📄 chargeattackaction.java
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/* * MegaMek - Copyright (C) 2000,2001,2002,2003,2004 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. *//* * ChargeAttackAction.java * * Created on March 12, 2002, 3:23 PM */package megamek.common.actions;import java.util.Enumeration;import megamek.common.*;/** * Represents one unit charging another. Stores information about where the * target is supposed to be for the charge to be successful, as well as normal * attack info. * * @author Ben Mazur */public class ChargeAttackAction extends DisplacementAttackAction { public ChargeAttackAction(Entity attacker, Targetable target) { this(attacker.getId(), target.getTargetType(), target.getTargetId(), target.getPosition()); } public ChargeAttackAction(int entityId, int targetType, int targetId, Coords targetPos) { super(entityId, targetType, targetId, targetPos); } /** * To-hit number for a charge, assuming that movement has been handled */ public ToHitData toHit(IGame game) { return toHit(game, false); } public ToHitData toHit(IGame game, boolean skid) { final Entity entity = game.getEntity(getEntityId()); return toHit(game, game.getTarget(getTargetType(), getTargetId()), entity.getPosition(), entity.getElevation(), entity.moved, skid, false); } /** * To-hit number for a charge, assuming that movement has been handled */ public ToHitData toHit(IGame game, Targetable target, Coords src, int elevation, int movement, boolean skid, boolean gotUp) { final Entity ae = getEntity(game); // arguments legal? if (ae == null) { throw new IllegalStateException("Attacker is null"); } // Do to pretreatment of physical attacks, the target may be null. if (target == null) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is null"); } int targetId = Entity.NONE; Entity te = null; if ( target.getTargetType() == Targetable.TYPE_ENTITY ) { te = (Entity) target; targetId = target.getTargetId(); } IHex attHex = game.getBoard().getHex(src); IHex targHex = game.getBoard().getHex(target.getPosition()); final int attackerElevation = elevation + attHex.getElevation(); final int attackerHeight = attackerElevation + ae.height(); final int targetElevation = target.getElevation() + targHex.getElevation(); final int targetHeight = targetElevation + target.getHeight(); Building bldg = game.getBoard().getBuildingAt( this.getTargetPos() ); ToHitData toHit = null; boolean targIsBuilding = ((getTargetType() == Targetable.TYPE_FUEL_TANK) || (getTargetType() == Targetable.TYPE_BUILDING)); // can't target yourself if (ae.equals(te)) { return new ToHitData(ToHitData.IMPOSSIBLE, "You can't target yourself"); } // Can't target a transported entity. if (te != null && Entity.NONE != te.getTransportId()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is a passenger."); } // can't make physical attacks while spotting if (ae.isSpotting()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is spotting this turn"); } // Can't target a entity conducting a swarm attack. if (te != null && Entity.NONE != te.getSwarmTargetId()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is swarming a Mek."); } // check range if (src.distance(target.getPosition()) > 1) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in range"); } // mechs can only charge standing mechs if (ae instanceof Mech) { if (te != null && !(te instanceof Mech)) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is not a mech"); } if (te != null && te.isProne()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is prone"); } } else if (te instanceof Infantry) { // Can't charge infantry. return new ToHitData(ToHitData.IMPOSSIBLE, "Target is infantry"); } else if (te instanceof Protomech) { // Can't charge protomechs. return new ToHitData(ToHitData.IMPOSSIBLE, "Target is protomech"); } // target must be within 1 elevation level if (attackerElevation > targetHeight || attackerHeight < targetElevation) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target must be within 1 elevation level"); } // can't charge while prone, unless it's a skid charge if (ae.isProne() && !gotUp && !skid) { return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is prone"); } // can't attack mech making a different displacement attack if (te != null && te.hasDisplacementAttack()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is already making a charge/DFA attack"); } // target must have moved already, unless it's a skid charge if (te != null && !te.isDone() && !skid) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target must be done with movement"); } // can't attack the target of another displacement attack if (te != null && te.isTargetOfDisplacementAttack() && te.findTargetedDisplacement().getEntityId() != ae.getId()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is the target of another charge/DFA"); } // Can't target units in buildings (from the outside). if ((null != bldg) && (!targIsBuilding) && te != null && Compute.isInBuilding(game,te)) { if (!Compute.isInBuilding(game, ae)) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is inside building"); } else if (!game.getBoard().getBuildingAt(ae.getPosition()).equals(bldg)) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target is inside differnt building"); } } // Attacks against adjacent buildings automatically hit. if (target.getTargetType() == Targetable.TYPE_BUILDING || target.getTargetType() == Targetable.TYPE_FUEL_TANK || target instanceof GunEmplacement) { return new ToHitData(ToHitData.AUTOMATIC_SUCCESS, "Targeting adjacent building."); } // 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 new ToHitData(ToHitData.IMPOSSIBLE, "Invalid attack"); } //Set the base BTH int base = 5; if (game.getOptions().booleanOption("maxtech_physical_BTH")) { base = ae.getCrew().getPiloting(); } toHit = new ToHitData(base, "base"); // attacker movement toHit.append(Compute.getAttackerMovementModifier(game, ae.getId(), movement)); // target movement toHit.append(Compute.getTargetMovementModifier(game, targetId)); // attacker terrain toHit.append(Compute.getAttackerTerrainModifier(game, ae.getId())); // target terrain toHit.append(Compute.getTargetTerrainModifier(game, te)); // piloting skill differential if (ae.getCrew().getPiloting() != te.getCrew().getPiloting()) { toHit.addModifier(ae.getCrew().getPiloting() - te.getCrew().getPiloting(), "piloting skill differential"); } // target prone if (te.isProne()) { toHit.addModifier(-2, "target prone and adjacent"); } // water partial cover? if (te.height() > 0 && te.getElevation() == -1 && targHex.terrainLevel(Terrains.WATER) == te.height()) { toHit.addModifier(3, "target has partial cover"); } // 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 ((ae instanceof Mech) && (((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) { return new ToHitData(ToHitData.IMPOSSIBLE, "Sensors Completely Destroyed for Torso-Mounted Cockpit"); } else if (sensorHits == 2) { toHit.addModifier(4, "Head Sensors Destroyed for Torso-Mounted Cockpit"); } } // target immobile toHit.append(Compute.getImmobileMod(te)); Compute.modifyPhysicalBTHForAdvantages(ae, te, toHit, game); // determine hit direction toHit.setSideTable(te.sideTable(src)); // all charges resolved against full-body table, except vehicles // and charges against mechs in water partial cover if (targHex.terrainLevel(Terrains.WATER) == te.height() && te.getElevation() == -1 && te.height() > 0) { toHit.setHitTable(ToHitData.HIT_PUNCH); } else if (ae.getHeight() < target.getHeight()) { toHit.setHitTable(ToHitData.HIT_KICK); } else { toHit.setHitTable(ToHitData.HIT_NORMAL); } // done! return toHit; } /** * Checks if a charge can hit the target, taking account of movement */ public ToHitData toHit(IGame game, MovePath md) { final Entity ae = game.getEntity(getEntityId()); final Targetable target = getTarget(game); Coords chargeSrc = ae.getPosition(); int chargeEl = ae.getElevation(); MoveStep chargeStep = null; // let's just check this if (!md.contains(MovePath.STEP_CHARGE)) { return new ToHitData(ToHitData.IMPOSSIBLE, "Charge action not found in movment path"); } // no jumping if (md.contains(MovePath.STEP_START_JUMP)) { return new ToHitData(ToHitData.IMPOSSIBLE, "No jumping allowed while charging"); } // no backwards if (md.contains(MovePath.STEP_BACKWARDS) || md.contains(MovePath.STEP_LATERAL_LEFT_BACKWARDS) || md.contains(MovePath.STEP_LATERAL_RIGHT_BACKWARDS)) { return new ToHitData(ToHitData.IMPOSSIBLE, "No backwards movement allowed while charging"); } // determine last valid step md.compile(game, ae); for (final Enumeration i = md.getSteps(); i.hasMoreElements();) { final MoveStep step = (MoveStep) i.nextElement(); if (step.getMovementType() == IEntityMovementType.MOVE_ILLEGAL) { break; } if (step.getType() == MovePath.STEP_CHARGE) { chargeStep = step; } else { chargeSrc = step.getPosition(); chargeEl = step.getElevation(); } } // need to reach target if (chargeStep == null || !target.getPosition().equals(chargeStep.getPosition())) { return new ToHitData(ToHitData.IMPOSSIBLE, "Could not reach target with movement"); } if (!md.getSecondLastStep().isLegalEndPos()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Violation of stacking limit in second last step"); } return toHit(game, target, chargeSrc, chargeEl, chargeStep.getMovementType(), false, md.contains(MovePath.STEP_GET_UP)); } /** * Damage that a mech does with a successful charge. Assumes that * delta_distance is correct. */ public static int getDamageFor(Entity entity) { return getDamageFor(entity, entity.delta_distance); } public static int getDamageFor(Entity entity, int hexesMoved) { return (int) Math.ceil( (entity.getWeight() / 10.0) * (hexesMoved - 1) * (entity.getLocationStatus(1) == ILocationExposureStatus.WET ? 0.5 : 1)); } /** * Damage that a mech suffers after a successful charge. */ public static int getDamageTakenBy(Entity entity, Building bldg) { // ASSUMPTION: 10% of buildings CF at start of phase, round up. return (int) Math.ceil(bldg.getPhaseCF() / 10.0); } public static int getDamageTakenBy(Entity entity, Entity target) { return getDamageTakenBy (entity, target, false, 0); } public static int getDamageTakenBy(Entity entity, Entity target, boolean maxtech) { return getDamageTakenBy (entity, target, maxtech, entity.delta_distance); } public static int getDamageTakenBy(Entity entity, Entity target, boolean maxtech, int distance) { if (!maxtech) { return (int) Math.ceil(target.getWeight() / 10.0 * (entity.getLocationStatus(1) == ILocationExposureStatus.WET ? 0.5 : 1)); } return (int) Math.floor(target.getWeight() / 20.0 * distance * (entity.getLocationStatus(1) == ILocationExposureStatus.WET ? 0.5 : 1)); }}
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