📄 kickattackaction.java
字号:
/* * 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. */package megamek.common.actions;import megamek.common.Compute;import megamek.common.Entity;import megamek.common.GunEmplacement;import megamek.common.IGame;import megamek.common.IHex;import megamek.common.ILocationExposureStatus;import megamek.common.Infantry;import megamek.common.Mech;import megamek.common.Mounted;import megamek.common.Tank;import megamek.common.Targetable;import megamek.common.ToHitData;/** * The attacker kicks the target. */public class KickAttackAction extends PhysicalAttackAction{ public static final int BOTH = 0; public static final int LEFT = 1; public static final int RIGHT = 2; public static final int LEFTMULE = 3; public static final int RIGHTMULE = 4; private int leg; public KickAttackAction(int entityId, int targetId, int leg) { super(entityId, targetId); this.leg = leg; } public KickAttackAction(int entityId, int targetType, int targetId, int leg) { super(entityId, targetType, targetId); this.leg = leg; } public int getLeg() { return leg; } public void setLeg(int leg) { this.leg = leg; } /** * Damage that the specified mech does with a kick */ public static int getDamageFor(Entity entity, int leg) { int[] kickLegs = new int[2]; if ( entity.entityIsQuad() && leg != LEFTMULE && leg != RIGHTMULE) { kickLegs[0] = Mech.LOC_RARM; kickLegs[1] = Mech.LOC_LARM; } else { kickLegs[0] = Mech.LOC_RLEG; kickLegs[1] = Mech.LOC_LLEG; } final int legLoc = (leg == RIGHT || leg == RIGHTMULE) ? kickLegs[0] : kickLegs[1]; int damage = (int)Math.floor(entity.getWeight() / 5.0); float multiplier = 1.0f; if (!entity.hasWorkingSystem(Mech.ACTUATOR_UPPER_LEG, legLoc)) { multiplier /= 2.0f; } if (!entity.hasWorkingSystem(Mech.ACTUATOR_LOWER_LEG, legLoc)) { multiplier /= 2.0f; } if (!entity.hasWorkingSystem(Mech.ACTUATOR_HIP, legLoc)) { damage = 0; } if (entity.heat >= 9 && ((Mech)entity).hasTSM()) { multiplier *= 2.0f; } int toReturn = (int)Math.floor(damage * multiplier) + entity.getCrew().modifyPhysicalDamagaForMeleeSpecialist(); // underwater damage is half, round up (see bug 1110692) if (entity.getLocationStatus(legLoc) == ILocationExposureStatus.WET) { toReturn = (int)Math.ceil(toReturn * 0.5f); } return toReturn; } public ToHitData toHit(IGame game) { return toHit(game, getEntityId(), game.getTarget(getTargetType(), getTargetId()), getLeg()); } /** * To-hit number for the specified leg to kick */ public static ToHitData toHit(IGame game, int attackerId, Targetable target, int leg) { final Entity ae = game.getEntity(attackerId); if (ae == null) return new ToHitData(ToHitData.IMPOSSIBLE, "You can't attack from a null entity!"); String impossible = toHitIsImpossible(game, ae, target); if(impossible != null) { return new ToHitData(ToHitData.IMPOSSIBLE, "impossible"); } IHex attHex = game.getBoard().getHex(ae.getPosition()); IHex targHex = game.getBoard().getHex(target.getPosition()); final int attackerElevation = ae.getElevation() + attHex.getElevation(); final int targetElevation = target.getElevation() + targHex.getElevation(); final int targetHeight = targetElevation + target.getHeight(); int mule = 0; boolean mulekick = game.getOptions().booleanOption("maxtech_mulekicks"); int[] kickLegs = new int[2]; if ( ae.entityIsQuad() ) { if (mulekick && (leg==KickAttackAction.LEFTMULE || leg==KickAttackAction.RIGHTMULE)) { kickLegs[0] = Mech.LOC_RLEG; kickLegs[1] = Mech.LOC_LLEG; mule = 1; // To-hit modifier } else { kickLegs[0] = Mech.LOC_RARM; kickLegs[1] = Mech.LOC_LARM; } } else { kickLegs[0] = Mech.LOC_RLEG; kickLegs[1] = Mech.LOC_LLEG; } final int legLoc = ( (leg == KickAttackAction.RIGHTMULE) || (leg == KickAttackAction.RIGHT) ) ? kickLegs[0] : kickLegs[1]; ToHitData toHit; // arguments legal? // By allowing mulekicks, this gets a little more complicated :( if (leg != KickAttackAction.RIGHT && leg != KickAttackAction.LEFT) { if (!game.getOptions().booleanOption("maxtech_mulekicks")) { throw new IllegalArgumentException("Leg must be LEFT or RIGHT"); } else if (leg != KickAttackAction.RIGHTMULE && leg != KickAttackAction.LEFTMULE) { throw new IllegalArgumentException("Leg must be one of LEFT, RIGHT, LEFTMULE, or RIGHTMULE"); } } // non-mechs can't kick if (!