Extended range bracket bug fix #6547 #6747
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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.