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Total Complexity | 43 |
Total Lines | 241 |
Duplicated Lines | 0 % |
Changes | 1 | ||
Bugs | 0 | Features | 0 |
Complex classes like SmrCombatDrones often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
While breaking up the class, it is a good idea to analyze how other classes use SmrCombatDrones, and based on these observations, apply Extract Interface, too.
1 | <?php declare(strict_types=1); |
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3 | class SmrCombatDrones extends AbstractSmrCombatWeapon { |
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4 | |||
5 | use Traits\CombatWeaponForce; |
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6 | |||
7 | protected const MAX_CDS_RAND = 54; |
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8 | |||
9 | public function __construct(int $numberOfCDs, bool $portPlanetDrones = false) { |
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21 | } |
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22 | |||
23 | public function getModifiedAccuracy(): float { |
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24 | return $this->getBaseAccuracy(); |
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25 | } |
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26 | |||
27 | protected function getModifiedAccuracyAgainstForcesUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrForce $forces, int $random): float { |
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28 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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29 | $modifiedAccuracy += $random; |
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30 | |||
31 | return max(0, min(100, $modifiedAccuracy)); |
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32 | } |
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33 | |||
34 | public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): float { |
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35 | return $this->getModifiedAccuracyAgainstForcesUsingRandom($weaponPlayer, $forces, rand(3, self::MAX_CDS_RAND)); |
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36 | } |
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37 | |||
38 | protected function getModifiedAccuracyAgainstPortUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPort $port, int $random): float { |
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39 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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40 | $modifiedAccuracy += $random; |
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41 | |||
42 | return max(0, min(100, $modifiedAccuracy)); |
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43 | } |
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44 | |||
45 | public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): float { |
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46 | return $this->getModifiedAccuracyAgainstPortUsingRandom($weaponPlayer, $port, rand(3, self::MAX_CDS_RAND)); |
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47 | } |
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48 | |||
49 | protected function getModifiedAccuracyAgainstPlanetUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, int $random): float { |
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50 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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51 | $modifiedAccuracy += $random; |
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52 | |||
53 | return max(0, min(100, $modifiedAccuracy)); |
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54 | } |
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55 | |||
56 | public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): float { |
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57 | return $this->getModifiedAccuracyAgainstPlanetUsingRandom($weaponPlayer, $planet, rand(3, self::MAX_CDS_RAND)); |
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58 | } |
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59 | |||
60 | public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): float { |
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61 | return $this->getModifiedAccuracyAgainstPlayerUsingRandom($weaponPlayer, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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62 | } |
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63 | |||
64 | protected function getModifiedAccuracyAgainstPlayerUsingRandom(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer, int $random): float { |
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65 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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66 | $levelRand = rand(IFloor($weaponPlayer->getLevelID() / 2), $weaponPlayer->getLevelID()); |
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67 | $modifiedAccuracy += ($random + $levelRand - ($targetPlayer->getLevelID() - $weaponPlayer->getLevelID()) / 3) / 1.5; |
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68 | |||
69 | $weaponShip = $weaponPlayer->getShip(); |
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70 | $targetShip = $targetPlayer->getShip(); |
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71 | $mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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72 | if ($mrDiff > 0) { |
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73 | $modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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74 | } |
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75 | |||
76 | return max(0, min(100, $modifiedAccuracy)); |
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77 | } |
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78 | |||
79 | public function getModifiedForceAccuracyAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer): float { |
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80 | return $this->getModifiedForceAccuracyAgainstPlayerUsingRandom($forces, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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81 | } |
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82 | |||
83 | protected function getModifiedForceAccuracyAgainstPlayerUsingRandom(SmrForce $forces, AbstractSmrPlayer $targetPlayer, int $random): float { |
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84 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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85 | $modifiedAccuracy += $random; |
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86 | |||
87 | return max(0, min(100, $modifiedAccuracy)); |
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88 | } |
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89 | |||
90 | protected function getModifiedPortAccuracyAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): float { |
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91 | return 100; |
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92 | } |
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93 | |||
94 | protected function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): float { |
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95 | return 100; |
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96 | } |
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97 | |||
98 | public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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99 | if (!$this->canShootForces()) { |
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100 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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101 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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102 | } |
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103 | $damage = $this->getDamage(); |
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104 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces) / 100); |
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105 | $damage['Kamikaze'] = 0; |
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106 | if ($weaponPlayer->isCombatDronesKamikazeOnMines()) { // If kamikaze then damage is same as MINE_ARMOUR |
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107 | $damage['Kamikaze'] = min($damage['Launched'], $forces->getMines()); |
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108 | $damage['Launched'] -= $damage['Kamikaze']; |
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109 | } |
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110 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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111 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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112 | |||
113 | $damage['Launched'] += $damage['Kamikaze']; |
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114 | $damage['Shield'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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115 | $damage['Armour'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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116 | |||
117 | return $damage; |
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118 | } |
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119 | |||
120 | public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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121 | if (!$this->canShootPorts()) { |
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122 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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123 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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124 | } |
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125 | $damage = $this->getDamage(); |
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126 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port) / 100); |
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127 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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128 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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129 | |||
130 | return $damage; |
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131 | } |
