport.addElement(r); bSalvo = true; return shotsHit; }
/* * (non-Javadoc) * * @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector) */ @Override protected int calcHits(Vector<Report> vPhaseReport) { // conventional infantry gets hit in one lump // BAs can't mount UACS/RACs if ((target instanceof Infantry) && !(target instanceof BattleArmor)) { return 1; } bSalvo = true; if (howManyShots == 1 || twoRollsUltra) { return 1; } int shotsHit; int nMod = getClusterModifiers(true); shotsHit = allShotsHit() ? howManyShots : Compute.missilesHit(howManyShots, nMod); // report number of shots that hit only when weapon doesn't jam if (!weapon.isJammed()) { Report r = new Report(3325); r.subject = subjectId; r.add(shotsHit); r.add(sSalvoType); r.add(toHit.getTableDesc()); r.newlines = 0; vPhaseReport.addElement(r); if (nMod != 0) { if (nMod > 0) { r = new Report(3340); } else { r = new Report(3341); } r.subject = subjectId; r.add(nMod); r.newlines = 0; vPhaseReport.addElement(r); } r = new Report(3345); r.subject = subjectId; vPhaseReport.addElement(r); } return shotsHit; }
@Override protected void handleClearDamage(Vector<Report> vPhaseReport, Building bldg, int nDamage) { if (!bSalvo) { // hits! Report r = new Report(2270); r.subject = subjectId; vPhaseReport.addElement(r); } nDamage *= 2; // Plasma weapons deal double damage to woods. // report that damage was "applied" to terrain Report r = new Report(3385); r.indent(2); r.subject = subjectId; r.add(nDamage); vPhaseReport.addElement(r); // Any clear attempt can result in accidental ignition, even // weapons that can't normally start fires. that's weird. // Buildings can't be accidentally ignited. // TODO: change this for TacOps - now you roll another 2d6 first and on // a 5 or less // you do a normal ignition as though for intentional fires if ((bldg != null) && server.tryIgniteHex( target.getPosition(), subjectId, true, false, new TargetRoll(wtype.getFireTN(), wtype.getName()), 5, vPhaseReport)) { return; } Vector<Report> clearReports = server.tryClearHex(target.getPosition(), nDamage, subjectId); if (clearReports.size() > 0) { vPhaseReport.lastElement().newlines = 0; } vPhaseReport.addAll(clearReports); return; }
@Override protected void handleIgnitionDamage(Vector<Report> vPhaseReport, Building bldg, int hits) { if (!bSalvo) { // hits! Report r = new Report(2270); r.subject = subjectId; r.newlines = 0; vPhaseReport.addElement(r); } TargetRoll tn = new TargetRoll(wtype.getFireTN(), wtype.getName()); if (tn.getValue() != TargetRoll.IMPOSSIBLE) { Report.addNewline(vPhaseReport); server.tryIgniteHex(target.getPosition(), subjectId, true, false, tn, true, -1, vPhaseReport); } }
/* * (non-Javadoc) * * @see megamek.common.weapons.WeaponHandler#doChecks(java.util.Vector) */ @Override protected boolean doChecks(Vector<Report> vPhaseReport) { if ((roll == 2) && (howManyShots == 2) && !(ae instanceof Infantry)) { Report r = new Report(); r.subject = subjectId; weapon.setJammed(true); isJammed = true; if ((wtype.getAmmoType() == AmmoType.T_AC_ULTRA) || (wtype.getAmmoType() == AmmoType.T_AC_ULTRA_THB)) { r.messageId = 3160; } else { r.messageId = 3170; } vPhaseReport.addElement(r); } return false; }
