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| Total Complexity | 66 |
| Total Lines | 346 |
| Duplicated Lines | 0 % |
| Changes | 3 | ||
| Bugs | 0 | Features | 0 |
Complex classes like SmrWeapon 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 SmrWeapon, and based on these observations, apply Extract Interface, too.
| 1 | <?php declare(strict_types=1); |
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| 6 | class SmrWeapon extends AbstractSmrCombatWeapon { |
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| 7 | |||
| 8 | const BONUS_DAMAGE = 1.05; // multiplicative bonus |
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| 9 | const BONUS_ACCURACY = 3; // additive bonus |
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| 10 | |||
| 11 | protected int $weaponTypeID; |
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| 12 | protected SmrWeaponType $weaponType; |
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| 13 | protected bool $bonusAccuracy = false; // default |
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| 14 | protected bool $bonusDamage = false; // default |
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| 15 | protected $damageRollover = false; // fixed for all SmrWeapons |
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| 16 | |||
| 17 | public static function getWeapon(int $weaponTypeID, SmrMySqlDatabase $db = null) : SmrWeapon { |
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| 19 | } |
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| 20 | |||
| 21 | protected function __construct(int $weaponTypeID, SmrMySqlDatabase $db = null) { |
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| 22 | $this->weaponType = SmrWeaponType::getWeaponType($weaponTypeID, $db); |
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| 23 | $this->weaponTypeID = $weaponTypeID; |
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| 24 | $this->name = $this->weaponType->getName(); |
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| 25 | $this->raceID = $this->weaponType->getRaceID(); |
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| 26 | } |
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| 27 | |||
| 28 | public function hasBonusAccuracy() : bool { |
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| 29 | return $this->bonusAccuracy; |
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| 30 | } |
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| 31 | |||
| 32 | public function setBonusAccuracy(bool $bonusAccuracy) { |
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| 33 | $this->bonusAccuracy = $bonusAccuracy; |
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| 34 | } |
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| 35 | |||
| 36 | public function hasBonusDamage() : bool { |
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| 37 | return $this->bonusDamage; |
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| 38 | } |
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| 39 | |||
| 40 | public function setBonusDamage(bool $bonusDamage) { |
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| 41 | $this->bonusDamage = $bonusDamage; |
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| 42 | } |
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| 43 | |||
| 44 | private function hasEnhancements() : bool { |
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| 45 | return $this->getNumberOfEnhancements() > 0; |
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| 46 | } |
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| 47 | |||
| 48 | private function getNumberOfEnhancements() : int { |
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| 49 | return (int)$this->bonusAccuracy + (int)$this->bonusDamage; |
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| 50 | } |
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| 51 | |||
| 52 | /** |
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| 53 | * (Override) Return weapon name suitable for HTML display. |
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| 54 | * The name is displayed in green with pluses if enhancements are present. |
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| 55 | */ |
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| 56 | public function getName() : string { |
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| 57 | if ($this->hasEnhancements()) { |
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| 58 | return '<span class="green">' . $this->name . str_repeat('+', $this->getNumberOfEnhancements()) . '</span>'; |
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| 59 | } |
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| 60 | return $this->name; |
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| 61 | } |
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| 62 | |||
| 63 | /** |
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| 64 | * (Override) Return the weapon base accuracy. |
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| 65 | */ |
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| 66 | public function getBaseAccuracy() : int { |
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| 67 | if ($this->bonusAccuracy) { |
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| 68 | return $this->weaponType->getAccuracy() + self::BONUS_ACCURACY; |
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| 69 | } |
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| 70 | return $this->weaponType->getAccuracy(); |
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| 71 | } |
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| 72 | |||
| 73 | /** |
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| 74 | * (Override) Return the weapon shield damage. |
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| 75 | */ |
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| 76 | public function getShieldDamage() : int { |
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| 77 | if ($this->bonusDamage) { |
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| 78 | return IFloor($this->weaponType->getShieldDamage() * self::BONUS_DAMAGE); |
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| 79 | } |
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| 80 | return $this->weaponType->getShieldDamage(); |
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| 81 | } |
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| 82 | |||
| 83 | /** |
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| 84 | * (Override) Return the weapon armour damage. |
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| 85 | */ |
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| 86 | public function getArmourDamage() : int { |
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| 87 | if ($this->bonusDamage) { |
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| 88 | return IFloor($this->weaponType->getArmourDamage() * self::BONUS_DAMAGE); |
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| 89 | } |
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| 90 | return $this->weaponType->getArmourDamage(); |
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| 91 | } |
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| 92 | |||
| 93 | /** |
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| 94 | * (Override) Return the max weapon damage possible in a single round. |
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| 95 | */ |
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| 96 | public function getMaxDamage() : int { |
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| 97 | return max($this->getShieldDamage(), $this->getArmourDamage()); |
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| 98 | } |
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| 99 | |||
| 100 | public function getBuyHREF(SmrLocation $location) { |
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| 101 | $container = create_container('shop_weapon_processing.php'); |
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| 102 | $container['LocationID'] = $location->getTypeID(); |
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| 103 | $container['Weapon'] = $this; |
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| 104 | return SmrSession::getNewHREF($container); |
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| 105 | } |
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| 106 | |||
| 107 | public function getSellHREF(SmrLocation $location, $orderID) { |
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| 108 | $container = create_container('shop_weapon_processing.php'); |
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| 109 | $container['LocationID'] = $location->getTypeID(); |
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| 110 | $container['Weapon'] = $this; |
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| 111 | $container['OrderID'] = $orderID; |
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| 112 | return SmrSession::getNewHREF($container); |
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| 113 | } |
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| 114 | |||
| 115 | public function getWeaponTypeID() { |
