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📄 physicalattackaction.java

📁 MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight
💻 JAVA
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/* * MegaMek - Copyright (C) 2001,2002,2003,2004 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.common.actions;import megamek.common.BattleArmor;import megamek.common.Building;import megamek.common.Compute;import megamek.common.CriticalSlot;import megamek.common.IGame;import megamek.common.IHex;import megamek.common.Mech;import megamek.common.Targetable;import megamek.common.Entity;import megamek.common.Terrains;import megamek.common.ToHitData;public class PhysicalAttackAction extends AbstractAttackAction {    public PhysicalAttackAction(int entityId, int targetId) {        super(entityId, targetId);    }    public PhysicalAttackAction(int entityId, int targetType, int targetId) {        super(entityId, targetType, targetId);    }    /**     * Common checking whether is it possible to physically attack the target     * @param game     * @param attackerId     * @param target     * @return reason the attack is impossible, or null if it is possible     */    protected static String toHitIsImpossible(IGame game, Entity ae, Targetable target) {                if(target == null)            return "target is null";        // can't make physical attacks while spotting        if (ae.isSpotting()) {            return "Attacker is spotting this turn";        }        // check range        if (ae.getPosition().distance(target.getPosition()) > 1 ) {            return "Target not in range";        }        if ( target.getTargetType() == Targetable.TYPE_ENTITY ) {            //Checks specific to entity targets            Entity te = (Entity) target;                        // Can't target a transported entity.            if (Entity.NONE != te.getTransportId()) {                return "Target is a passenger.";            }            // can't target yourself            if (ae.equals(te)) {                return "You can't target yourself";            }            // Can't target a entity conducting a swarm attack.            if (Entity.NONE != te.getSwarmTargetId()) {                return "Target is swarming a Mek.";            }                        if(ae instanceof Mech && ((Mech)ae).getGrappled() != Entity.NONE) {                return "Locked in Grapple";            }            //target unit in building checks            final boolean targetInBuilding = Compute.isInBuilding(game, te);            if ( targetInBuilding ) {                Building TargBldg = game.getBoard().getBuildingAt( te.getPosition() );                                // Can't target units in buildings (from the outside).                if ( !Compute.isInBuilding(game, ae) ) {                    return "Target is inside building";                }                else if ( !game.getBoard().getBuildingAt( ae.getPosition() )                          .equals( TargBldg ) ) {                    return "Target is inside different building";                }            }            // can't physically attack mechs making dfa attacks            if ( te != null && te.isMakingDfa() ) {                return "Target is making a DFA attack";            }        }        // 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 "Invalid attack";        }        return null;    }        protected static void setCommonModifiers(ToHitData toHit, IGame game, Entity ae, Targetable target) {        int attackerId = ae.getId();        int targetId = target.getTargetId();        // Battle Armor targets are hard for Meks and Tanks to hit.        if ( target instanceof BattleArmor ) {            toHit.addModifier( 1, "battle armor target" );        }        // attacker movement        toHit.append(Compute.getAttackerMovementModifier(game, attackerId));        // attacker terrain        toHit.append(Compute.getAttackerTerrainModifier(game, attackerId));        // target terrain        toHit.append(Compute.getTargetTerrainModifier(game, target));        // 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) {                toHit = new ToHitData(ToHitData.IMPOSSIBLE, "Sensors Completely Destroyed for Torso-Mounted Cockpit");                return;            } else if (sensorHits == 2) {                toHit.addModifier(4, "Head Sensors Destroyed for Torso-Mounted Cockpit");            }        }                // target immobile        toHit.append(Compute.getImmobileMod(target));        toHit.append(nightModifiers(game, target, null, ae));        if ( target.getTargetType() == Targetable.TYPE_ENTITY ) {            //Checks specific to entity targets            Entity te = (Entity) target;            // target movement            toHit.append(Compute.getTargetMovementModifier(game, targetId));            // target prone            if (te.isProne()) {                toHit.addModifier(-2, "target prone and adjacent");            }            IHex targHex = game.getBoard().getHex(te.getPosition());            // water partial cover?            if (te.height() > 0                    && te.getElevation() == -1                    && targHex.terrainLevel(Terrains.WATER) == te.height()) {                toHit.addModifier(3, "target has partial cover");            }                        //Pilot skills            Compute.modifyPhysicalBTHForAdvantages(ae, te, toHit, game);        }                }}

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