/* * (non-Javadoc) * * @see * megamek.common.weapons.WeaponHandler#handleEntityDamage(megamek.common * .Entity, java.util.Vector, megamek.common.Building, int, int, int, int) */ @Override protected void handleEntityDamage( Entity entityTarget, Vector<Report> vPhaseReport, Building bldg, int hits, int nCluster, int bldgAbsorbs) { super.handleEntityDamage(entityTarget, vPhaseReport, bldg, hits, nCluster, bldgAbsorbs); if (!missed && ((entityTarget instanceof Mech) || (entityTarget instanceof Aero))) { Report r = new Report(3400); r.subject = subjectId; r.indent(2); int extraHeat = 0; // if this is a fighter squadron, we need to account for number of // weapons // should default to one for non squadrons for (int i = 0; i < nweaponsHit; i++) { extraHeat += Compute.d6(); } if (entityTarget.getArmor(hit) > 0 && (entityTarget.getArmorType(hit.getLocation()) == EquipmentType.T_ARMOR_REFLECTIVE)) { entityTarget.heatFromExternal += Math.max(1, extraHeat / 2); r.add(Math.max(1, extraHeat / 2)); r.choose(true); r.messageId = 3406; r.add(extraHeat); r.add(EquipmentType.armorNames[entityTarget.getArmorType(hit.getLocation())]); } else if (entityTarget.getArmor(hit) > 0 && (entityTarget.getArmorType(hit.getLocation()) == EquipmentType.T_ARMOR_HEAT_DISSIPATING)) { entityTarget.heatFromExternal += extraHeat / 2; r.add(extraHeat / 2); r.choose(true); r.messageId = 3406; r.add(extraHeat); r.add(EquipmentType.armorNames[entityTarget.getArmorType(hit.getLocation())]); } else { entityTarget.heatFromExternal += extraHeat; r.add(extraHeat); r.choose(true); } vPhaseReport.addElement(r); } }
/** * handle this weapons firing * * @return a <code>boolean</code> value indicating wether this should be kept or not */ @Override public boolean handle(IGame.Phase phase, Vector<Report> vPhaseReport) { if (!this.cares(phase)) { return true; } // Report weapon attack and its to-hit value. Report r = new Report(3115); r.indent(); r.newlines = 0; r.subject = subjectId; r.add(wtype.getName()); r.messageId = 3120; r.add(target.getDisplayName(), true); vPhaseReport.addElement(r); if (toHit.getValue() == TargetRoll.IMPOSSIBLE) { r = new Report(3135); r.subject = subjectId; r.add(toHit.getDesc()); vPhaseReport.addElement(r); return false; } else if (toHit.getValue() == TargetRoll.AUTOMATIC_FAIL) { r = new Report(3140); r.newlines = 0; r.subject = subjectId; r.add(toHit.getDesc()); vPhaseReport.addElement(r); } else if (toHit.getValue() == TargetRoll.AUTOMATIC_SUCCESS) { r = new Report(3145); r.newlines = 0; r.subject = subjectId; r.add(toHit.getDesc()); vPhaseReport.addElement(r); } addHeat(); // deliver screen Coords coords = target.getPosition(); server.deliverScreen(coords, vPhaseReport); // damage any entities in the hex for (Entity entity : game.getEntitiesVector(coords)) { // if fighter squadron all fighters are damaged if (entity instanceof FighterSquadron) { for (Entity fighter : ((FighterSquadron) entity).getFighters()) { ToHitData squadronToHit = new ToHitData(); squadronToHit.setHitTable(ToHitData.HIT_NORMAL); HitData hit = fighter.rollHitLocation(squadronToHit.getHitTable(), ToHitData.SIDE_FRONT); hit.setCapital(false); vPhaseReport.addAll(server.damageEntity(fighter, hit, attackValue)); server.creditKill(fighter, ae); } } else { ToHitData hexToHit = new ToHitData(); hexToHit.setHitTable(ToHitData.HIT_NORMAL); HitData hit = entity.rollHitLocation(hexToHit.getHitTable(), ToHitData.SIDE_FRONT); hit.setCapital(false); vPhaseReport.addAll(server.damageEntity(entity, hit, attackValue)); server.creditKill(entity, ae); } } return false; }