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<?php declare(strict_types=1); |
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/** |
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* Defines a concrete realization of a weapon type for ships/planets. |
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*/ |
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class SmrWeapon extends AbstractSmrCombatWeapon { |
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use Traits\RaceID; |
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const BONUS_DAMAGE = 15; // additive bonus |
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const BONUS_ACCURACY = 4; // additive bonus |
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const HIGHEST_POWER_LEVEL = 5; // must track the highest power level in db |
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protected int $weaponTypeID; |
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protected SmrWeaponType $weaponType; |
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protected bool $bonusAccuracy = false; // default |
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protected bool $bonusDamage = false; // default |
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protected bool $damageRollover = false; // fixed for all SmrWeapons |
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public static function getWeapon(int $weaponTypeID, Smr\Database $db = null) : SmrWeapon { |
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return new SmrWeapon($weaponTypeID, $db); |
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} |
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protected function __construct(int $weaponTypeID, Smr\Database $db = null) { |
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$this->weaponType = SmrWeaponType::getWeaponType($weaponTypeID, $db); |
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$this->weaponTypeID = $weaponTypeID; |
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$this->raceID = $this->weaponType->getRaceID(); |
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} |
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public function hasBonusAccuracy() : bool { |
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return $this->bonusAccuracy; |
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} |
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public function setBonusAccuracy(bool $bonusAccuracy) : void { |
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$this->bonusAccuracy = $bonusAccuracy; |
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} |
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public function hasBonusDamage() : bool { |
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return $this->bonusDamage; |
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} |
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public function setBonusDamage(bool $bonusDamage) : void { |
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$this->bonusDamage = $bonusDamage; |
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} |
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private function hasEnhancements() : bool { |
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return $this->getNumberOfEnhancements() > 0; |
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} |
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private function getNumberOfEnhancements() : int { |
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return (int)$this->bonusAccuracy + (int)$this->bonusDamage; |
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} |
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/** |
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* Return weapon name suitable for HTML display. |
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* The name is displayed in green with pluses if enhancements are present. |
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*/ |
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public function getName() : string { |
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$name = $this->weaponType->getName(); |
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if ($this->hasEnhancements()) { |
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$name = '<span class="green">' . $name . str_repeat('+', $this->getNumberOfEnhancements()) . '</span>'; |
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} |
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return $name; |
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} |
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/** |
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* Return the weapon base accuracy. |
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*/ |
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public function getBaseAccuracy() : int { |
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$baseAccuracy = $this->weaponType->getAccuracy(); |
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if ($this->bonusAccuracy) { |
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$baseAccuracy += self::BONUS_ACCURACY; |
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} |
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return $baseAccuracy; |
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} |
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/** |
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* Return the weapon shield damage. |
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*/ |
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public function getShieldDamage() : int { |
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$shieldDamage = $this->weaponType->getShieldDamage(); |
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if ($this->bonusDamage && $shieldDamage > 0) { |
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$shieldDamage += self::BONUS_DAMAGE; |
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} |
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return $shieldDamage; |
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} |
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/** |
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* Return the weapon armour damage. |
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*/ |
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public function getArmourDamage() : int { |
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$armourDamage = $this->weaponType->getArmourDamage(); |
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if ($this->bonusDamage && $armourDamage > 0) { |
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$armourDamage += self::BONUS_DAMAGE; |
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} |
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return $armourDamage; |
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} |
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public function getBuyHREF(SmrLocation $location) : string { |
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$container = Page::create('shop_weapon_processing.php'); |
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$container['LocationID'] = $location->getTypeID(); |
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$container['Weapon'] = $this; |
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return $container->href(); |
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} |
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public function getSellHREF(SmrLocation $location, int $orderID) : string { |
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$container = Page::create('shop_weapon_processing.php'); |
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$container['LocationID'] = $location->getTypeID(); |
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$container['Weapon'] = $this; |
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$container['OrderID'] = $orderID; |
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return $container->href(); |
