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| Total Complexity | 44 |
| Total Lines | 266 |
| Duplicated Lines | 0 % |
| Changes | 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 | const MAX_CDS_RAND = 54; |
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| 5 | protected $numberOfCDs; |
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| 6 | |||
| 7 | public function __construct($gameTypeID, $numberOfCDs, $portPlanetDrones = false) { |
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| 8 | $this->gameTypeID = $gameTypeID; |
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| 9 | $this->numberOfCDs = $numberOfCDs; |
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| 10 | $this->name = 'Combat Drones'; |
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| 11 | $this->raceID = 0; |
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| 12 | if ($portPlanetDrones === false) { |
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| 13 | $this->maxDamage = 2; |
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| 14 | $this->shieldDamage = 2; |
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| 15 | $this->armourDamage = 2; |
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| 16 | } else { |
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| 17 | $this->maxDamage = 1; |
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| 18 | $this->shieldDamage = 1; |
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| 19 | $this->armourDamage = 1; |
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| 20 | } |
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| 21 | $this->accuracy = 3; |
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| 22 | $this->damageRollover = true; |
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| 23 | } |
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| 24 | |||
| 25 | public function getNumberOfCDs() { |
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| 27 | } |
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| 28 | |||
| 29 | public function getModifiedAccuracy() { |
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| 30 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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| 31 | return $modifiedAccuracy; |
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| 32 | } |
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| 33 | |||
| 34 | protected function getModifiedAccuracyAgainstForcesUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrForce $forces, $random) { |
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| 39 | } |
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| 40 | public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) { |
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| 41 | return $this->getModifiedAccuracyAgainstForcesUsingRandom($weaponPlayer, $forces, rand(3, self::MAX_CDS_RAND)); |
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| 42 | } |
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| 43 | |||
| 44 | protected function getModifiedAccuracyAgainstPortUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPort $port, $random) { |
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| 45 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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| 46 | $modifiedAccuracy += $random; |
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| 47 | |||
| 48 | return max(0, min(100, $modifiedAccuracy)); |
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| 49 | } |
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| 50 | public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) { |
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| 51 | return $this->getModifiedAccuracyAgainstPortUsingRandom($weaponPlayer, $port, rand(3, self::MAX_CDS_RAND)); |
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| 52 | } |
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| 53 | |||
| 54 | protected function getModifiedAccuracyAgainstPlanetUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, $random) { |
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| 55 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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| 56 | $modifiedAccuracy += $random; |
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| 57 | |||
| 58 | return max(0, min(100, $modifiedAccuracy)); |
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| 59 | } |
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| 60 | public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) { |
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| 61 | return $this->getModifiedAccuracyAgainstPlanetUsingRandom($weaponPlayer, $planet, rand(3, self::MAX_CDS_RAND)); |
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| 62 | } |
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| 63 | |||
| 64 | |||
| 65 | public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) { |
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| 66 | return $this->getModifiedAccuracyAgainstPlayerUsingRandom($weaponPlayer, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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| 67 | } |
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| 68 | |||
| 69 | protected function getModifiedAccuracyAgainstPlayerUsingRandom(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer, $random) { |
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| 70 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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| 71 | $levelRand = rand(IFloor($weaponPlayer->getLevelID() / 2), $weaponPlayer->getLevelID()); |
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| 72 | $modifiedAccuracy += ($random + $levelRand - ($targetPlayer->getLevelID() - $weaponPlayer->getLevelID()) / 3) / 1.5; |
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| 73 | |||
| 74 | $weaponShip = $weaponPlayer->getShip(); |
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| 75 | $targetShip = $targetPlayer->getShip(); |
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| 76 | $mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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| 77 | if ($mrDiff > 0) { |
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| 78 | $modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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| 79 | } |
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| 80 | |||
| 81 | return max(0, min(100, $modifiedAccuracy)); |
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| 82 | } |
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| 83 | |||
| 84 | public function getModifiedForceAccuracyAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer) { |
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| 85 | return $this->getModifiedForceAccuracyAgainstPlayerUsingRandom($forces, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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| 86 | } |
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| 87 | |||
| 88 | protected function getModifiedForceAccuracyAgainstPlayerUsingRandom(SmrForce $forces, AbstractSmrPlayer $targetPlayer, $random) { |
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| 89 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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| 90 | $modifiedAccuracy += $random; |
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| 91 | |||
| 92 | return max(0, min(100, $modifiedAccuracy)); |
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| 93 | } |
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| 94 | |||
| 95 | protected function getModifiedPortAccuracyAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) { |
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| 96 | return 100; |
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| 97 | } |
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| 98 | |||
| 99 | protected function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) { |
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| 100 | return 100; |
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| 101 | } |
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| 102 | |||
| 103 | public function &getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) { |
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| 104 | if (!$this->canShootForces()) { |
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| 105 | // 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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| 106 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 107 | } |
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| 108 | $damage = $this->getDamage(); |
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| 109 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces) / 100); |
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| 110 | $damage['Kamikaze'] = 0; |
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| 111 | if ($weaponPlayer->isCombatDronesKamikazeOnMines()) { // If kamikaze then damage is same as MINE_ARMOUR |
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| 112 | $damage['Kamikaze'] = min($damage['Launched'], $forces->getMines()); |
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| 113 | $damage['Launched'] -= $damage['Kamikaze']; |
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| 114 | } |
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| 115 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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| 116 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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| 117 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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| 118 | |||
| 119 | $damage['Launched'] += $damage['Kamikaze']; |
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| 120 | $damage['MaxDamage'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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| 121 | $damage['Shield'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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| 122 | $damage['Armour'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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| 123 | |||
| 124 | return $damage; |
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| 125 | } |
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| 126 | |||
| 127 | public function &getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) { |
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| 128 | if (!$this->canShootPorts()) { |
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| 129 | // 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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| 130 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 131 | } |
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| 132 | $damage = $this->getDamage(); |
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| 133 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port) / 100); |
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| 134 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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| 135 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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| 136 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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| 137 | |||
| 138 | return $damage; |
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| 139 | } |
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| 140 | |||
| 141 | public function &getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) { |
