📄 protomechphysicalattackaction.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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