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📄 ammotype.java

📁 MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight
💻 JAVA
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        munitions.addElement( new MunitionMutator( "Anti-TSM",                                                   1, M_ANTI_TSM, TechConstants.T_IS_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Acid",                                                   1, M_AX_HEAD, TechConstants.T_IS_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = srmAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // Create the munition types for Clan SRM launchers.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "(Clan) Inferno",                                                   1, M_INFERNO, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Fragmentation",                                                   1, M_FRAGMENTATION, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Narc-capable",                                                   1, M_NARC_CAPABLE, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Artemis-capable",                                                   1, M_ARTEMIS_CAPABLE, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Listen-Kill",                                                   1, M_LISTEN_KILL, TechConstants.T_CLAN_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "(Clan) Anti-TSM",                                                   1, M_ANTI_TSM, TechConstants.T_CLAN_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "(Clan) Acid",                                                   1, M_AX_HEAD, TechConstants.T_CLAN_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = clanSrmAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // Create the munition types for IS LRM launchers.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "Flare",                                                   1, M_FLARE, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Fragmentation",                                                   1, M_FRAGMENTATION, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Thunder",                                                   1, M_THUNDER, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Thunder-Augmented",                                                   2, M_THUNDER_AUGMENTED, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Thunder-Inferno",                                                   2, M_THUNDER_INFERNO, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Thunder-Active",                                                   2, M_THUNDER_ACTIVE, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Thunder-Vibrabomb",                                                   2, M_THUNDER_VIBRABOMB, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Narc-capable",                                                   1, M_NARC_CAPABLE, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Artemis-capable",                                                   1, M_ARTEMIS_CAPABLE, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Semi-guided",                                                   1, M_SEMIGUIDED, TechConstants.T_IS_LEVEL_2) );        munitions.addElement( new MunitionMutator( "Swarm",                                                   1, M_SWARM, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Swarm-I",                                                   1, M_SWARM_I, TechConstants.T_IS_LEVEL_2) );        munitions.addElement( new MunitionMutator( "Listen-Kill",                                                   1, M_LISTEN_KILL, TechConstants.T_IS_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Anti-TSM",                                                   1, M_ANTI_TSM, TechConstants.T_IS_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = lrmAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // Create the munition types for Clan LRM launchers.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "(Clan) Flare",                                                   1, M_FLARE, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Fragmentation",                                                   1, M_FRAGMENTATION, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Thunder",                                                   1, M_THUNDER, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Thunder-Augmented",                                                   2, M_THUNDER_AUGMENTED, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Thunder-Inferno",                                                   2, M_THUNDER_INFERNO, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Thunder-Active",                                                   2, M_THUNDER_ACTIVE, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Thunder-Vibrabomb",                                                   2, M_THUNDER_VIBRABOMB, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Narc-capable",                                                   1, M_NARC_CAPABLE, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Artemis-capable",                                                   1, M_ARTEMIS_CAPABLE, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Semi-guided",                                                   1, M_SEMIGUIDED, TechConstants.T_CLAN_LEVEL_2) );        munitions.addElement( new MunitionMutator( "(Clan) Swarm",                                                   1, M_SWARM, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "(Clan) Swarm-I",                                                   1, M_SWARM_I, TechConstants.T_CLAN_LEVEL_2) );        munitions.addElement( new MunitionMutator( "(Clan) Listen-Kill",                                                 1, M_LISTEN_KILL, TechConstants.T_CLAN_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "(Clan) Anti-TSM",                                                 1, M_ANTI_TSM, TechConstants.T_CLAN_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = clanLrmAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // Create the munition types for AC rounds.