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📄 chargeattackaction.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) 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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