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Issue 206: Weapon Specialist #4510

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merged 5 commits into from
Jun 21, 2023
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SJuliez
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@SJuliez SJuliez commented Jun 9, 2023

  • corrects allowed weapons for the Weapon Specialist SPA: no bay weapons as per discussion with Hammer, also no Screen Launchers and AMS as they don't use a to-hit roll
  • gives the bonus for weapon bays when a bay exclusively contains the exact weapon type of a specialist
  • corrects allowed weapons for the Sandblaster SPA
  • shows the chosen weapon of a specialist in the pilot tooltip

Fixes #206

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@NickAragua NickAragua left a comment

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Looks good, just one quibble about standard autocannons.

/** @return True when the given EquipmentType is a valid choice for the Sandblaster SPA. */
public static boolean isSandblasterValid(EquipmentType equipmentType) {
return (equipmentType instanceof WeaponType)
&& ((equipmentType instanceof UACWeapon) || (equipmentType instanceof LBXACWeapon)
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One comment here, which is that the "rapid fire autocannons" weapon allows standard ACs to behave like UACs (at the risk of exploding), so I think standard autocannons should be included in this.

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As a suggestion, I have added a GameOptions parameter here based on which all ACs may be allowed. Both MM and MHQ can supply GameOptions and so it'll reflect the state of the game/campaign. The GameOptions can be nulled if necessary but I have not added versions without the additional parameter as we'd really want the GameOpts to be given. I think MML won't need these methods.

Aside from that I've removed Streaks from Sandblaster as they don't use the cluster table and C3 from the weapon specialist (hehe).

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@NickAragua Any thoughts?

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@NickAragua NickAragua Jun 19, 2023

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Sorry, lost track of this one.

I think there are some situations (mostly involving high powered ECM as I recall) where Streak launchers revert to cluster rolls, so there may be a case for Sandblaster applying to them.

Tying sandblaster availability to "rapid fire AC" rules is ok.

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OK, I've re-allowed Streaks for those Angel ECM encounters and removed infantry attacks (leg attack etc) from Weapon Specialist (doesn't seem in the spirit of the rules)

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I suspect some people may have complaints about the removal of AMS (given the "AMS as machine gun" option) and infantry attacks, but that's easy enough to change if a rule clarification comes through.

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SJuliez commented Jun 21, 2023

Good point with AMS, I've changed that to allow AMS with the AMS as weapon game option.

# Conflicts:
#	megamek/src/megamek/common/actions/WeaponAttackAction.java
@SJuliez SJuliez merged commit 7b1f473 into MegaMek:master Jun 21, 2023
@SJuliez SJuliez deleted the 206_WeaponSpecialist branch June 28, 2023 15:47
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Dropships using bay weapons in the air incompatible with weapon specialist SPA
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