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Merge pull request #5918 from Saklad5/heavy-laser-fix
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Avoid penalizing Improved Heavy Lasers in weapon bays
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NickAragua authored Sep 9, 2024
2 parents a1ff343 + f21c91c commit b60dd3c
Showing 1 changed file with 6 additions and 9 deletions.
15 changes: 6 additions & 9 deletions megamek/src/megamek/common/actions/WeaponAttackAction.java
Original file line number Diff line number Diff line change
Expand Up @@ -3835,15 +3835,12 @@ private static ToHitData compileAeroAttackerToHitMods(Game game, Entity ae, Targ
if (ae.usesWeaponBays() && wtype != null && weapon != null) {

// any heavy lasers
if (wtype.getAtClass() == WeaponType.CLASS_LASER) {
for (WeaponMounted bweap : weapon.getBayWeapons()) {
WeaponType bwtype = bweap.getType();
if ((bwtype.getInternalName().contains("Heavy"))
&& (bwtype.getInternalName().contains("Laser"))) {
toHit.addModifier(+1, Messages.getString("WeaponAttackAction.HeavyLaserInBay"));
break;
}
}
if (wtype.getAtClass() == WeaponType.CLASS_LASER &&
weapon.getBayWeapons().stream()
.map(WeaponMounted::getType)
.map(WeaponType::getInternalName)
.anyMatch(i -> i.startsWith("CLHeavyLaser"))) {
toHit.addModifier(+1, Messages.getString("WeaponAttackAction.HeavyLaserInBay"));
}
// barracuda missiles
else if (wtype.getAtClass() == WeaponType.CLASS_CAPITAL_MISSILE) {
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