📄 igame.java
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*/ public abstract boolean checkForMagneticClamp(); /** Adds the specified action to the actions list for this phase. */ public abstract void addAction(EntityAction ea); public abstract void addArtilleryAttack(ArtilleryAttackAction aaa); public abstract void removeArtilleryAttack(ArtilleryAttackAction aaa); public abstract Vector getArtilleryVector(); public abstract Enumeration getArtilleryAttacks(); public abstract int getArtillerySize(); public abstract void setArtilleryVector(Vector v); /** * Returns an Enumeration of actions scheduled for this phase. */ public abstract Enumeration getActions(); /** * Resets the actions list. */ public abstract void resetActions(); /** * Removes all actions by the specified entity */ public abstract void removeActionsFor(int entityId); /** * Remove a specified action * @param o The action to remove. */ public abstract void removeAction(Object o); public abstract int actionsSize(); /** * Returns the actions vector. Do not use to modify the actions; * I will be angry. >:[ Used for sending all actions to the client. */ public abstract Vector getActionsVector(); public abstract void addInitiativeRerollRequest(Team t); public abstract void rollInitAndResolveTies(); public abstract int getNoOfInitiativeRerollRequests(); /** * Adds a pending displacement attack to the list for this phase. */ public abstract void addCharge(AttackAction ea); /** * Returns an Enumeration of displacement attacks scheduled for the end * of the physical phase. */ public abstract Enumeration getCharges(); /** * Resets the pending charges list. */ public abstract void resetCharges(); /** * Returns the charges vector. Do not modify. >:[ Used for sending all * charges to the client. */ public abstract Vector getChargesVector(); /** * Adds a pending lay minefield action to the list for this phase. */ public void addLayMinefieldAction(LayMinefieldAction lma); /** * Returns an Enumeration of LayMinefieldActions */ public Enumeration getLayMinefieldActions(); /** Resets the pending LayMinefieldActions list. */ public void resetLayMinefieldActions(); /** Returns the LayMinefieldActions vector. * Do not modify. >:[ Used for sending these actions to the client. */ public Vector getLayMinefieldActionsVector(); /** * Adds a pending PSR to the list for this phase. */ public abstract void addPSR(PilotingRollData psr); /** * Returns an Enumeration of pending PSRs. */ public abstract Enumeration getPSRs(); /** * Adds a pending extreme Gravity PSR to the list for this phase. */ public abstract void addExtremeGravityPSR(PilotingRollData psr); /** * Returns an Enumeration of pending extreme GravityPSRs. */ public abstract Enumeration getExtremeGravityPSRs(); /** * Resets the PSR list for a given entity. */ public abstract void resetPSRs(Entity entity); /** * Resets the extreme Gravity PSR list. */ public abstract void resetExtremeGravityPSRs(); /** * Resets the extreme Gravity PSR list for a given entity. */ public abstract void resetExtremeGravityPSRs(Entity entity); /** * Resets the PSR list. */ public abstract void resetPSRs(); /** * Getter for property roundCount. * @return Value of property roundCount. */ public abstract int getRoundCount(); public abstract void setRoundCount(int roundCount); /** * Increments the round counter */ public abstract void incrementRoundCount(); /** * Getter for property forceVictory. * @return Value of property forceVictory. */ public abstract boolean isForceVictory(); /** * Setter for property forceVictory. * @param forceVictory New value of property forceVictory. */ public abstract void setForceVictory(boolean forceVictory); /** * Adds the given reports vector to the GameReport collection. * @param v Vector of reports */ public abstract void addReports(Vector v); /** * Returns a vector of reports for the given round. * @param r Round number */ public abstract Vector getReports(int r); /** * Returns a vector of all the reports. */ public abstract Vector getAllReports(); /** * Used to populate previous game reports, e.g. after a client connects * to an existing game. */ public void setAllReports(Vector v); /** * Clears out all the current reports, paving the way for a new game. */ public void clearAllReports(); public abstract void end(int winner, int winnerTeam); /** * Getter for property victoryPlayerId. * @return Value of property victoryPlayerId. */ public abstract int getVictoryPlayerId(); /** * Setter for property victoryPlayerId. * @param victoryPlayerId New value of property victoryPlayerId. */ public abstract void setVictoryPlayerId(int victoryPlayerId); /** * Getter for property victoryTeam. * @return Value of property victoryTeam. */ public abstract int getVictoryTeam(); /** * Setter for property victoryTeam. * @param victoryTeam New value of property victoryTeam. */ public abstract void setVictoryTeam(int victoryTeam); /** * Returns true if the specified player is either the victor, or