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📄 ihex.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) 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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