📄 physicalcalculator.java
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/* * MegaMek - Copyright (C) 2003,2004,2005 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. */package megamek.client.bot;import megamek.common.BattleArmor;import megamek.common.Compute;import megamek.common.Coords;import megamek.common.Entity;import megamek.common.IGame;import megamek.common.IHex;import megamek.common.INarcPod;import megamek.common.Infantry;import megamek.common.Mech;import megamek.common.Mounted;import megamek.common.Protomech;import megamek.common.Tank;import megamek.common.Terrains;import megamek.common.ToHitData;import megamek.common.actions.BrushOffAttackAction;import megamek.common.actions.ClubAttackAction;import megamek.common.actions.KickAttackAction;import megamek.common.actions.PunchAttackAction;import megamek.common.actions.PushAttackAction;import java.util.Enumeration;public final class PhysicalCalculator { private PhysicalCalculator() { super(); //should never call this } static PhysicalOption calculatePhysicalTurn(TestBot bot) { int entNum = bot.game.getFirstEntityNum(); int first = entNum; do { // take the first entity that can do an attack Entity en = bot.game.getEntity(entNum); PhysicalOption bestAttack = getBestPhysical(en, bot.game); if (bestAttack != null) { return bestAttack; } // End no-attack entNum = bot.game.getNextEntityNum(entNum); } while (entNum != -1 && entNum != first); // Didn't find any physical attack. return null; } static PhysicalOption getBestPhysical(Entity entity, IGame game) { // Infantry can't conduct physical attacks. if (entity instanceof Infantry) { return null; } // if you're charging, it's already declared if (entity.isCharging() || entity.isMakingDfa()) { return null; } PhysicalOption best = null; ToHitData odds; double breach; double breach_a; double l_dmg; double r_dmg; double final_dmg; int best_brush = PhysicalOption.NONE; // If the attacker is a Mech if (entity instanceof Mech) { l_dmg = 0.0; r_dmg = 0.0; final_dmg = 0.0; breach_a = 0.0; // If the attacker is being swarmed if (entity.getSwarmAttackerId() != Entity.NONE) { // Check for left arm punch damage to self odds = BrushOffAttackAction.toHit(game, entity.getId(), game.getEntity(entity.getSwarmAttackerId()), BrushOffAttackAction.LEFT); if (odds.getValue() != ToHitData.IMPOSSIBLE) { l_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.LEFT); l_dmg *= 1.0 - Compute.oddsAbove(odds.getValue()) / 100.0; breach = punchThroughMod(entity, ToHitData.HIT_PUNCH, ToHitData.SIDE_FRONT, l_dmg, l_dmg); if (breach < 1.5) { best_brush = PhysicalOption.BRUSH_LEFT; breach_a = breach; final_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.LEFT); } } // Check for right arm punch damage to self odds = BrushOffAttackAction.toHit(game, entity.getId(), game.getEntity(entity.getSwarmAttackerId()), BrushOffAttackAction.RIGHT); if (odds.getValue() != ToHitData.IMPOSSIBLE) { // If chance of breaching armor is minimal set brush left r_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.RIGHT); r_dmg *= 1.0 - Compute.oddsAbove(odds.getValue()) / 100.0; breach = punchThroughMod(entity, ToHitData.HIT_PUNCH, ToHitData.SIDE_FRONT, r_dmg, r_dmg); if (breach < Math.min(breach_a, 1.5)) { best_brush = PhysicalOption.BRUSH_RIGHT; breach_a = breach; final_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.RIGHT); } } // If both arms are capable of punching, check double punch damage if (l_dmg > 0 && r_dmg > 0) { // If chance of breaching armor is minimal set double brush breach = punchThroughMod(entity, ToHitData.HIT_PUNCH, ToHitData.SIDE_FRONT, l_dmg + r_dmg, (l_dmg + r_dmg) / 2.0); if (breach < Math.min(breach_a, 1.5)) { best_brush = PhysicalOption.BRUSH_BOTH; breach_a = breach; final_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.LEFT); final_dmg += BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.RIGHT); } } // Construct and return Physical option if (best_brush != PhysicalOption.NONE) { return new PhysicalOption(entity, game.getEntity(entity.getSwarmAttackerId()), final_dmg, best_brush, null); } } // If the attacker has attached iNarc pods, assign // a competing damage value for comparison with other // attacks if (entity.hasINarcPodsAttached()) { double test_ranking; double pod_ranking; INarcPod test_pod; INarcPod best_pod; pod_ranking = 0.0; Enumeration pod_list = entity.getINarcPodsAttached(); best_pod = (INarcPod) pod_list.nextElement(); for (pod_list = entity.getINarcPodsAttached(); pod_list.hasMoreElements();) { test_ranking = 1.0; test_pod = (INarcPod) pod_list.nextElement(); // If pod is homing and attacker has no ECM if (test_pod.getType() == INarcPod.HOMING && !entity.hasActiveECM()) { // Pod is +1 test_ranking += 1.0; } // If pod is ECM and attacker has C3 link if (test_pod.getType() == INarcPod.ECM && (entity.hasC3() || entity.hasC3i())) { // Pod is +2 test_ranking += 2.0; } // If pod is Nemesis if (test_pod.getType() == INarcPod.NEMESIS) { // Pod is +variable, based on movement test_ranking += (entity.getWalkMP() + entity.getJumpMP()) / 2.0; } // If this pod is best, retain it and its ranking if (test_ranking > pod_ranking) { pod_ranking = test_ranking; best_pod = test_pod; } } if (best_pod != null) { // Check for left arm punch damage to self odds = BrushOffAttackAction.toHit(game, entity.getId(), best_pod, BrushOffAttackAction.LEFT); if (odds.getValue() != ToHitData.IMPOSSIBLE) { l_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.LEFT); l_dmg *= 1.0 - Compute.oddsAbove(odds.getValue()) / 100.0; breach = punchThroughMod(entity, ToHitData.HIT_PUNCH, ToHitData.SIDE_FRONT, l_dmg, l_dmg); if (breach < 1.5) { best_brush = PhysicalOption.BRUSH_LEFT; breach_a = breach; final_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.LEFT); } } // Check for right arm punch damage to self odds = BrushOffAttackAction.toHit(game, entity.getId(), best_pod, BrushOffAttackAction.RIGHT); if (odds.getValue() != ToHitData.IMPOSSIBLE) { // If chance of breaching armor is minimal set brush left r_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.RIGHT); r_dmg *= 1.0 - Compute.oddsAbove(odds.getValue()) / 100.0; breach = punchThroughMod(entity, ToHitData.HIT_PUNCH, ToHitData.SIDE_FRONT, r_dmg, r_dmg); if (breach < Math.min(breach_a, 1.5)) { best_brush = PhysicalOption.BRUSH_RIGHT; breach_a = breach; final_dmg = BrushOffAttackAction.getDamageFor(entity, BrushOffAttackAction.RIGHT); } } // If both arms are capable of punching, check double punch damage if (l_dmg > 0 && r_dmg > 0) { // If chance of breaching armor is minimal set double brush breach = punchThroughMod(entity, ToHitData.HIT_PUNCH, ToHitData.SIDE_FRONT,
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