is on the * winning team. Best to call during PHASE_VICTORY. */ public abstract boolean isPlayerVictor(Player player); /** * Shortcut to isPlayerVictor(Player player) */ public abstract boolean isPlayerVictor(int playerId); /** * Get all <code>Entity</code>s that pass the given selection criteria. * * @param selector the <code>EntitySelector</code> that implements * test that an entity must pass to be included. * This value may be <code>null</code> (in which case all * entities in the game will be returned). * @return an <code>Enumeration</code> of all entities that the * selector accepts. This value will not be <code>null</code> * but it may be empty. */ public abstract Enumeration getSelectedEntities(EntitySelector selector); /** * Count all <code>Entity</code>s that pass the given selection criteria. * * @param selector the <code>EntitySelector</code> that implements * test that an entity must pass to be included. * This value may be <code>null</code> (in which case the * count of all entities in the game will be returned). * @return the <code>int</code> count of all entities that the * selector accepts. This value will not be <code>null</code> * but it may be empty. */ public abstract int getSelectedEntityCount(EntitySelector selector); /** * Get all out-of-game <code>Entity</code>s that pass the given selection * criteria. * * @param selector the <code>EntitySelector</code> that implements * test that an entity must pass to be included. * This value may be <code>null</code> (in which case all * entities in the game will be returned). * @return an <code>Enumeration</code> of all entities that the * selector accepts. This value will not be <code>null</code> * but it may be empty. */ public abstract Enumeration getSelectedOutOfGameEntities(EntitySelector selector); /** * Count all out-of-game<code>Entity</code>s that pass the given selection * criteria. * * @param selector the <code>EntitySelector</code> that implements * test that an entity must pass to be included. * This value may be <code>null</code> (in which case the * count of all out-of-game entities will be returned). * @return the <code>int</code> count of all entities that the * selector accepts. This value will not be <code>null</code> * but it may be empty. */ public abstract int getSelectedOutOfGameEntityCount(EntitySelector selector); /** * Returns true if the player has any valid units this turn that * are not infantry, not protomechs, or not either of those. This * method is utitilized by the "A players Infantry moves after * that players other units", and "A players Protomechs move after * that players other units" options. */ public abstract boolean checkForValidNonInfantryAndOrProtomechs(int playerId); /** * Get Entities that have have a iNarc Nemesis pod attached and are situated * between two Coords * * @param attacker The attacking <code>Entity</code>. * @param target The <code>Coords</code> of the original target. * @return a <code>Enumeration</code> of entities that have nemesis pods * attached and are located between attacker and target and are * friendly with the attacker. */ public abstract Enumeration getNemesisTargets(Entity attacker, Coords target); /** * Returns the previous entity from the master list of entities. Will * wrap around to the end of the list if necessary. * * @param current The <code>Entity</code> whose list position you wish * to start from. * @return The previous <code>Entity</code> in the list. */ public abstract Entity getPreviousEntityFromList (Entity current); /** * Returns the next entity from the master list of entities. Will * wrap around to the begining of the list if necessary. * * @param current The <code>Entity</code> whose list position you wish * to start from. * @return The next <code>Entity</code> in the list. */ public abstract Entity getNextEntityFromList (Entity current); /** * Returns this turn's tag information */ public abstract Vector getTagInfo(); /** * add the results of one tag attack */ public abstract void addTagInfo(TagInfo info); /** * modify tag information */ public abstract void updateTagInfo(TagInfo info, int index); /** * clears the "shots" attribute of all TagInfos * where attacker is on same team as ae * and target is on same mapsheet as tc */ public abstract void clearTagInfoShots(Entity ae, Coords tc); /** * Reset tag information */ public abstract void resetTagInfo(); /** * Get a list of flares */ public abstract Vector getFlares(); /** * Set the list of flares */ public abstract void setFlares(Vector flares); /** * Add a new flare */ public abstract void addFlare(Flare flare); /** * returns true if the hex is illuminated by a flare */ public abstract boolean isPositionIlluminated(Coords c); /** * Age the flare list and remove any which have burnt out * Artillery flares drift with wind. * (called at end of turn) */ public abstract Vector ageFlares(); public abstract boolean gameTimerIsExpired();}
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