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📄 protomechphysicalattackaction.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) 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.Building;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.Protomech;import megamek.common.Targetable;import megamek.common.Terrains;import megamek.common.ToHitData;/** * The attacking Protomech makes it's combo physical attack action. */public class ProtomechPhysicalAttackAction    extends AbstractAttackAction{     public ProtomechPhysicalAttackAction(int entityId, int targetId) {        super(entityId, targetId);    }        public ProtomechPhysicalAttackAction(int entityId, int targetType, int targetId) {        super(entityId, targetType, targetId);    }        /**     * Damage a Protomech does with its Combo-physicalattack.     */    public static int getDamageFor(Entity entity) {        int toReturn;        if (entity.getWeight() >= 2 && entity.getWeight() < 6) {            toReturn = 1;        } else toReturn = 2;        // underwater damage is half, round up (see bug 1110692)        if (entity.getLocationStatus(Protomech.LOC_TORSO) == ILocationExposureStatus.WET) {            toReturn = (int)Math.ceil(toReturn * 0.5f);        }        return toReturn;    }        public ToHitData toHit(IGame game) {        return toHit(game, getEntityId(),             game.getTarget(getTargetType(), getTargetId()));    }        public static ToHitData toHit(IGame game, int attackerId, Targetable target) {        final Entity ae = game.getEntity(attackerId);        int targetId = Entity.NONE;        Entity te = null;        // arguments legal?        if (ae == null || target == null) {            throw new IllegalArgumentException("Attacker or target not valid");        }        if ( target.getTargetType() == Targetable.TYPE_ENTITY ) {            te = (Entity) target;            targetId = target.getTargetId();        }        final IHex attHex = game.getBoard().getHex(ae.getPosition());        final IHex targHex = game.getBoard().getHex(target.getPosition());        if(attHex == null || targHex == null) {            return new ToHitData(ToHitData.IMPOSSIBLE, "off board");        }        final int attackerElevation = ae.getElevation() + attHex.getElevation();        final int targetHeight = target.absHeight() + targHex.getElevation();        final int targetElevation = target.getElevation() + targHex.getElevation();        final boolean targetInBuilding = Compute.isInBuilding( game, te );        Building bldg = null;        if ( targetInBuilding ) {            bldg = game.getBoard().getBuildingAt( te.getPosition() );        }        ToHitData toHit;        // can't target yourself        if (ae.equals(te)) {            return new ToHitData(ToHitData.IMPOSSIBLE, "You can't target yourself");        }        // non-protos can't make protomech-physicalattacks        if (!(ae instanceof Protomech)) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Non-protos can't make proto-physicalattacks");        }        // can't make physical attacks while spotting        if (ae.isSpotting()) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Attacker is spotting this turn");        }        // Can't target a transported entity.        if ( te != null && Entity.NONE != te.getTransportId() ) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target is a passenger.");        }        // 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        final int range = ae.getPosition().distance(target.getPosition());        if ( range > 1 ) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in range");        }        // check elevation        if (attackerElevation < targetElevation || attackerElevation > targetHeight) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target elevation not in range");        }        // can't physically attack mechs making dfa attacks        if ( te != null && te.isMakingDfa() ) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target is making a DFA attack");        }                //can only target targets in adjacent hexes, not in same hex        if (range == 0) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in adjacent hex");        }                // check facing        // Don't check arc for stomping infantry or tanks.        if (0 != range &&            !Compute.isInArc(ae.getPosition(), ae.getFacing(),                     target.getPosition(), Compute.ARC_FORWARD)) {            return new ToHitData(ToHitData.IMPOSSIBLE, "Target not in arc");        }        // Can't target units in buildings (from the outside).        if ( 0 != range && targetInBuilding ) {            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 = 4;        // Start the To-Hit        toHit = new ToHitData(base, "base");        // attacker movement        toHit.append(Compute.getAttackerMovementModifier(game, attackerId));        // target movement        toHit.append(Compute.getTargetMovementModifier(game, targetId));        // attacker terrain        toHit.append(Compute.getAttackerTerrainModifier(game, attackerId));        // target terrain        toHit.append(Compute.getTargetTerrainModifier(game, te));        // 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");        }        // target immobile        toHit.append(Compute.getImmobileMod(te));        toHit.append(nightModifiers(game, target, null, ae));                Compute.modifyPhysicalBTHForAdvantages(ae, te, toHit, game);        // elevation        if (attackerElevation < targetHeight) {            toHit.setHitTable(ToHitData.HIT_KICK);        } else if (te.height() > 0) {            toHit.setHitTable(ToHitData.HIT_PUNCH);        } else {            toHit.setHitTable(ToHitData.HIT_NORMAL);        }        // factor in target side        toHit.setSideTable(Compute.targetSideTable(ae,te));        // done!        return toHit;    }}

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