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📄 entitylistfile.java

📁 MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight
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/* * MegaMek - Copyright (C) 2003, 2004, 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;import gd.xml.ParseException;import java.io.BufferedWriter;import java.io.File;import java.io.FileInputStream;import java.io.FileOutputStream;import java.io.IOException;import java.io.InputStream;import java.io.OutputStreamWriter;import java.io.Writer;import java.util.Enumeration;import java.util.Vector;/** * This class provides static methods to save a list of <code>Entity</code>s * to, and load a list of <code>Entity</code>s from a file. */public class EntityListFile {    /**     * Produce a string describing this armor value.  Valid output values     * are any integer from 0 to 100, N/A, or Destroyed.     *     * @param points - the <code>int</code> value of the armor.  This     *               value may be any valid value of entity armor (including     *               NA, DOOMED, and DESTROYED).     * @return a <code>String</code> that matches the armor value.     */    private static String formatArmor(int points) {        // Is the armor destroyed or doomed?        if (points == IArmorState.ARMOR_DOOMED ||                points == IArmorState.ARMOR_DESTROYED) {            return "Destroyed";        }        // Was there armor to begin with?        if (points == IArmorState.ARMOR_NA) {            return "N/A";        }        // Translate the int to a String.        return String.valueOf(points);    }    /**     * Produce a string describing the equipment in a critical slot.     *     * @param index       - the <code>String</code> index of the slot.  This     *                    value should be a positive integer or "N/A".     * @param mount       - the <code>Mounted</code> object of the equipment.     *                    This value should be <code>null</code> for a slot with     *                    system equipment.     * @param isHit       - a <code>boolean</code> that identifies this slot     *                    as having taken a hit.     * @param isDestroyed - a <code>boolean</code> that identifies the     *                    equipment as having been destroyed.  Note that a single     *                    slot in a multi-slot piece of equipment can be destroyed     *                    but not hit; it is still available to absorb additional     *                    critical hits.     * @return a <code>String</code> describing the slot.     */    private static String formatSlot(String index, Mounted mount,                                     boolean isHit, boolean isDestroyed) {        StringBuffer output = new StringBuffer();        output.append("         <slot index=\"");        output.append(index);        output.append("\" type=\"");        if (mount == null) {            output.append("System");        } else {            output.append(mount.getType().getInternalName());            if (mount.isRearMounted()) {                output.append("\" isRear=\"true");            }            if (mount.getType() instanceof AmmoType) {                output.append("\" shots=\"");                output.append(String.valueOf                        (mount.getShotsLeft()));            }            if (mount.getType() instanceof WeaponType &&                    (mount.getType()).hasFlag(WeaponType.F_ONESHOT)) {                output.append("\" munition=\"");                output.append(mount.getLinked().getType().getInternalName());            }        }        if (isHit) {            output.append("\" isHit=\"");            output.append(String.valueOf(isHit));        }        output.append("\" isDestroyed=\"");        output.append(String.valueOf(isDestroyed));        output.append("\"/>");        output.append(CommonConstants.NL);        // Return a String.        return output.toString();    }    /**     * Helper function that generates a string identifying the state of     * the locations for an entity.     *     * @param entity - the <code>Entity</code> whose location state is needed     */    private static String getLocString(Entity entity) {        boolean isMech = entity instanceof Mech;        boolean haveSlot = false;        StringBuffer output = new StringBuffer();        StringBuffer thisLoc = new StringBuffer();        boolean isDestroyed = false;        boolean blownOff = false;        // Walk through the locations for the entity,        // and only record damage and ammo.        for (int loc = 0; loc < entity.locations(); loc++) {            // Record destroyed locations.            if (entity.getOInternal(loc) != IArmorState.ARMOR_NA &&                    entity.getInternal(loc) <= 0) {                isDestroyed = true;            }            // Record damage to armor and internal structure.            // Destroyed locations have lost all their armor and IS.            if (!isDestroyed) {                if (entity.getOArmor(loc) != entity.getArmor(loc)) {                    thisLoc.append("         <armor points=\"");                    thisLoc.append(formatArmor(entity.getArmor(loc)));                    thisLoc.append("\"/>");                    thisLoc.append(CommonConstants.NL);                }                if (entity.getOInternal(loc) != entity.getInternal(loc)) {                    thisLoc.append("         <armor points=\"");                    thisLoc.append(formatArmor(entity.getInternal(loc)));                    thisLoc.append("\" type=\"Internal\"/>");                    thisLoc.append(CommonConstants.NL);                }                if (entity.hasRearArmor(loc) && entity.getOArmor(loc, true) !=                        entity.getArmor(loc, true)) {                    thisLoc.append("         <armor points=\"");                    thisLoc.append(formatArmor(entity.getArmor(loc, true)));                    thisLoc.append("\" type=\"Rear\"/>");                    thisLoc.append(CommonConstants.NL);                }            }            // Walk through the slots in this location.            for (int loop = 0; loop < entity.getNumberOfCriticals(loc);                 loop++) {                // Get this slot.                CriticalSlot slot = entity.getCritical(loc, loop);                // Did we get a slot?                if (null == slot) {                    // Nope.  Record missing actuators on Biped Mechs.                    if (isMech && !entity.entityIsQuad() &&                            (loc == Mech.LOC_RARM || loc == Mech.LOC_LARM) &&                            (loop == 2 || loop == 3)) {                        thisLoc.append("         <slot index=\"");                        thisLoc.append(String.valueOf(loop + 1));                        thisLoc.append("\" type=\"Empty\"/>");                        thisLoc.append(CommonConstants.NL);                        haveSlot = true;                    }                } else {                    // Yup.  If the equipment isn't a system, get it.                    Mounted mount = null;                    if (CriticalSlot.TYPE_EQUIPMENT == slot.getType()) {                        mount = entity.getEquipment(slot.getIndex());                    }                    // Destroyed locations on Mechs that contain slots                    // that are missing but not hit or destroyed must                    // have been blown off.                    if (isDestroyed && isMech && slot.isMissing() &&                            !slot.isHit() && !slot.isDestroyed()) {                        thisLoc.append(formatSlot(String.valueOf(loop + 1),                                mount,                                slot.isHit(),                                slot.isDestroyed()));                        haveSlot = true;                        blownOff = true;                    }                    // Record damaged slots in undestroyed locations.                    else if (!isDestroyed && slot.isDamaged()) {                        thisLoc.append(formatSlot(String.valueOf(loop + 1),                                mount,                                slot.isHit(),                                slot.isDestroyed()));                        haveSlot = true;                    }                    // Record ammunition slots in undestroyed locations.                    // N.B. the slot CAN\"T be damaged at this point.                    else if (!isDestroyed && mount != null &&                            mount.getType() instanceof AmmoType) {                        thisLoc.append("         <slot index=\"");                        thisLoc.append(String.valueOf(loop + 1));                        thisLoc.append("\" type=\"");                        thisLoc.append(mount.getType().getInternalName());                        thisLoc.append("\" shots=\"");                        thisLoc.append(String.valueOf(mount.getShotsLeft()));                        thisLoc.append("\"/>");                        thisLoc.append(CommonConstants.NL);                        haveSlot = true;                    }                    // Record the munition type of oneshot launchers                    else if (!isDestroyed && mount != null &&                            mount.getType() instanceof WeaponType &&                            (mount.getType()).hasFlag(WeaponType.F_ONESHOT)) {                        thisLoc.append(formatSlot(String.valueOf(loop + 1),                                mount,                                slot.isHit(),                                slot.isDestroyed()));                        haveSlot = true;                    }                } // End have-slot            } // Check the next slot in this location            // Tanks don't have slots, and Protomechs only have            // system slots, so we have to handle the ammo specially.            if (entity instanceof Tank ||                    entity instanceof Protomech) {                for (Mounted mount : entity.getAmmo()) {                    // Is this ammo in the current location?                    if (mount.getLocation() == loc) {                        thisLoc.append(formatSlot("N/A",

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