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📄 igame.java

📁 MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight
💻 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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