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "Precision",                                                   2, M_PRECISION, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Armor-Piercing",                                                   2, M_ARMOR_PIERCING, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Flechette",                                                   1, M_FLECHETTE, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Incendiary",                                                   1, M_INCENDIARY_AC, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Tracer",                                                   1, M_TRACER, TechConstants.T_IS_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = acAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // Create the munition types for IS Arrow IV launchers.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "Homing",                                                   1, M_HOMING, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "FASCAM",                                                   1, M_FASCAM, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Inferno-IV",                                                   1, M_INFERNO_IV, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Vibrabomb-IV",                                                   1, M_VIBRABOMB_IV, TechConstants.T_IS_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Illumination",                                                   1, M_FLARE, TechConstants.T_IS_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Cluster",                                                   1, M_CLUSTER, TechConstants.T_IS_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Davy Crockett-M",                                                   5, M_DAVY_CROCKETT_M, TechConstants.T_IS_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = arrowAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }                // Create the munition types for clan Arrow IV launchers.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "Homing",                                                   1, M_HOMING, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "FASCAM",                                                   1, M_FASCAM, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Inferno-IV",                                                   1, M_INFERNO_IV, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Vibrabomb-IV",                                                   1, M_VIBRABOMB_IV, TechConstants.T_CLAN_LEVEL_2 ) );        munitions.addElement( new MunitionMutator( "Davy Crockett-M",                                                   5, M_DAVY_CROCKETT_M, TechConstants.T_CLAN_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Illumination",                1, M_FLARE, TechConstants.T_CLAN_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Cluster",                1, M_CLUSTER, TechConstants.T_CLAN_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = clanArrowAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // Create the munition types for Artillery launchers.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "Smoke",                                                   1, M_SMOKE, TechConstants.T_IS_LEVEL_2 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = thumperAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // extra level 3 ammo for sniper & long tom but not thumper        munitions.addElement( new MunitionMutator( "Copperhead",                                                   1, M_HOMING, TechConstants.T_IS_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Illumination",                                                   1, M_FLARE, TechConstants.T_IS_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Cluster",                1, M_CLUSTER, TechConstants.T_IS_LEVEL_3 ) );        munitions.addElement( new MunitionMutator( "Flechette",                1, M_FLECHETTE, TechConstants.T_IS_LEVEL_3 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = artyAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // Make Davy Crockett-Ms for Long Toms, but not Thumper or Sniper.        base = createISLongTomAmmo();        mutator =  new MunitionMutator( "Davy Crockett-M",                                               5, M_DAVY_CROCKETT_M, TechConstants.T_IS_LEVEL_3 );        EquipmentType.addType( mutator.createMunitionType( base ) );        // Create the munition types for Clan Artillery launchers.        munitions.removeAllElements();        munitions.addElement( new MunitionMutator( "(Clan) Smoke",                                                   1, M_SMOKE, TechConstants.T_CLAN_LEVEL_2 ) );        // Walk through both the base types and the        // mutators, and create munition types.        baseTypes = clanArtyAmmos.elements();        while ( baseTypes.hasMoreElements() ) {            base = (AmmoType) baseTypes.nextElement();            mutators = munitions.elements();            while ( mutators.hasMoreElements() ) {                mutator =  (MunitionMutator) mutators.nextElement();                EquipmentType.addType( mutator.createMunitionType( base ) );            }        }        // cache types that share a launcher for loadout purposes        for (Enumeration e = EquipmentType.getAllTypes(); e.hasMoreElements(); ) {            EquipmentType et = (EquipmentType)e.nextElement();            if (! (et instanceof AmmoType)) {                continue;            }            AmmoType at = (AmmoType)et;            int nType = at.getAmmoType();            if (m_vaMunitions[nType] == null) {                m_vaMunitions[nType] = new Vector();            }            m_vaMunitions[nType].addElement(at);        }    }    public static AmmoType createISAC2Ammo() {        AmmoType ammo = new AmmoType();        ammo.techLevel = TechConstants.T_IS_LEVEL_1;        ammo.name = "AC/2 Ammo";        ammo.setInternalName("IS Ammo AC/2");        ammo.addLookupName("ISAC2 Ammo");        ammo.addLookupName("IS Autocannon/2 Ammo");        ammo.damagePerShot = 1;        ammo.rackSize = 2;        ammo.ammoType = AmmoType.T_AC;        ammo.shots = 45;        ammo.bv = 5;        ammo.cost = 1000;        return ammo;    }    public static AmmoType createISAC5Ammo() {

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