📄 ihex.java
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/* * MegaMek - Copyright (C) 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;/** * IHex represents a single hex on the board. * */public interface IHex extends Cloneable{ /** * * @return hex elevation */ public abstract int getElevation(); /** * set the elevation * @param elevation */ public abstract void setElevation(int elevation); /** * The theme is intended as a tag for the tileset file to * indicate a special graphic for the hex. * * @return theme name */ public abstract String getTheme(); /** * Set the hex theme. * @param theme theme name * @see getTheme */ public abstract void setTheme(String theme); /** * Clears the "exits" flag for all terrains in the hex where it is not * manually specified. */ public abstract void clearExits(); /** * Sets the "exits" flag appropriately, assuming the specified hex * lies in the specified direction on the board. Does not reset connects * in other directions. All <code>Terrain.ROAD</code>s will exit onto * <code>Terrain.PAVEMENT</code> hexes automatically. * * @param other neighbour hex * @param direction - the <code>int</code> direction of the exit. * This value should be between 0 and 5 (inclusive). * * @see IHex#setExits(IHex, int, boolean) */ public abstract void setExits(IHex other, int direction); /** * Sets the "exits" flag appropriately, assuming the specified hex * lies in the specified direction on the board. Does not reset connects * in other directions. If the value of <code>roadsAutoExit</code> is * <code>true</code>, any <code>Terrain.ROAD</code> will exit onto * <code>Terrain.PAVEMENT</code> hexes automatically. * * @param other neighbour hex * @param direction - the <code>int</code> direction of the exit. * This value should be between 0 and 5 (inclusive). * @param roadsAutoExit * * @see IHex#setExits(IHex, int) */ public abstract void setExits(IHex other, int direction, boolean roadsAutoExit); /** * Determine if this <code>Hex</code> contains the indicated terrain * that exits in the specified direction. * * @param terrType - the <code>int</code> type of the terrain. * @param direction - the <code>int</code> direction of the exit. * This value should be between 0 and 5 (inclusive). * @return <code>true</code> if this <code>Hex</code> contains the * indicated terrain that exits in the specified direction. * <code>false</code> if bad input is supplied, if no such * terrain exists, or if it doesn't exit in that direction. * * @see IHex#setExits(IHex, int, boolean) */ public abstract boolean containsTerrainExit(int terrType, int direction); /** * @return the highest level that features in this hex extend to. Above * this level is assumed to be air. */ public abstract int ceiling(); /** * @return the surface level of the hex. Equal to getElevation(). */ public abstract int surface(); /** * @return the lowest level that features in this hex extend to. Below * this level is assumed to be bedrock. */ public abstract int floor(); /** * @return a level indicating how far features in this hex extend below the * surface elevation. */ public abstract int depth(); /** * @return true if there is pavement, a road or a bridge in the hex. */ public abstract boolean hasPavement(); /** * @return <code>true</code> if the specified terrain is represented in * the hex at any level. * @param type terrain to check * * @see IHex#containsTerrain(int, int) */ public abstract boolean containsTerrain(int type); /** * * @param type terrain type to check * @param level level to check the presence of the given terrain at * @return <code>true</code> if the specified terrain is represented in * the hex at given level. * * @see IHex#containsTerrain(int) */ public abstract boolean containsTerrain(int type, int level); /** * @return the level of the terrain specified, or ITerrain.LEVEL_NONE if the * terrain is not present in the hex */ public abstract int terrainLevel(int type); /** * * @param type * @return the terrain of the specified type, or <code>null</code> * if the terrain is not present in the hex */ public abstract ITerrain getTerrain(int type); /** * Adds the specified terrain * @param terrain terrain to add */ public abstract void addTerrain(ITerrain terrain); /** * Removes the specified terrain * @param type */ public abstract void removeTerrain(int type); /** * Removes all Terreains from the hex. */ public abstract void removeAllTerrains(); /** * @return the number of terrain attributes present */ public abstract int terrainsPresent(); /** * @return new hex wich is equals to this */ public abstract IHex duplicate(); /** * @return modifier to PSRs made in the hex */ public abstract int terrainPilotingModifier(); /** * (Only if statically determinable) * @return extra movement cost for entering the hex */ public abstract int movementCost(int moveType);}
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