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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 |