PrototypeGaussHandler.java :  » Game » megamek-0.35.15 » megamek » common » weapons » Java Open Source

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megamek 0.35.15 » megamek » common » weapons » PrototypeGaussHandler.java
/**
 * MegaMek - Copyright (C) 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 8, 2005
 *
 */
package megamek.common.weapons;

import java.util.Vector;

import megamek.common.BattleArmor;
import megamek.common.Compute;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.RangeType;
import megamek.common.Report;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;

/**
 * @author Sebastian Brocks
 */
public class PrototypeGaussHandler extends AmmoWeaponHandler {

    /**
     *
     */
    private static final long serialVersionUID = -156828547249911617L;

    /**
     * @param t
     * @param w
     * @param g
     */
    public PrototypeGaussHandler(ToHitData t, WeaponAttackAction w, IGame g, Server s) {
        super(t, w, g, s);
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
     */
    @Override
    protected int calcDamagePerHit() {
        float toReturn = wtype.getDamage();

        if (game.getOptions().booleanOption("tacops_range") && (nRange > wtype.getRanges(weapon)[RangeType.RANGE_LONG])) {
            toReturn -= 1;
        }

        if ((target instanceof Infantry) && !(target instanceof BattleArmor)) {
            toReturn = Compute.directBlowInfantryDamage(toReturn, bDirect ? toHit.getMoS()/3 : 0, Compute.WEAPON_DIRECT_FIRE, ((Infantry)target).isMechanized());
        } else if (bDirect){
            toReturn = Math.min(toReturn+(toHit.getMoS()/3), toReturn*2);
        } if (bGlancing) {
            toReturn = (int) Math.floor(toReturn / 2.0);
        }
        return (int) Math.ceil(toReturn);
    }

    /*
     * (non-Javadoc)
     *
     * @see megamek.common.weapons.WeaponHandler#doChecks(java.util.Vector)
     */
    @Override
    protected boolean doChecks(Vector<Report> vPhaseReport) {
        if (roll == 2) {
            Report r = new Report(3165);
            r.subject = subjectId;
            weapon.setJammed(true);
            weapon.setHit(true);
            vPhaseReport.addElement(r);
            return true;
        }
        return false;
    }
}
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