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📄 kickattackaction.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. */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;    }}

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