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Total Complexity | 67 |
Total Lines | 347 |
Duplicated Lines | 0 % |
Changes | 2 | ||
Bugs | 0 | Features | 0 |
Complex classes like SmrWeapon often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
While breaking up the class, it is a good idea to analyze how other classes use SmrWeapon, and based on these observations, apply Extract Interface, too.
1 | <?php declare(strict_types=1); |
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6 | class SmrWeapon extends AbstractSmrCombatWeapon { |
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7 | use Traits\RaceID; |
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8 | |||
9 | const BONUS_DAMAGE = 15; // additive bonus |
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10 | const BONUS_ACCURACY = 4; // additive bonus |
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11 | |||
12 | const HIGHEST_POWER_LEVEL = 5; // must track the highest power level in db |
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13 | |||
14 | protected int $weaponTypeID; |
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15 | protected SmrWeaponType $weaponType; |
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16 | protected bool $bonusAccuracy = false; // default |
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17 | protected bool $bonusDamage = false; // default |
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18 | protected bool $damageRollover = false; // fixed for all SmrWeapons |
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19 | |||
20 | public static function getWeapon(int $weaponTypeID, Smr\Database $db = null) : SmrWeapon { |
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22 | } |
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23 | |||
24 | protected function __construct(int $weaponTypeID, Smr\Database $db = null) { |
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25 | $this->weaponType = SmrWeaponType::getWeaponType($weaponTypeID, $db); |
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26 | $this->weaponTypeID = $weaponTypeID; |
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27 | $this->raceID = $this->weaponType->getRaceID(); |
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28 | } |
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29 | |||
30 | public function hasBonusAccuracy() : bool { |
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31 | return $this->bonusAccuracy; |
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32 | } |
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33 | |||
34 | public function setBonusAccuracy(bool $bonusAccuracy) : void { |
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35 | $this->bonusAccuracy = $bonusAccuracy; |
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36 | } |
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37 | |||
38 | public function hasBonusDamage() : bool { |
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39 | return $this->bonusDamage; |
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40 | } |
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41 | |||
42 | public function setBonusDamage(bool $bonusDamage) : void { |
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43 | $this->bonusDamage = $bonusDamage; |
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44 | } |
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45 | |||
46 | private function hasEnhancements() : bool { |
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47 | return $this->getNumberOfEnhancements() > 0; |
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48 | } |
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49 | |||
50 | private function getNumberOfEnhancements() : int { |
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51 | return (int)$this->bonusAccuracy + (int)$this->bonusDamage; |
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52 | } |
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53 | |||
54 | /** |
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55 | * Return weapon name suitable for HTML display. |
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56 | * The name is displayed in green with pluses if enhancements are present. |
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57 | */ |
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58 | public function getName() : string { |
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59 | $name = $this->weaponType->getName(); |
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60 | if ($this->hasEnhancements()) { |
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61 | $name = '<span class="green">' . $name . str_repeat('+', $this->getNumberOfEnhancements()) . '</span>'; |
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62 | } |
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63 | return $name; |
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64 | } |
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65 | |||
66 | /** |
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67 | * Return the weapon base accuracy. |
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68 | */ |
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69 | public function getBaseAccuracy() : int { |
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70 | $baseAccuracy = $this->weaponType->getAccuracy(); |
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71 | if ($this->bonusAccuracy) { |
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72 | $baseAccuracy += self::BONUS_ACCURACY; |
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73 | } |
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74 | return $baseAccuracy; |
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75 | } |
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76 | |||
77 | /** |
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78 | * Return the weapon shield damage. |
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79 | */ |
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80 | public function getShieldDamage() : int { |
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86 | } |
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87 | |||
88 | /** |
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89 | * Return the weapon armour damage. |
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90 | */ |
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91 | public function getArmourDamage() : int { |
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97 | } |
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98 | |||
99 | public function getBuyHREF(SmrLocation $location) : string { |
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100 | $container = Page::create('shop_weapon_processing.php'); |
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101 | $container['LocationID'] = $location->getTypeID(); |
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102 | $container['Weapon'] = $this; |
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103 | return $container->href(); |
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104 | } |
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105 | |||
106 | public function getSellHREF(SmrLocation $location, int $orderID) : string { |
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107 | $container = Page::create('shop_weapon_processing.php'); |
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108 | $container['LocationID'] = $location->getTypeID(); |
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109 | $container['Weapon'] = $this; |
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110 | $container['OrderID'] = $orderID; |
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111 | return $container->href(); |
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112 | } |
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113 | |||
114 | public function getWeaponTypeID() : int { |
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115 | return $this->weaponTypeID; |
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116 | } |
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117 | |||
118 | /** |
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119 | * Weapon cost is increased by 100% for each enhancement present |
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120 | */ |
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121 | public function getCost() : int { |
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122 | return $this->weaponType->getCost() * (1 + $this->getNumberOfEnhancements()); |
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123 | } |
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124 | |||
125 | public function getPowerLevel() : int { |
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126 | return $this->weaponType->getPowerLevel(); |
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127 | } |
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128 | |||
129 | public function getBuyerRestriction() : int { |
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130 | return $this->weaponType->getBuyerRestriction(); |
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131 | } |
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132 | |||
133 | /** |
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134 | * Ships are only allowed to equip one of each type of Unique weapon |
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135 | */ |
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136 | public function isUniqueType() : bool { |
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137 | return $this->getPowerLevel() === self::HIGHEST_POWER_LEVEL; |
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138 | } |
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139 | |||
140 | protected function getWeightedRandomForPlayer(AbstractSmrPlayer $player) : WeightedRandom { |
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141 | return WeightedRandom::getWeightedRandomForPlayer($player, 'Weapon', $this->getWeaponTypeID()); |
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142 | } |
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143 | |||
144 | /** |
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145 | * Given $weaponAccuracy as a percent, decide if the weapon hits. |
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146 | */ |
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147 | protected function checkHit(AbstractSmrPlayer $player, float $weaponAccuracy) : bool { |
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148 | // Skip weighting factor for absolute hits/misses. |
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149 | if ($weaponAccuracy >= 100) { |
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150 | return true; |
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151 | } elseif ($weaponAccuracy <= 0) { |
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152 | return false; |
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153 | } |
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154 | return $this->getWeightedRandomForPlayer($player)->flipWeightedCoin($weaponAccuracy); |
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155 | } |
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156 | |||
157 | public static function getPlayerLevelAccuracyMod(AbstractSmrPlayer $player) : float { |
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158 | return ($player->getLevelID() * $player->getLevelID() / 60 + $player->getLevelID() / 2 + 2) / 100; |
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159 | } |
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160 | |||
161 | public function getModifiedAccuracy(AbstractSmrPlayer $weaponPlayer) : float { |
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162 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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163 | $modifiedAccuracy += $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($weaponPlayer); |
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164 | return $modifiedAccuracy; |
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165 | } |
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166 | |||
167 | public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : float { |
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168 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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169 | return $modifiedAccuracy; |
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170 | } |
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171 | |||
172 | public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : float { |
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173 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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174 | $modifiedAccuracy -= $this->getBaseAccuracy() * $port->getLevel() / 50; |
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175 | return $modifiedAccuracy; |
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176 | } |
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177 | |||
178 | public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) : float { |
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179 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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180 | $modifiedAccuracy -= $this->getBaseAccuracy() * $planet->getLevel() / 350; |
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181 | return $modifiedAccuracy; |
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182 | } |
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183 | |||
184 | public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : float { |
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185 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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186 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer) / 2; |
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187 | |||
188 | $weaponShip = $weaponPlayer->getShip(); |
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189 | $targetShip = $targetPlayer->getShip(); |
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190 | $mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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191 | if ($mrDiff > 0) { |
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192 | $modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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193 | } |
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194 | |||
195 | return $modifiedAccuracy; |
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196 | } |
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197 | |||
198 | public function getModifiedPortAccuracy(SmrPort $port) : float { |
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199 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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200 | return $modifiedAccuracy; |
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201 | } |
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202 | |||
203 | public function getModifiedPortAccuracyAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) : float { |
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204 | $modifiedAccuracy = $this->getModifiedPortAccuracy($port); |
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205 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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206 | return $modifiedAccuracy; |
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207 | } |
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208 | |||
209 | public function getModifiedPlanetAccuracy(SmrPlanet $planet) : float { |
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210 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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211 | if ($this->getWeaponTypeID() == WEAPON_PLANET_TURRET) { |
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212 | $modifiedAccuracy += $planet->getLevel() / 2; |
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213 | } else { |
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214 | $modifiedAccuracy += $planet->getAccuracyBonus(); |
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215 | } |
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216 | return $modifiedAccuracy; |
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217 | } |
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218 | |||
219 | public function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : float { |
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220 | $modifiedAccuracy = $this->getModifiedPlanetAccuracy($planet); |
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221 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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222 | return $modifiedAccuracy; |
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223 | } |
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224 | |||
225 | public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
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226 | if (!$this->canShootForces()) { |
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227 | // 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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228 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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229 | } |
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230 | $damage = $this->getDamage(); |
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231 | return $damage; |
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232 | } |
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233 | |||