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132 | |||
133 | public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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134 | if (!$this->canShootPlanets()) { |
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135 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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136 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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137 | } |
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138 | $damage = $this->getDamage(); |
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139 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet) / 100); |
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140 | $planetMod = self::PLANET_DAMAGE_MOD; |
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141 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $planetMod); |
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142 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $planetMod); |
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143 | |||
144 | return $damage; |
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145 | } |
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146 | |||
147 | public function getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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148 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculated any damage mods. |
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149 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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150 | } |
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151 | $damage = $this->getDamage(); |
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152 | $dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_PLAYER_DAMAGE_DECIMAL_PERCENT : 1; |
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153 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer) / 100); |
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154 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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155 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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156 | return $damage; |
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157 | } |
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158 | |||
159 | public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer): array { |
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160 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculated any damage mods. |
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161 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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162 | } |
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163 | $damage = $this->getDamage(); |
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164 | $dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_FORCE_DAMAGE_DECIMAL_PERCENT : 1; |
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165 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedForceAccuracyAgainstPlayer($forces, $targetPlayer) / 100); |
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166 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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167 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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168 | return $damage; |
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169 | } |
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170 | |||
171 | public function getModifiedPortDamageAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): array { |
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172 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculated any damage mods. |
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173 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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174 | } |
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175 | $damage = $this->getDamage(); |
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176 | $dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_PORT_DAMAGE_DECIMAL_PERCENT : 1; |
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177 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer) / 100); |
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178 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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179 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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180 | return $damage; |
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181 | } |
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182 | |||
183 | public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): array { |
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184 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculated any damage mods. |
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185 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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186 | } |
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187 | $damage = $this->getDamage(); |
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188 | $dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_PLANET_DAMAGE_DECIMAL_PERCENT : 1; |
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189 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedPlanetAccuracyAgainstPlayer($planet, $targetPlayer) / 100); |
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190 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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191 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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192 | return $damage; |
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193 | } |
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194 | |||
195 | public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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196 | $return = ['Weapon' => $this, 'TargetForces' => $forces, 'Hit' => true]; |
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197 | $return = $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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198 | if ($return['WeaponDamage']['Kamikaze'] > 0) { |
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199 | $weaponPlayer->getShip()->decreaseCDs($return['WeaponDamage']['Kamikaze']); |
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200 | } |
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201 | return $return; |
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202 | } |
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203 | |||
204 | /** |
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205 | * @return array<string, mixed> |
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206 | */ |
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207 | public function shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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208 | $return = ['Weapon' => $this, 'TargetPort' => $port, 'Hit' => true]; |
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209 | return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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210 | } |
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211 | |||
212 | /** |
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213 | * @return array<string, mixed> |
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214 | */ |
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215 | public function shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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216 | $return = ['Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => true]; |
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217 | return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet); |
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218 | } |
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219 | |||
220 | public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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221 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true]; |
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222 | return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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223 | } |
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224 | |||
225 | public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer): array { |
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226 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true]; |
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227 | return $this->doForceDamageToPlayer($return, $forces, $targetPlayer); |
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228 | } |
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229 | |||
230 | /** |
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231 | * @return array<string, mixed> |
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232 | */ |
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233 | public function shootPlayerAsPort(AbstractSmrPort $forces, AbstractSmrPlayer $targetPlayer): array { |
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236 | } |
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237 | |||
238 | /** |
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239 | * @return array<string, mixed> |
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240 | */ |
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241 | public function shootPlayerAsPlanet(SmrPlanet $forces, AbstractSmrPlayer $targetPlayer): array { |
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242 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true]; |
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243 | return $this->doPlanetDamageToPlayer($return, $forces, $targetPlayer); |
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244 | } |
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245 | |||
246 | } |
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247 |
This check looks for parameters that have been defined for a function or method, but which are not used in the method body.