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| 116 | return $this->weaponTypeID; |
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| 117 | } |
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| 118 | |||
| 119 | /** |
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| 120 | * Weapon cost is increased by 100% for each enhancement present |
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| 121 | */ |
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| 122 | public function getCost() { |
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| 123 | return $this->weaponType->getCost() * (1 + $this->getNumberOfEnhancements()); |
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| 124 | } |
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| 125 | |||
| 126 | public function getPowerLevel() { |
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| 127 | return $this->weaponType->getPowerLevel(); |
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| 128 | } |
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| 129 | |||
| 130 | public function getBuyerRestriction() { |
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| 131 | return $this->weaponType->getBuyerRestriction(); |
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| 132 | } |
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| 133 | |||
| 134 | protected function getWeightedRandomForPlayer(AbstractSmrPlayer $player) { |
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| 135 | return WeightedRandom::getWeightedRandomForPlayer($player, 'Weapon', $this->getWeaponTypeID()); |
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| 136 | } |
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| 137 | |||
| 138 | /** |
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| 139 | * Given $weaponAccuracy as a percent, decide if the weapon hits. |
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| 140 | */ |
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| 141 | protected function checkHit(AbstractSmrPlayer $player, $weaponAccuracy) : bool { |
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| 142 | // Skip weighting factor for absolute hits/misses. |
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| 143 | if ($weaponAccuracy >= 100) { |
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| 144 | return true; |
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| 145 | } elseif ($weaponAccuracy <= 0) { |
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| 146 | return false; |
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| 147 | } |
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| 148 | return $this->getWeightedRandomForPlayer($player)->flipWeightedCoin($weaponAccuracy); |
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| 149 | } |
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| 150 | |||
| 151 | public static function getPlayerLevelAccuracyMod(AbstractSmrPlayer $player) { |
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| 152 | return ($player->getLevelID() * $player->getLevelID() / 60 + $player->getLevelID() / 2 + 2) / 100; |
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| 153 | } |
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| 154 | |||
| 155 | public function getModifiedAccuracy(AbstractSmrPlayer $weaponPlayer) { |
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| 156 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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| 157 | $modifiedAccuracy += $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($weaponPlayer); |
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| 158 | return $modifiedAccuracy; |
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| 159 | } |
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| 160 | |||
| 161 | public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) { |
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| 162 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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| 163 | return $modifiedAccuracy; |
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| 164 | } |
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| 165 | |||
| 166 | public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) { |
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| 167 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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| 168 | $modifiedAccuracy -= $this->getBaseAccuracy() * $port->getLevel() / 50; |
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| 169 | return $modifiedAccuracy; |
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| 170 | } |
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| 171 | |||
| 172 | public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) { |
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| 173 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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| 174 | $modifiedAccuracy -= $this->getBaseAccuracy() * $planet->getLevel() / 350; |
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| 175 | return $modifiedAccuracy; |
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| 176 | } |
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| 177 | |||
| 178 | public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) { |
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| 179 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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| 180 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer) / 2; |
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| 181 | |||
| 182 | $weaponShip = $weaponPlayer->getShip(); |
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| 183 | $targetShip = $targetPlayer->getShip(); |
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| 184 | $mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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| 185 | if ($mrDiff > 0) { |
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| 186 | $modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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| 187 | } |
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| 188 | |||
| 189 | return $modifiedAccuracy; |
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| 190 | } |
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| 191 | |||
| 192 | public function getModifiedPortAccuracy(SmrPort $port) { |
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| 193 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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| 194 | return $modifiedAccuracy; |
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| 195 | } |
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| 196 | |||
| 197 | public function getModifiedPortAccuracyAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) { |
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| 198 | $modifiedAccuracy = $this->getModifiedPortAccuracy($port); |
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| 199 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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| 200 | return $modifiedAccuracy; |
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| 201 | } |
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| 202 | |||
| 203 | public function getModifiedPlanetAccuracy(SmrPlanet $planet) { |
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| 204 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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| 205 | if ($this->getWeaponTypeID() == WEAPON_PLANET_TURRET) { |
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| 206 | $modifiedAccuracy += $planet->getLevel() / 2; |
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| 207 | } else { |
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| 208 | $modifiedAccuracy += $planet->getAccuracyBonus(); |
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| 209 | } |
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| 210 | return $modifiedAccuracy; |
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| 211 | } |
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| 212 | |||
| 213 | public function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) { |
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| 214 | $modifiedAccuracy = $this->getModifiedPlanetAccuracy($planet); |
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| 215 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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| 216 | return $modifiedAccuracy; |
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| 217 | } |
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| 218 | |||
| 219 | public function &getModifiedDamage() { |
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| 220 | $damage = $this->getDamage(); |
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| 221 | return $damage; |
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| 222 | } |
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| 223 | |||
| 224 | public function &getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) { |
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| 225 | if (!$this->canShootForces()) { |
