⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 punchattackaction.java

📁 MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight
💻 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.BipedMech;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.Mech;import megamek.common.Tank;import megamek.common.Targetable;import megamek.common.ToHitData;/** * The attacker punches the target. */public class PunchAttackAction    extends PhysicalAttackAction{    public static final int BOTH = 0;    public static final int LEFT = 1;    public static final int RIGHT = 2;        private int arm;        public PunchAttackAction(int entityId, int targetId, int arm) {        super(entityId, targetId);        this.arm = arm;    }        public PunchAttackAction(int entityId, int targetType, int targetId, int arm) {        super(entityId, targetType, targetId);        this.arm = arm;    }        public int getArm() {        return arm;    }        public void setArm(int arm) {        this.arm = arm;    }        public ToHitData toHit(IGame game) {        return toHit(game, getEntityId(),                game.getTarget(getTargetType(), getTargetId() ),                getArm());    }    /**     * To-hit number for the specified arm to punch     */    public static ToHitData toHit(IGame game, int attackerId,                                       Targetable target, int arm) {        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 attackerHeight = ae.absHeight() + attHex.getElevation();        final int targetElevation = target.getElevation() + targHex.getElevation();        final int targetHeight = targetElevation + target.getHeight();        final int armLoc = (arm == PunchAttackAction.RIGHT)                           ? Mech.LOC_RARM : Mech.LOC_LARM;        final int armArc = (arm == PunchAttackAction.RIGHT)                           ? Compute.ARC_RIGHTARM : Compute.ARC_LEFTARM;        ToHitData toHit;        // arguments legal?        if (arm != PunchAttackAction.RIGHT && arm != PunchAttackAction.LEFT) {            throw new IllegalArgumentException("Arm must be LEFT or RIGHT");        }        if (ae == null || target == null) {            throw new IllegalArgumentException("Attacker or target not valid");        }        // non-mechs can't punch        if (!(ae instanceof Mech)) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Non-mechs can't punch");        }        //Quads can't punch        if ( ae.entityIsQuad() ) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is a quad");        }        //Can't punch with flipped arms        if (ae.getArmsFlipped()) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Arms are flipped to the rear. Can not punch.");        }        // check if arm is present        if (ae.isLocationBad(armLoc)) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Arm missing");        }        // check if shoulder is functional        if (!ae.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, armLoc)) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Shoulder destroyed");        }        // check if attacker has fired arm-mounted weapons        if (ae.weaponFiredFrom(armLoc)) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Weapons fired from arm this turn");        }        // check elevation        if (attackerHeight < targetElevation || attackerHeight > targetHeight) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target elevation not in range");        }        //Cannot punch with an arm that has an active shield on it.        if ( ae.hasActiveShield(armLoc) ){            return new ToHitData(ToHitData.IMPOSSIBLE, "Cannot punch with shield in active mode");        }                //Set the base BTH        int base = 4;            if ( game.getOptions().booleanOption("maxtech_physical_BTH") ) {            base = ae.getCrew().getPiloting() - 1;        }            toHit = new ToHitData(base, "base");            setCommonModifiers(toHit, game, ae, target);                // Prone Meks can only punch vehicles in the same hex.        if (ae.isProne()) {            // The Mek must have both arms, the target must            // be a tank, and both must be in the same hex.            if ( !ae.isLocationBad(Mech.LOC_RARM) &&                 !ae.isLocationBad(Mech.LOC_LARM) &&                 target instanceof Tank &&                 ae.getPosition().distance( target.getPosition() ) == 0 ) {                toHit.addModifier( 2, "attacker is prone" );            } else {                return new ToHitData(ToHitData.IMPOSSIBLE,"Attacker is prone");            }        }        // Check facing if the Mek is not prone.        else if ( !Compute.isInArc(ae.getPosition(), ae.getSecondaryFacing(),                           target.getPosition(), armArc) ) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in arc");        }        // 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." );        }        // damaged or missing actuators        if (!ae.hasWorkingSystem(Mech.ACTUATOR_UPPER_ARM, armLoc)) {            toHit.addModifier(2, "Upper arm actuator destroyed");        }        if (!ae.hasWorkingSystem(Mech.ACTUATOR_LOWER_ARM, armLoc)) {            toHit.addModifier(2, "Lower arm actuator missing or destroyed");        }        // Claws replace Actuators, but they are Equipment vs System as they        // take up multiple crits.         // Rules state +1 bth with claws and if claws are critted then you get        // the normal +1 bth for missing hand actuator.        // Damn if you do damned if you dont. --Torren.        final boolean hasClaws = ((BipedMech)ae).hasClaw(armLoc);        if (!ae.hasWorkingSystem(Mech.ACTUATOR_HAND, armLoc) && !hasClaws) {            toHit.addModifier(1, "Hand actuator missing or destroyed");        }        if (hasClaws) {            toHit.addModifier(1, "Using Claws");        }        // elevation        if (attackerHeight == targetElevation) {            if (target.getHeight() == 0) {                toHit.setHitTable(ToHitData.HIT_NORMAL);            } else {                toHit.setHitTable(ToHitData.HIT_KICK);            }        } else {            toHit.setHitTable(ToHitData.HIT_PUNCH);        }        // factor in target side        toHit.setSideTable(Compute.targetSideTable(ae,target));        // done!        return toHit;    }    /**     * Damage that the specified mech does with a punch.     */    public static int getDamageFor(Entity entity, int arm) {        final int armLoc = (arm == PunchAttackAction.RIGHT)                           ? Mech.LOC_RARM : Mech.LOC_LARM;        int damage = (int)Math.ceil(entity.getWeight() / 10.0);                //Rules state tonnage/7 for claws        if ( ((BipedMech)entity).hasClaw(armLoc) )            damage = (int)Math.ceil(entity.getWeight() / 7.0);                float multiplier = 1.0f;        if (!entity.hasWorkingSystem(Mech.ACTUATOR_UPPER_ARM, armLoc)) {            multiplier /= 2.0f;        }        if (!entity.hasWorkingSystem(Mech.ACTUATOR_LOWER_ARM, armLoc)) {            multiplier /= 2.0f;        }        if (!entity.hasWorkingSystem(Mech.ACTUATOR_SHOULDER, armLoc)) {            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(armLoc) == ILocationExposureStatus.WET) {            toReturn = (int)Math.ceil(toReturn * 0.5f);        }        return toReturn;    }}

⌨️ 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 + -