(ae instanceof Mech)) { return new ToHitData(ToHitData.IMPOSSIBLE, "Non-mechs can't kick"); } // check if both legs are present & working if (ae.isLocationBad(kickLegs[0]) || ae.isLocationBad(kickLegs[1])) { return new ToHitData(ToHitData.IMPOSSIBLE, "Leg missing"); } // check if both hips are operational if (!ae.hasWorkingSystem(Mech.ACTUATOR_HIP, kickLegs[0]) || !ae.hasWorkingSystem(Mech.ACTUATOR_HIP, kickLegs[1])) { return new ToHitData(ToHitData.IMPOSSIBLE, "Hip destroyed"); } // check if attacker has fired leg-mounted weapons for (Mounted mounted : ae.getWeaponList()) { if (mounted.isUsedThisRound() && mounted.getLocation() == legLoc) { return new ToHitData(ToHitData.IMPOSSIBLE, "Weapons fired from leg this turn"); } } // check range final int range = ae.getPosition().distance(target.getPosition()); if ( target instanceof Infantry && 1 == range ) { // As per Randall in the post, http://www.classicbattletech.com/w3t/showflat.php?Cat=&Board=ask&Number=626894&page=1&view=collapsed&sb=5&o=0&fpart= return new ToHitData(ToHitData.IMPOSSIBLE, "Can only stomp Infantry in same hex"); } // check elevation if (attackerElevation < targetElevation || attackerElevation > targetHeight) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target elevation not in range"); } // check facing // Don't check arc for stomping infantry or tanks. if (0 != range && mule != 1 && !Compute.isInArc(ae.getPosition(), ae.getFacing(), target.getPosition(), Compute.ARC_FORWARD)) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in arc"); } // check facing, part 2: Mule kick if (0 != range && mule == 1 && !Compute.isInArc(ae.getPosition(), ae.getFacing(), target.getPosition(), Compute.ARC_REAR) && !Compute.isInArc(ae.getPosition(), ae.getFacing(), target.getPosition(), Compute.ARC_LEFTSIDE) && !Compute.isInArc(ae.getPosition(), ae.getFacing(), target.getPosition(), Compute.ARC_RIGHTSIDE)) { return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in arc"); } // can't kick while prone if (ae.isProne()) { return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is prone"); } // 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." ); } //Set the base BTH int base = 3; // Level 3 rule: the BTH is PSR - 2 if ( game.getOptions().booleanOption("maxtech_physical_BTH") ) { base = ae.getCrew().getPiloting() - 2; } // Start the To-Hit toHit = new ToHitData(base, "base"); setCommonModifiers(toHit, game, ae, target); // BMR(r), page 33. +3 modifier for kicking infantry. if ( target instanceof Infantry ) { toHit.addModifier( 3, "Stomping Infantry" ); } // Mulekick? if (mulekick && mule!=0) { toHit.addModifier(mule, "Quad Mek making a mule kick"); } // damaged or missing actuators if (!ae.hasWorkingSystem(Mech.ACTUATOR_UPPER_LEG, legLoc)) { toHit.addModifier(2, "Upper leg actuator destroyed"); } if (!ae.hasWorkingSystem(Mech.ACTUATOR_LOWER_LEG, legLoc)) { toHit.addModifier(2, "Lower leg actuator destroyed"); } if (!ae.hasWorkingSystem(Mech.ACTUATOR_FOOT, legLoc)) { toHit.addModifier(1, "Foot actuator destroyed"); } // elevation if (attackerElevation < targetHeight) { toHit.setHitTable(ToHitData.HIT_KICK); } else if (target.getHeight() > 0) { toHit.setHitTable(ToHitData.HIT_PUNCH); } else { toHit.setHitTable(ToHitData.HIT_NORMAL); } // factor in target side toHit.setSideTable(Compute.targetSideTable(ae,target)); // BMRr pg. 42, "The side on which a vehicle takes damage is determined // randomly if the BattleMech is attacking from the same hex." if ( 0 == range && target instanceof Tank ) { toHit.setSideTable( ToHitData.SIDE_RANDOM ); } // done! return toHit; }}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -