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<?php declare(strict_types=1); |
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class SmrMines extends AbstractSmrCombatWeapon { |
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use Traits\CombatWeaponForce; |
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const TOTAL_ENEMY_MINES_MODIFIER = 25; |
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const FED_SHIP_DAMAGE_MODIFIER = .5; |
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const DCS_DAMAGE_MODIFIER = .75; |
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public function __construct(int $numberOfMines) { |
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$this->amount = $numberOfMines; |
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$this->name = 'Mines'; |
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$this->shieldDamage = 20; |
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$this->armourDamage = 20; |
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$this->accuracy = 100; |
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$this->damageRollover = false; |
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} |
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public function getModifiedAccuracy() : float { |
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$modifiedAccuracy = $this->getBaseAccuracy(); |
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return $modifiedAccuracy; |
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} |
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public function getModifiedForceAccuracyAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer, bool $minesAreAttacker) : float { |
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return $this->getModifiedForceAccuracyAgainstPlayerUsingRandom($forces, $targetPlayer, rand(1, 7) * rand(1, 7), $minesAreAttacker); |
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} |
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protected function getModifiedForceAccuracyAgainstPlayerUsingRandom(SmrForce $forces, AbstractSmrPlayer $targetPlayer, int $random, bool $minesAreAttacker) : float { |
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$modifiedAccuracy = $this->getModifiedAccuracy(); |
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$modifiedAccuracy -= $targetPlayer->getLevelID() + $random; |
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if ($minesAreAttacker) { |
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$modifiedAccuracy /= pow(SmrSector::getSector($forces->getGameID(), $forces->getSectorID())->getNumberOfConnections(), 0.6); |
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} |
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if (self::TOTAL_ENEMY_MINES_MODIFIER > 0) { |
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$enemyMines = 0; |
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$enemyForces = $forces->getSector()->getEnemyForces($targetPlayer); |
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foreach ($enemyForces as $enemyForce) { |
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$enemyMines += $enemyForce->getMines(); |
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} |
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$modifiedAccuracy += $enemyMines / self::TOTAL_ENEMY_MINES_MODIFIER; |
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} |
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return max(0, min(100, $modifiedAccuracy)); |
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} |
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public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
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$return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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return $return; |
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} |
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public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : array { |
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$return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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return $return; |
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} |
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public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) : array { |
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$return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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return $return; |
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} |
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public function getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
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$return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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return $return; |
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} |
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public function getModifiedPortDamageAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) : array { |
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$return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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return $return; |
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} |
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public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : array { |
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$return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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return $return; |
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} |
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public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer, bool $minesAreAttacker = false) : array { |
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if (!$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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$return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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return $return; |
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} |
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$damage = $this->getDamage(); |
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if ($targetPlayer->getShip()->isFederal()) { // do less damage to fed ships |
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$damage['MaxDamage'] = IRound($damage['MaxDamage'] * self::FED_SHIP_DAMAGE_MODIFIER); |
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$damage['Shield'] = IRound($damage['Shield'] * self::FED_SHIP_DAMAGE_MODIFIER); |
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$damage['Armour'] = IRound($damage['Armour'] * self::FED_SHIP_DAMAGE_MODIFIER); |
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} |
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if ($targetPlayer->getShip()->hasDCS()) { // do less damage to DCS (Drone Scrambler) |
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$damage['MaxDamage'] = IRound($damage['MaxDamage'] * self::DCS_DAMAGE_MODIFIER); |
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$damage['Shield'] = IRound($damage['Shield'] * self::DCS_DAMAGE_MODIFIER); |
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$damage['Armour'] = IRound($damage['Armour'] * self::DCS_DAMAGE_MODIFIER); |
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} |
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$damage['Launched'] = ICeil($this->getAmount() * $this->getModifiedForceAccuracyAgainstPlayer($forces, $targetPlayer, $minesAreAttacker) / 100); |
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$damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
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$damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
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$damage['Armour'] = ICeil($damage['Launched'] * $damage['Armour']); |
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return $damage; |
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} |
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public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
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$return = array('Weapon' => $this, 'TargetForces' => $forces); |
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return $return; |
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} |
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public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
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$return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
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return $return; |
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} |
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public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer, bool $minesAreAttacker = false) : array { |
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$return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => true); |
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$return = $this->doForceDamageToPlayer($return, $forces, $targetPlayer, $minesAreAttacker); |
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$forces->takeMines($return['ActualDamage']['Launched']); |
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return $return; |
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} |
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protected function doForceDamageToPlayer(array $return, SmrForce $forces, AbstractSmrPlayer $targetPlayer, bool $minesAreAttacker = false) : array { |
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$return['WeaponDamage'] = $this->getModifiedForceDamageAgainstPlayer($forces, $targetPlayer, $minesAreAttacker); |
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$return['ActualDamage'] = $targetPlayer->getShip()->doMinesDamage($return['WeaponDamage']); |
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$return['ActualDamage']['Launched'] = ICeil($return['WeaponDamage']['Launched'] * $return['ActualDamage']['TotalDamage'] / $return['WeaponDamage']['MaxDamage']); |
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if ($return['ActualDamage']['KillingShot']) { |
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$return['KillResults'] = $targetPlayer->killPlayerByForces($forces); |
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} |
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return $return; |
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} |
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} |
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