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<?php declare(strict_types=1); |
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class SmrCombatDrones extends AbstractSmrCombatWeapon { |
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use Traits\CombatWeaponForce; |
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protected const MAX_CDS_RAND = 54; |
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public function __construct(int $numberOfCDs, bool $portPlanetDrones = false) { |
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$this->amount = $numberOfCDs; |
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$this->name = 'Combat Drones'; |
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if ($portPlanetDrones === false) { |
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$this->shieldDamage = 2; |
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$this->armourDamage = 2; |
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} else { |
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$this->shieldDamage = 1; |
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$this->armourDamage = 1; |
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} |
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$this->accuracy = 3; |
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$this->damageRollover = true; |
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} |
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public function getModifiedAccuracy(): float { |
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return $this->getBaseAccuracy(); |
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} |
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protected function getModifiedAccuracyAgainstForcesUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrForce $forces, int $random): float { |
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$modifiedAccuracy = $this->getModifiedAccuracy(); |
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$modifiedAccuracy += $random; |
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return max(0, min(100, $modifiedAccuracy)); |
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} |
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public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): float { |
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return $this->getModifiedAccuracyAgainstForcesUsingRandom($weaponPlayer, $forces, rand(3, self::MAX_CDS_RAND)); |
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} |
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protected function getModifiedAccuracyAgainstPortUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPort $port, int $random): float { |
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$modifiedAccuracy = $this->getModifiedAccuracy(); |
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$modifiedAccuracy += $random; |
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return max(0, min(100, $modifiedAccuracy)); |
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} |
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public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): float { |
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return $this->getModifiedAccuracyAgainstPortUsingRandom($weaponPlayer, $port, rand(3, self::MAX_CDS_RAND)); |
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} |
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protected function getModifiedAccuracyAgainstPlanetUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, int $random): float { |
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$modifiedAccuracy = $this->getModifiedAccuracy(); |
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$modifiedAccuracy += $random; |
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return max(0, min(100, $modifiedAccuracy)); |
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} |
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public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): float { |
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return $this->getModifiedAccuracyAgainstPlanetUsingRandom($weaponPlayer, $planet, rand(3, self::MAX_CDS_RAND)); |
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} |
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public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): float { |
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return $this->getModifiedAccuracyAgainstPlayerUsingRandom($weaponPlayer, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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} |
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protected function getModifiedAccuracyAgainstPlayerUsingRandom(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer, int $random): float { |
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$modifiedAccuracy = $this->getModifiedAccuracy(); |
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$levelRand = rand(IFloor($weaponPlayer->getLevelID() / 2), $weaponPlayer->getLevelID()); |
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$modifiedAccuracy += ($random + $levelRand - ($targetPlayer->getLevelID() - $weaponPlayer->getLevelID()) / 3) / 1.5; |
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$weaponShip = $weaponPlayer->getShip(); |
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$targetShip = $targetPlayer->getShip(); |
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$mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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if ($mrDiff > 0) { |
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$modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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} |
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return max(0, min(100, $modifiedAccuracy)); |
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} |
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public function getModifiedForceAccuracyAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer): float { |
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return $this->getModifiedForceAccuracyAgainstPlayerUsingRandom($forces, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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} |
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protected function getModifiedForceAccuracyAgainstPlayerUsingRandom(SmrForce $forces, AbstractSmrPlayer $targetPlayer, int $random): float { |
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$modifiedAccuracy = $this->getModifiedAccuracy(); |
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$modifiedAccuracy += $random; |
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return max(0, min(100, $modifiedAccuracy)); |
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} |
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protected function getModifiedPortAccuracyAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): float { |
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return 100; |
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} |
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protected function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): float { |
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return 100; |
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} |
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public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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if (!$this->canShootForces()) { |
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// 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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return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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} |
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$damage = $this->getDamage(); |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces) / 100); |
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$damage['Kamikaze'] = 0; |
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if ($weaponPlayer->isCombatDronesKamikazeOnMines()) { // If kamikaze then damage is same as MINE_ARMOUR |
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$damage['Kamikaze'] = min($damage['Launched'], $forces->getMines()); |
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$damage['Launched'] -= $damage['Kamikaze']; |
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} |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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$damage['Launched'] += $damage['Kamikaze']; |
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$damage['Shield'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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$damage['Armour'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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return $damage; |
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} |
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public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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if (!$this->canShootPorts()) { |
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// 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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return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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} |
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$damage = $this->getDamage(); |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port) / 100); |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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return $damage; |
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} |
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public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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if (!$this->canShootPlanets()) { |
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// 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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return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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} |
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$damage = $this->getDamage(); |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet) / 100); |
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$planetMod = self::PLANET_DAMAGE_MOD; |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $planetMod); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $planetMod); |
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return $damage; |
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} |
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public function getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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if (!$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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return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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} |
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$damage = $this->getDamage(); |
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$dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_PLAYER_DAMAGE_DECIMAL_PERCENT : 1; |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer) / 100); |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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return $damage; |
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} |
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public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer): array { |
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if (!$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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return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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} |
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$damage = $this->getDamage(); |
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$dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_FORCE_DAMAGE_DECIMAL_PERCENT : 1; |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedForceAccuracyAgainstPlayer($forces, $targetPlayer) / 100); |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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return $damage; |
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} |
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public function getModifiedPortDamageAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): array { |
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if (!$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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return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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} |
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$damage = $this->getDamage(); |
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$dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_PORT_DAMAGE_DECIMAL_PERCENT : 1; |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer) / 100); |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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return $damage; |
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} |
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public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): array { |
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if (!$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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return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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} |
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$damage = $this->getDamage(); |
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$dcsMod = $targetPlayer->getShip()->hasDCS() ? DCS_PLANET_DAMAGE_DECIMAL_PERCENT : 1; |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedPlanetAccuracyAgainstPlayer($planet, $targetPlayer) / 100); |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $dcsMod); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $dcsMod); |
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return $damage; |
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} |
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public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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$return = ['Weapon' => $this, 'TargetForces' => $forces, 'Hit' => true]; |
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$return = $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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if ($return['WeaponDamage']['Kamikaze'] > 0) { |
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$weaponPlayer->getShip()->decreaseCDs($return['WeaponDamage']['Kamikaze']); |
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} |
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return $return; |
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} |
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/** |
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* @return array<string, mixed> |
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*/ |
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public function shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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$return = ['Weapon' => $this, 'TargetPort' => $port, 'Hit' => true]; |
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return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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} |
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/** |
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* @return array<string, mixed> |
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*/ |
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public function shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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$return = ['Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => true]; |
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return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet); |
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} |
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public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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$return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true]; |
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return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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} |
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public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer): array { |
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$return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true]; |
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return $this->doForceDamageToPlayer($return, $forces, $targetPlayer); |
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} |
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/** |
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* @return array<string, mixed> |
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*/ |
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public function shootPlayerAsPort(AbstractSmrPort $forces, AbstractSmrPlayer $targetPlayer): array { |
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$return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true]; |
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return $this->doPortDamageToPlayer($return, $forces, $targetPlayer); |
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} |
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/** |
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* @return array<string, mixed> |
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*/ |
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public function shootPlayerAsPlanet(SmrPlanet $forces, AbstractSmrPlayer $targetPlayer): array { |
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$return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true]; |
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return $this->doPlanetDamageToPlayer($return, $forces, $targetPlayer); |
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} |
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} |
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This check looks for parameters that have been defined for a function or method, but which are not used in the method body.