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Extended range bracket bug fix #6547 #6747
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Extended range bracket bug fix #6547 #6747
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Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## master #6747 +/- ##
=========================================
Coverage 30.06% 30.07%
- Complexity 15597 15605 +8
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Files 2872 2872
Lines 282720 282721 +1
Branches 49259 49259
=========================================
+ Hits 85002 85020 +18
+ Misses 192154 192136 -18
- Partials 5564 5565 +1 ☔ View full report in Codecov by Sentry. 🚀 New features to boost your workflow:
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I just realized that I missed a few weapons that had even range brackets but uneven underwater range brackets. I'm in the process of fixing that now, so I changed this PR to draft status. |
…djusted their extreme ranges per TacOps AR Pg. 83
Are you still working on it? |
The only thing I have left to check are BA and infantry weapons. Unfortunately I've had some other priorities come up. I'll see if I can get this wrapped up this week. |
CI weapons don't follow the same rules in any case - they don't actually have short/medium/long range brackets at all, just a list of range modifiers vs range in hexes that varies depending on the base range of the weapon, and therefore cannot have an Extreme range. So, only the BA weapons to check, looks like? |
…djusted their extreme ranges per TacOps AR Pg. 83
…6547' into Extended-Range-Bracket-Bug-Fix-MegaMek#6547
I think I got all the weapons with extreme ranges fixed now. |
This is a fix for bug #6547 . It appears that the original extreme range rules from Maximum Tech were applied to all the weapons in MegaMek regardless of the TacOps rules reference mentioned in the bug report. Originally, MaxTech said that the extreme ranges were double the medium range. This made it possible for some weapons to have extremely short extreme ranges, such as MRMs (15-hex long range, 16-hex extreme range). The writers seemed to realize that and updated the rule in TacOps.
To determine which weapons to check for correct extreme ranges, I scrolled down the energy, ballistic, and missile weapons lists in MegaMekLab for both IS and Clan experimental tech and noted the weapons that have unevenly distributed range brackets (example - 2/4/5 as opposed to 2/4/6 S/M/L ranges). I examined each file with uneven range brackets and corrected their extreme range values where needed. This includes the underwater extreme range values for lasers and PPCs.
I ran MegaMek through the Gradle run function in IntelliJ IDEA and spot-checked corrected weapons ranges on a MegaMek game board. It seems my fix works properly.