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} |
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public function getWeaponTypeID() : int { |
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return $this->weaponTypeID; |
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} |
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/** |
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* Weapon cost is increased by 100% for each enhancement present |
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*/ |
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public function getCost() : int { |
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return $this->weaponType->getCost() * (1 + $this->getNumberOfEnhancements()); |
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} |
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public function getPowerLevel() : int { |
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return $this->weaponType->getPowerLevel(); |
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} |
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public function getBuyerRestriction() : int { |
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return $this->weaponType->getBuyerRestriction(); |
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} |
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/** |
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* Ships are only allowed to equip one of each type of Unique weapon |
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*/ |
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public function isUniqueType() : bool { |
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return $this->getPowerLevel() === self::HIGHEST_POWER_LEVEL; |
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} |
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protected function getWeightedRandomForPlayer(AbstractSmrPlayer $player) : WeightedRandom { |
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return WeightedRandom::getWeightedRandomForPlayer($player, 'Weapon', $this->getWeaponTypeID()); |
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} |
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/** |
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* Given $weaponAccuracy as a percent, decide if the weapon hits. |
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*/ |
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protected function checkHit(AbstractSmrPlayer $player, float $weaponAccuracy) : bool { |
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// Skip weighting factor for absolute hits/misses. |
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if ($weaponAccuracy >= 100) { |
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return true; |
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} elseif ($weaponAccuracy <= 0) { |
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return false; |
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} |
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return $this->getWeightedRandomForPlayer($player)->flipWeightedCoin($weaponAccuracy); |
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} |
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public static function getPlayerLevelAccuracyMod(AbstractSmrPlayer $player) : float { |
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return ($player->getLevelID() * $player->getLevelID() / 60 + $player->getLevelID() / 2 + 2) / 100; |
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} |
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public function getModifiedAccuracy(AbstractSmrPlayer $weaponPlayer) : float { |
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$modifiedAccuracy = $this->getBaseAccuracy(); |
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$modifiedAccuracy += $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($weaponPlayer); |
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return $modifiedAccuracy; |
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} |
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public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : float { |
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$modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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return $modifiedAccuracy; |
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} |
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public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : float { |
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$modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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$modifiedAccuracy -= $this->getBaseAccuracy() * $port->getLevel() / 50; |
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return $modifiedAccuracy; |
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} |
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public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) : float { |
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$modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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$modifiedAccuracy -= $this->getBaseAccuracy() * $planet->getLevel() / 350; |
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return $modifiedAccuracy; |
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} |
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public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : float { |
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$modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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$modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer) / 2; |
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$weaponShip = $weaponPlayer->getShip(); |
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$targetShip = $targetPlayer->getShip(); |
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$mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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if ($mrDiff > 0) { |
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$modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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} |
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return $modifiedAccuracy; |
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} |
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public function getModifiedPortAccuracy(SmrPort $port) : float { |
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$modifiedAccuracy = $this->getBaseAccuracy(); |
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return $modifiedAccuracy; |
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} |
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public function getModifiedPortAccuracyAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) : float { |
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$modifiedAccuracy = $this->getModifiedPortAccuracy($port); |
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$modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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return $modifiedAccuracy; |
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} |
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public function getModifiedPlanetAccuracy(SmrPlanet $planet) : float { |
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$modifiedAccuracy = $this->getBaseAccuracy(); |
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if ($this->getWeaponTypeID() == WEAPON_PLANET_TURRET) { |
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$modifiedAccuracy += $planet->getLevel() / 2; |
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} else { |
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$modifiedAccuracy += $planet->getAccuracyBonus(); |
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} |
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return $modifiedAccuracy; |