234 | public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : array { |
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235 | if (!$this->canShootPorts()) { |
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236 | // 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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237 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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238 | } |
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239 | $damage = $this->getDamage(); |
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240 | return $damage; |
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241 | } |
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242 | |||
243 | public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) : array { |
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256 | } |
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257 | |||
258 | public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer) : array { |
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259 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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260 | return $return; |
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261 | } |
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262 | |||
263 | public function getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
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264 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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265 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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266 | return $return; |
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267 | } |
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268 | $damage = $this->getDamage(); |
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269 | return $damage; |
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270 | } |
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271 | |||
272 | public function getModifiedPortDamageAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) : array { |
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273 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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274 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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275 | return $return; |
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276 | } |
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277 | $damage = $this->getDamage(); |
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278 | return $damage; |
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279 | } |
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280 | |||
281 | public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : array { |
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282 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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283 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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284 | return $return; |
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285 | } |
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286 | $damage = $this->getDamage(); |
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287 | return $damage; |
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288 | } |
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289 | |||
290 | public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
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291 | $return = array('Weapon' => $this, 'TargetForces' => $forces, 'Hit' => false); |
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292 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces); |
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293 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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294 | $return['Hit'] = true; |
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295 | return $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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296 | } |
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297 | return $return; |
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298 | } |
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299 | |||
300 | public function shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : array { |
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301 | $return = array('Weapon' => $this, 'TargetPort' => $port, 'Hit' => false); |
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302 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port); |
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303 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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304 | $return['Hit'] = true; |
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305 | return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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306 | } |
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307 | return $return; |
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308 | } |
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309 | |||
310 | public function shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, bool $delayed) : array { |
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311 | $return = array('Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => false); |
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312 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet); |
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313 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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314 | $return['Hit'] = true; |
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315 | return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet, $delayed); |
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316 | } |
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317 | return $return; |
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318 | } |
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319 | |||
320 | public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
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321 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
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322 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer); |
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323 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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324 | $return['Hit'] = true; |
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325 | return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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326 | } |
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327 | return $return; |
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328 | } |
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329 | |||
330 | public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer) : array { |
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331 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
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332 | return $return; |
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333 | } |
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334 | |||
335 | public function shootPlayerAsPort(SmrPort $port, AbstractSmrPlayer $targetPlayer) : array { |
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336 | $return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
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337 | $modifiedAccuracy = $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer); |
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338 | if ($this->checkHit($targetPlayer, $modifiedAccuracy)) { |
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339 | $return['Hit'] = true; |
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340 | return $this->doPortDamageToPlayer($return, $port, $targetPlayer); |
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341 | } |
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342 | return $return; |
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343 | } |
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344 | |||
345 | public function shootPlayerAsPlanet(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : array { |
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353 | } |
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354 | |||
355 | } |
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356 |
This check looks for parameters that have been defined for a function or method, but which are not used in the method body.