📄 punchattackaction.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.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; }}
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