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Total Complexity | 43 |
Total Lines | 261 |
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 | use Traits\CombatWeaponForce; |
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5 | |||
6 | const MAX_CDS_RAND = 54; |
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7 | |||
8 | public function __construct(int $numberOfCDs, bool $portPlanetDrones = false) { |
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9 | $this->amount = $numberOfCDs; |
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10 | $this->name = 'Combat Drones'; |
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11 | if ($portPlanetDrones === false) { |
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12 | $this->shieldDamage = 2; |
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13 | $this->armourDamage = 2; |
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14 | } else { |
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15 | $this->shieldDamage = 1; |
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16 | $this->armourDamage = 1; |
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17 | } |
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18 | $this->accuracy = 3; |
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19 | $this->damageRollover = true; |
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20 | } |
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21 | |||
22 | public function getModifiedAccuracy() : float { |
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23 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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24 | return $modifiedAccuracy; |
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25 | } |
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26 | |||
27 | protected function getModifiedAccuracyAgainstForcesUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrForce $forces, int $random) : float { |
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28 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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29 | $modifiedAccuracy += $random; |
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30 | |||
31 | return max(0, min(100, $modifiedAccuracy)); |
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32 | } |
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33 | |||
34 | public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : float { |
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35 | return $this->getModifiedAccuracyAgainstForcesUsingRandom($weaponPlayer, $forces, rand(3, self::MAX_CDS_RAND)); |
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36 | } |
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37 | |||
38 | protected function getModifiedAccuracyAgainstPortUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPort $port, int $random) : float { |
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39 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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40 | $modifiedAccuracy += $random; |
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41 | |||
42 | return max(0, min(100, $modifiedAccuracy)); |
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43 | } |
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44 | |||
45 | public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : float { |
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46 | return $this->getModifiedAccuracyAgainstPortUsingRandom($weaponPlayer, $port, rand(3, self::MAX_CDS_RAND)); |
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47 | } |
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48 | |||
49 | protected function getModifiedAccuracyAgainstPlanetUsingRandom(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, int $random) : float { |
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50 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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51 | $modifiedAccuracy += $random; |
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52 | |||
53 | return max(0, min(100, $modifiedAccuracy)); |
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54 | } |
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55 | |||
56 | public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) : float { |
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57 | return $this->getModifiedAccuracyAgainstPlanetUsingRandom($weaponPlayer, $planet, rand(3, self::MAX_CDS_RAND)); |
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58 | } |
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59 | |||
60 | public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : float { |
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61 | return $this->getModifiedAccuracyAgainstPlayerUsingRandom($weaponPlayer, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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62 | } |
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63 | |||
64 | protected function getModifiedAccuracyAgainstPlayerUsingRandom(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer, int $random) : float { |
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65 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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66 | $levelRand = rand(IFloor($weaponPlayer->getLevelID() / 2), $weaponPlayer->getLevelID()); |
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67 | $modifiedAccuracy += ($random + $levelRand - ($targetPlayer->getLevelID() - $weaponPlayer->getLevelID()) / 3) / 1.5; |
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68 | |||
69 | $weaponShip = $weaponPlayer->getShip(); |
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70 | $targetShip = $targetPlayer->getShip(); |
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71 | $mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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72 | if ($mrDiff > 0) { |
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73 | $modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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74 | } |
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75 | |||
76 | return max(0, min(100, $modifiedAccuracy)); |
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77 | } |
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78 | |||
79 | public function getModifiedForceAccuracyAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer) : float { |
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80 | return $this->getModifiedForceAccuracyAgainstPlayerUsingRandom($forces, $targetPlayer, rand(3, self::MAX_CDS_RAND)); |
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81 | } |
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82 | |||
83 | protected function getModifiedForceAccuracyAgainstPlayerUsingRandom(SmrForce $forces, AbstractSmrPlayer $targetPlayer, int $random) : float { |
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84 | $modifiedAccuracy = $this->getModifiedAccuracy(); |
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85 | $modifiedAccuracy += $random; |
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86 | |||
87 | return max(0, min(100, $modifiedAccuracy)); |
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88 | } |
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89 | |||
90 | protected function getModifiedPortAccuracyAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) : float { |
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91 | return 100; |
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92 | } |
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93 | |||
94 | protected function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : float { |
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95 | return 100; |
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96 | } |
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97 | |||
98 | public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
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99 | if (!$this->canShootForces()) { |
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100 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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101 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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102 | } |
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103 | $damage = $this->getDamage(); |
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104 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces) / 100); |
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105 | $damage['Kamikaze'] = 0; |
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106 | if ($weaponPlayer->isCombatDronesKamikazeOnMines()) { // If kamikaze then damage is same as MINE_ARMOUR |
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107 | $damage['Kamikaze'] = min($damage['Launched'], $forces->getMines()); |
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108 | $damage['Launched'] -= $damage['Kamikaze']; |
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109 | } |
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110 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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111 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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112 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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113 | |||
114 | $damage['Launched'] += $damage['Kamikaze']; |
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115 | $damage['MaxDamage'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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116 | $damage['Shield'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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117 | $damage['Armour'] += $damage['Kamikaze'] * MINE_ARMOUR; |
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118 | |||
119 | return $damage; |
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120 | } |
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121 | |||
122 | public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : array { |
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123 | if (!$this->canShootPorts()) { |
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124 | // 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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125 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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126 | } |
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127 | $damage = $this->getDamage(); |
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128 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port) / 100); |
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129 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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130 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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131 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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132 | |||
133 | return $damage; |
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134 | } |
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135 | |||
136 | public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) : array { |
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137 | if (!$this->canShootPlanets()) { |
