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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.