/**
* MegaMek - Copyright (C) 2004,2005 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.
*/
/*
* Created on Sep 24, 2004
*
*/
package megamek.common.weapons;
import megamek.common.HitData;
import megamek.common.IGame;
import megamek.common.Mounted;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;
/**
* @author Andrew Hunter
*/
public class AmmoWeaponHandler extends WeaponHandler {
private static final long serialVersionUID = -4934490646657484486L;
Mounted ammo;
protected AmmoWeaponHandler() {
//deserialization only
}
/**
* @param t
* @param w
* @param g
*/
public AmmoWeaponHandler(ToHitData t, WeaponAttackAction w, IGame g,
Server s) {
super(t, w, g, s);
generalDamageType = HitData.DAMAGE_BALLISTIC;
}
/*
* (non-Javadoc)
*
* @see megamek.common.weapons.WeaponHandler#UseAmmo()
*/
@Override
protected void useAmmo() {
checkAmmo();
if (ammo == null) {// Can't happen. w/o legal ammo, the weapon
// *shouldn't* fire.
System.out.println("Handler can't find any ammo! Oh no!");
}
if (ammo.getShotsLeft() <= 0) {
ae.loadWeaponWithSameAmmo(weapon);
ammo = weapon.getLinked();
}
ammo.setShotsLeft(ammo.getShotsLeft() - 1);
super.useAmmo();
}
protected void checkAmmo() {
ammo = weapon.getLinked();
if (ammo == null) {
ae.loadWeapon(weapon);
ammo = weapon.getLinked();
}
}
/**
* For ammo weapons, this number can be less than the full number if the amount of ammo is not high enough
* @return the number of weapons of this type firing (for squadron weapon groups)
*/
@Override
protected int getNumberWeapons() {
if(ammo == null) {
//shouldn't happen
return weapon.getNWeapons();
}
int totalShots = ae.getTotalAmmoOfType(ammo.getType());
return Math.min(weapon.getNWeapons(), (int)Math.floor((double)totalShots / (double)weapon.getCurrentShots()));
}
}
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