/**
 * MegaMek - Copyright (C) 2005 Ben Mazur (bmazur@sev.org)
 * 
 *  This program is free software; you can redistribute it and/or modify it 
 *  under the terms of the GNU General Public License as published by the Free 
 *  Software Foundation; either version 2 of the License, or (at your option) 
 *  any later version.
 * 
 *  This program is distributed in the hope that it will be useful, but 
 *  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 
 *  or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 
 *  for more details.
 */
package megamek.common.weapons;

import java.util.Vector;

import megamek.common.AmmoType;
import megamek.common.BattleArmor;
import megamek.common.Compute;
import megamek.common.IGame;
import megamek.common.Infantry;
import megamek.common.Report;
import megamek.common.ToHitData;
import megamek.common.actions.WeaponAttackAction;
import megamek.server.Server;

/**
 * @author Sebastian Brocks
 */
public class NarcExplosiveHandler extends MissileWeaponHandler {

    /**
     * 
     */
    private static final long serialVersionUID = -1655014339855184419L;

    /**
     * @param t
     * @param w
     * @param g
     * @param s
     */
    public NarcExplosiveHandler(ToHitData t, WeaponAttackAction w, IGame g,
            Server s) {
        super(t, w, g, s);
        sSalvoType = " explosive pod ";
    }

    /*
     * (non-Javadoc)
     * 
     * @see megamek.common.weapons.WeaponHandler#calcHits(java.util.Vector)
     */
    protected int calcHits(Vector<Report> vPhaseReport) {
        // conventional infantry gets hit in one lump
        // BAs do one lump of damage per BA suit
        if (target instanceof Infantry && !(target instanceof BattleArmor)) {
            if (ae instanceof BattleArmor) {
                bSalvo = true;
                return ((BattleArmor) ae).getShootingStrength();
            }
            return 1;
        }
        bSalvo = true;
        if (ae instanceof BattleArmor) {
            if (amsEnganged)
                return Compute.missilesHit(((BattleArmor) ae)
                        .getShootingStrength(), -2);
            else
                return Compute.missilesHit(((BattleArmor) ae)
                        .getShootingStrength());
        }

        if (amsEnganged) {
            r = new Report(3235);
            r.subject = subjectId;
            vPhaseReport.add(r);
            r = new Report(3230);
            r.indent(1);
            r.subject = subjectId;
            vPhaseReport.add(r);
            int destroyRoll = Compute.d6();
            if (destroyRoll <= 3) {
                r = new Report(3240);
                r.subject = subjectId;
                r.add(destroyRoll);
                vPhaseReport.add(r);
                return 0;
            }
            r = new Report(3241);
            r.add(destroyRoll);
            r.subject = subjectId;
            vPhaseReport.add(r);
        }
        return 1;
    }

    /*
     * (non-Javadoc)
     * 
     * @see megamek.common.weapons.WeaponHandler#calcnCluster()
     */
    protected int calcnCluster() {
        return 1;
    }

    /*
     * (non-Javadoc)
     * 
     * @see megamek.common.weapons.WeaponHandler#calcDamagePerHit()
     */
    protected int calcDamagePerHit() {
        AmmoType atype = (AmmoType) ammo.getType();
        double toReturn;
        if (atype.getAmmoType() == AmmoType.T_INARC) {
            toReturn = 6;
        } else {
            toReturn = 4;
        }
        if (target instanceof Infantry && !(target instanceof BattleArmor))
            toReturn /= 10;
        toReturn = Math.ceil(toReturn);
        if (bGlancing)
            return (int) Math.floor(toReturn / 2.0);
        return (int)toReturn;
    }
}