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} |
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public function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : float { |
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$modifiedAccuracy = $this->getModifiedPlanetAccuracy($planet); |
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$modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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return $modifiedAccuracy; |
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} |
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public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
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if (!$this->canShootForces()) { |
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// 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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return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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} |
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$damage = $this->getDamage(); |
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return $damage; |
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} |
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public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : array { |
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if (!$this->canShootPorts()) { |
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// 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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return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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} |
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$damage = $this->getDamage(); |
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return $damage; |
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} |
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public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet) : array { |
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if (!$this->canShootPlanets()) { |
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// 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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return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
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} |
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$damage = $this->getDamage(); |
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$planetMod = self::PLANET_DAMAGE_MOD; |
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$damage['MaxDamage'] = ICeil($damage['MaxDamage'] * $planetMod); |
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$damage['Shield'] = ICeil($damage['Shield'] * $planetMod); |
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$damage['Armour'] = ICeil($damage['Armour'] * $planetMod); |
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return $damage; |
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} |
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public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, 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 getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
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if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating 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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return $damage; |
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} |
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public function getModifiedPortDamageAgainstPlayer(SmrPort $port, AbstractSmrPlayer $targetPlayer) : array { |
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if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating 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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return $damage; |
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} |
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public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : array { |
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if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating 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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return $damage; |
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} |
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|
|
|
290
|
|
|
public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces) : array { |
|
291
|
|
|
$return = array('Weapon' => $this, 'TargetForces' => $forces, 'Hit' => false); |
|
292
|
|
|
$modifiedAccuracy = $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces); |
|
293
|
|
|
if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
|
294
|
|
|
$return['Hit'] = true; |
|
295
|
|
|
return $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
|
296
|
|
|
} |
|
297
|
|
|
return $return; |
|
298
|
|
|
} |
|
299
|
|
|
|
|
300
|
|
|
public function shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port) : array { |
|
301
|
|
|
$return = array('Weapon' => $this, 'TargetPort' => $port, 'Hit' => false); |
|
302
|
|
|
$modifiedAccuracy = $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port); |
|
303
|
|
|
if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
|
304
|
|
|
$return['Hit'] = true; |
|
305
|
|
|
return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
|
306
|
|
|
} |
|
307
|
|
|
return $return; |
|
308
|
|
|
} |
|
309
|
|
|
|
|
310
|
|
|
public function shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet, bool $delayed) : array { |
|
311
|
|
|
$return = array('Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => false); |
|
312
|
|
|
$modifiedAccuracy = $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet); |
|
313
|
|
|
if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
|
314
|
|
|
$return['Hit'] = true; |
|
315
|
|
|
return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet, $delayed); |
|
316
|
|
|
} |
|
317
|
|
|
return $return; |
|
318
|
|
|
} |
|
319
|
|
|
|
|
320
|
|
|
public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer) : array { |
|
321
|
|
|
$return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
|
322
|
|
|
$modifiedAccuracy = $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer); |
|
323
|
|
|
if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
|
324
|
|
|
$return['Hit'] = true; |
|
325
|
|
|
return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
|
326
|
|
|
} |
|
327
|
|
|
return $return; |
|
328
|
|
|
} |
|
329
|
|
|
|
|
330
|
|
|
public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer) : array { |
|
331
|
|
|
$return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
|
332
|
|
|
return $return; |
|
333
|
|
|
} |
|
334
|
|
|
|
|
335
|
|
|
public function shootPlayerAsPort(SmrPort $port, AbstractSmrPlayer $targetPlayer) : array { |
|
336
|
|
|
$return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
|
337
|
|
|
$modifiedAccuracy = $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer); |
|
338
|
|
|
if ($this->checkHit($targetPlayer, $modifiedAccuracy)) { |
|
339
|
|
|
$return['Hit'] = true; |
|
340
|
|
|
return $this->doPortDamageToPlayer($return, $port, $targetPlayer); |
|
341
|
|
|
} |
|
342
|
|
|
return $return; |
|
343
|
|
|
} |
|
344
|
|
|
|
|
345
|
|
|
public function shootPlayerAsPlanet(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer) : array { |
|
346
|
|
|
$return = array('Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false); |
|
347
|
|
|
$modifiedAccuracy = $this->getModifiedPlanetAccuracyAgainstPlayer($planet, $targetPlayer); |
|
348
|
|
|
if ($this->checkHit($targetPlayer, $modifiedAccuracy)) { |
|
349
|
|
|
$return['Hit'] = true; |
|
350
|
|
|
return $this->doPlanetDamageToPlayer($return, $planet, $targetPlayer); |
|
351
|
|
|
} |
|
352
|
|
|
return $return; |
|
353
|
|
|
} |
|
354
|
|
|
|
|
355
|
|
|
} |
|
356
|
|
|
|
This check looks for parameters that have been defined for a function or method, but which are not used in the method body.