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138 | // 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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139 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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140 | } |
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141 | $damage = $this->getDamage(); |
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142 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet) / 100); |
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143 | $planetMod = self::PLANET_DAMAGE_MOD; |
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144 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage'] * $planetMod); |
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145 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield'] * $planetMod); |
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146 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour'] * $planetMod); |
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147 | |||
148 | return $damage; |
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149 | } |
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150 | |||
151 | public function getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
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152 | if (!$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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153 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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154 | return $return; |
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155 | } |
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156 | $damage = $this->getDamage(); |
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157 | if ($targetPlayer->getShip()->hasDCS()) { |
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158 | $damage['MaxDamage'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
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159 | $damage['Shield'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
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160 | $damage['Armour'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
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161 | } |
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162 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer) / 100); |
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163 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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164 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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165 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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166 | return $damage; |
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167 | } |
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168 | |||
169 | public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer) : array { |
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170 | if (!$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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171 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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172 | return $return; |
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173 | } |
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174 | $damage = $this->getDamage(); |
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175 | |||
176 | if ($targetPlayer->getShip()->hasDCS()) { |
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177 | $damage['MaxDamage'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
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178 | $damage['Shield'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
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179 | $damage['Armour'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
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180 | } |
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181 | |||
182 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedForceAccuracyAgainstPlayer($forces, $targetPlayer) / 100); |
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183 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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184 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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185 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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186 | return $damage; |
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187 | } |
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188 | |||
189 | public function getModifiedPortDamageAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) : array { |
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190 | if (!$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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191 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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192 | return $return; |
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193 | } |
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194 | $damage = $this->getDamage(); |
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195 | |||
196 | if ($targetPlayer->getShip()->hasDCS()) { |
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197 | $damage['MaxDamage'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
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198 | $damage['Shield'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
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199 | $damage['Armour'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
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200 | } |
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201 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer) / 100); |
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202 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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203 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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204 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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205 | return $damage; |
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206 | } |
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207 | |||
208 | public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : array { |
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209 | if (!$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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210 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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211 | return $return; |
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212 | } |
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213 | $damage = $this->getDamage(); |
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214 | |||
215 | if ($targetPlayer->getShip()->hasDCS()) { |
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216 | $damage['MaxDamage'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
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217 | $damage['Shield'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
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218 | $damage['Armour'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
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219 | } |
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220 | $damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedPlanetAccuracyAgainstPlayer($planet, $targetPlayer) / 100); |
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221 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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222 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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223 | $damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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224 | return $damage; |
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225 | } |
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226 | |||
227 | public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
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228 | $return = array('Weapon' => $this, 'TargetForces' => $forces, 'Hit' => true); |
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229 | $return = $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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230 | if ($return['WeaponDamage']['Kamikaze'] > 0) { |
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231 | $weaponPlayer->getShip()->decreaseCDs($return['WeaponDamage']['Kamikaze']); |
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232 | } |
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233 | return $return; |
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234 | } |
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235 | |||
236 | public function shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : array { |
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237 | $return = array('Weapon' => $this, 'TargetPort' => $port, 'Hit' => true); |
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238 | return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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239 | } |
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240 | |||
241 | public function shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, bool $delayed) : array { |
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242 | $return = array('Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => true); |
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243 | return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet, $delayed); |
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244 | } |
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245 | |||
246 | public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
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247 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true); |
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248 | return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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249 | } |
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250 | |||
251 | public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer) : array { |
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252 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true); |
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253 | return $this->doForceDamageToPlayer($return, $forces, $targetPlayer); |
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254 | } |
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255 | |||
256 | public function shootPlayerAsPort(SmrPort $forces, AbstractSmrPlayer $targetPlayer) : array { |
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259 | } |
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260 | |||
261 | public function shootPlayerAsPlanet(SmrPlanet $forces, AbstractSmrPlayer $targetPlayer) : array { |
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262 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true); |
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263 | return $this->doPlanetDamageToPlayer($return, $forces, $targetPlayer); |
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264 | } |
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265 | } |
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266 |
This check looks for parameters that have been defined for a function or method, but which are not used in the method body.