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| 142 | if (!$this->canShootPlanets()) { |
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| 143 | // 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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| 144 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 145 | } |
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| 146 | $damage = $this->getDamage(); |
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| 147 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet) / 100); |
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| 148 | $planetMod = self::PLANET_DAMAGE_MOD; |
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| 149 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage'] * $planetMod); |
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| 150 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $planetMod); |
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| 151 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $planetMod); |
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| 152 | |||
| 153 | return $damage; |
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| 154 | } |
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| 155 | |||
| 156 | public function &getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) { |
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| 157 | if (!$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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| 158 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 159 | return $return; |
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| 160 | } |
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| 161 | $damage = $this->getDamage(); |
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| 162 | if ($targetPlayer->getShip()->hasDCS()) { |
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| 163 | $damage['MaxDamage'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
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| 164 | $damage['Shield'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
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| 165 | $damage['Armour'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
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| 166 | } |
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| 167 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer) / 100); |
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| 168 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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| 169 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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| 170 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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| 171 | return $damage; |
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| 172 | } |
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| 173 | |||
| 174 | public function &getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer) { |
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| 175 | if (!$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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| 176 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 177 | return $return; |
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| 178 | } |
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| 179 | $damage = $this->getDamage(); |
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| 180 | |||
| 181 | if ($targetPlayer->getShip()->hasDCS()) { |
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| 182 | $damage['MaxDamage'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
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| 183 | $damage['Shield'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
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| 184 | $damage['Armour'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
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| 185 | } |
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| 186 | |||
| 187 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedForceAccuracyAgainstPlayer($forces, $targetPlayer) / 100); |
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| 188 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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| 189 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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| 190 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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| 191 | return $damage; |
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| 192 | } |
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| 193 | |||
| 194 | public function &getModifiedPortDamageAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) { |
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| 195 | if (!$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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| 196 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 197 | return $return; |
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| 198 | } |
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| 199 | $damage = $this->getDamage(); |
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| 200 | |||
| 201 | if ($targetPlayer->getShip()->hasDCS()) { |
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| 202 | $damage['MaxDamage'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
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| 203 | $damage['Shield'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
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| 204 | $damage['Armour'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
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| 205 | } |
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| 206 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer) / 100); |
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| 207 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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| 208 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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| 209 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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| 210 | return $damage; |
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| 211 | } |
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| 212 | |||
| 213 | public function &getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) { |
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| 214 | if (!$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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| 215 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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| 216 | return $return; |
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| 217 | } |
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| 218 | $damage = $this->getDamage(); |
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| 219 | |||
| 220 | if ($targetPlayer->getShip()->hasDCS()) { |
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| 221 | $damage['MaxDamage'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
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| 222 | $damage['Shield'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
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| 223 | $damage['Armour'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
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| 224 | } |
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| 225 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedPlanetAccuracyAgainstPlayer($planet, $targetPlayer) / 100); |
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| 226 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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| 227 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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| 228 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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| 229 | return $damage; |
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| 230 | } |
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| 231 | |||
| 232 | public function &shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) { |
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| 233 | $return = array('Weapon' => $this, 'TargetForces' => $forces, 'Hit' => true); |
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| 234 | $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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| 235 | if ($return['WeaponDamage']['Kamikaze'] > 0) { |
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| 236 | $weaponPlayer->getShip()->decreaseCDs($return['WeaponDamage']['Kamikaze']); |
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| 237 | } |
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| 238 | return $return; |
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| 239 | } |
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| 240 | |||
| 241 | public function &shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) { |
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| 242 | $return = array('Weapon' => $this, 'TargetPort' => $port, 'Hit' => true); |
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| 243 | return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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| 244 | } |
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| 245 | |||
| 246 | public function &shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, $delayed) { |
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| 247 | $return = array('Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => true); |
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| 248 | return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet, $delayed); |
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| 249 | } |
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| 250 | |||
| 251 | public function &shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) { |
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| 252 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true); |
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| 253 | return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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| 254 | } |
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| 255 | |||
| 256 | public function &shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer) { |
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| 257 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true); |
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| 258 | return $this->doForceDamageToPlayer($return, $forces, $targetPlayer); |
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| 259 | } |
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| 260 | |||
| 261 | public function &shootPlayerAsPort(SmrPort $forces, AbstractSmrPlayer $targetPlayer) { |
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| 264 | } |
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| 265 | |||
| 266 | public function &shootPlayerAsPlanet(SmrPlanet $forces, AbstractSmrPlayer $targetPlayer) { |
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| 267 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true); |
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| 268 | return $this->doPlanetDamageToPlayer($return, $forces, $targetPlayer); |
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| 269 | } |
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| 270 | } |
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| 271 |