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| 226 | // 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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| 227 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 228 | } |
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| 229 | $damage =& $this->getModifiedDamage(); |
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| 230 | return $damage; |
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| 231 | } |
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| 232 | |||
| 233 | public function &getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) { |
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| 234 | if (!$this->canShootPorts()) { |
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| 235 | // 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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| 236 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 237 | } |
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| 238 | $damage =& $this->getModifiedDamage(); |
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| 239 | return $damage; |
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| 240 | } |
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| 241 | |||
| 242 | public function &getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) { |
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| 255 | } |
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| 256 | |||
| 257 | public function &getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer) { |
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| 258 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 259 | return $return; |
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| 260 | } |
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| 261 | |||
| 262 | public function &getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) { |
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| 263 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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| 264 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 265 | return $return; |
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| 266 | } |
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| 267 | $damage =& $this->getModifiedDamage(); |
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| 268 | return $damage; |
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| 269 | } |
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| 270 | |||
| 271 | public function &getModifiedPortDamageAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) { |
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| 272 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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| 273 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 274 | return $return; |
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| 275 | } |
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| 276 | $damage = $this->getDamage(); |
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| 277 | return $damage; |
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| 278 | } |
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| 279 | |||
| 280 | public function &getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) { |
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| 281 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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| 282 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 283 | return $return; |
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| 284 | } |
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| 285 | $damage = $this->getDamage(); |
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| 286 | return $damage; |
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| 287 | } |
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| 288 | |||
| 289 | public function &shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) { |
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| 290 | $return = array('Weapon' => $this, 'TargetForces' => $forces, 'Hit' => false); |
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| 291 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces); |
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| 292 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 293 | $return['Hit'] = true; |
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| 294 | return $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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| 295 | } |
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| 296 | return $return; |
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| 297 | } |
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| 298 | |||
| 299 | public function &shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) { |
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| 300 | $return = array('Weapon' => $this, 'TargetPort' => $port, 'Hit' => false); |
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| 301 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port); |
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| 302 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 303 | $return['Hit'] = true; |
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| 304 | return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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| 305 | } |
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| 306 | return $return; |
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| 307 | } |
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| 308 | |||
| 309 | public function &shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, $delayed) { |
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| 310 | $return = array('Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => false); |
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| 311 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet); |
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| 312 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 313 | $return['Hit'] = true; |
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| 314 | return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet, $delayed); |
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| 315 | } |
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| 316 | return $return; |
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| 317 | } |
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| 318 | |||
| 319 | public function &shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) { |
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| 320 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
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| 321 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer); |
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| 322 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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| 323 | $return['Hit'] = true; |
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| 324 | return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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| 325 | } |
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| 326 | return $return; |
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| 327 | } |
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| 328 | |||
| 329 | public function &shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer) { |
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| 330 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
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| 331 | return $return; |
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| 332 | } |
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| 333 | |||
| 334 | public function &shootPlayerAsPort(SmrPort $port, AbstractSmrPlayer $targetPlayer) { |
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| 335 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
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| 336 | $modifiedAccuracy = $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer); |
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| 337 | if ($this->checkHit($targetPlayer, $modifiedAccuracy)) { |
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| 338 | $return['Hit'] = true; |
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| 339 | return $this->doPortDamageToPlayer($return, $port, $targetPlayer); |
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| 340 | } |
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| 341 | return $return; |
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| 342 | } |
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| 343 | |||
| 344 | public function &shootPlayerAsPlanet(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) { |
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| 352 | } |
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| 353 | |||
| 354 | } |
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| 355 |
This check looks for parameters that have been defined for a function or method, but which are not used in the method body.