Exemplo n.º 1
0
 /**
  * Returns the average damage of the given weapon at the given range. We say "average" here as
  * some weapons use a clustered system and may only do partial damage, otherwise we return the
  * maximum damage. If the range specified is less than 0 or greater than the maximum range of the
  * weapon we return -1.
  *
  * @param w The weapon in question.
  * @param range The range that the weapon will be hitting a target at
  * @return The average damage of the weapon at that range.
  */
 public static int GetAverageDamageAtRange(ifWeapon w, int range) {
   if (w.IsCluster()) {
     boolean Streak = w.IsStreak();
     boolean Ultra = w.IsUltra();
     boolean Rotary = w.IsRotary();
     boolean Ballistic = false;
     if (w.GetWeaponClass() == ifWeapon.W_BALLISTIC) {
       Ballistic = true;
     }
     if (range > w.GetRangeLong()) {
       return 0;
     } else if (range > w.GetRangeMedium()) {
       if (Streak) {
         return w.GetDamageLong() * w.ClusterSize();
       } else if (Ultra) {
         // don't even bother with the cluster table, it'll always
         // return 1 in this case.
         return w.GetDamageLong();
       } else if (Ballistic & !Rotary) {
         // this covers LB-X cannons in general
         return GetAverageClusterHits(w, w.ClusterModLong());
       } else {
         return w.GetDamageLong() * GetAverageClusterHits(w, w.ClusterModLong());
       }
     } else if (range > w.GetRangeShort()) {
       if (Streak) {
         return w.GetDamageMedium() * w.ClusterSize();
       } else if (Ultra) {
         return w.GetDamageMedium();
       } else if (Ballistic & !Rotary) {
         return GetAverageClusterHits(w, w.ClusterModMedium());
       } else {
         return w.GetDamageMedium() * GetAverageClusterHits(w, w.ClusterModMedium());
       }
     } else {
       if (Streak) {
         return w.GetDamageShort() * w.ClusterSize();
       } else if (Ultra) {
         return w.GetDamageShort();
       } else if (Ballistic & !Rotary) {
         return GetAverageClusterHits(w, w.ClusterModShort());
       } else {
         return w.GetDamageShort() * GetAverageClusterHits(w, w.ClusterModShort());
       }
     }
   } else {
     if (range > w.GetRangeLong()) {
       return 0;
     } else if (range > w.GetRangeMedium()) {
       return w.GetDamageLong();
     } else if (range > w.GetRangeShort()) {
       return w.GetDamageMedium();
     } else {
       return w.GetDamageShort();
     }
   }
 }
Exemplo n.º 2
0
 /**
  * Returns the to-hit modifier of the weapon at the given range. This is only weapon-specific, it
  * does not account for target or firer movement, or other modifiers. If the weapon cannot hit at
  * the given range, we return 12.
  *
  * @param w The weapon in question.
  * @param range The range that the weapon will be hitting a target at.
  * @return The to-hit modifier for the weapon at the given range.
  */
 public static int GetToHitAtRange(ifWeapon w, int range) {
   if (range > w.GetRangeLong()) {
     return 12;
   } else if (range > w.GetRangeMedium()) {
     return 4 + w.GetToHitLong();
   } else if (range > w.GetRangeShort()) {
     return 2 + w.GetToHitMedium();
   } else {
     if (range <= w.GetRangeMin() && w.GetRangeMin() > 0) {
       int min = w.GetRangeMin() - range + 1;
       return 0 + min + w.GetToHitShort();
     } else {
       return 0 + w.GetToHitShort();
     }
   }
 }