📄 hitdata.java
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/** * MegaMek - Copyright (C) 2000,2001,2002,2003 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;/** * This is a result from the hit chart. */public class HitData{ public static final int EFFECT_NONE = 0; public static final int EFFECT_CRITICAL = 1; public static final int EFFECT_VEHICLE_MOVE_DESTROYED = 2; public static final int EFFECT_VEHICLE_MOVE_DAMAGED = 3; public static final int EFFECT_VEHICLE_TURRETLOCK = 4; public static final int EFFECT_GUN_EMPLACEMENT_WEAPONS = 5; public static final int EFFECT_GUN_EMPLACEMENT_TURRET = 6; public static final int EFFECT_GUN_EMPLACEMENT_CREW = 7; private int location; private boolean rear; private int effect; private boolean hitAimedLocation = false; private int specCritMod = 0; private int glancing = 0; private boolean fromFront = true; // True if attack came in through hex in // front of target // in case of usage of Edge it is document what the previous location was private HitData undoneLocation = null; private boolean fallDamage = false; //did the damage come from a fall? public HitData(int location) { this(location, false, EFFECT_NONE, false, 0); } public HitData(int location, boolean rear) { this(location, rear, EFFECT_NONE, false, 0); } public HitData(int location, boolean rear, int effects) { this(location, rear, effects, false, 0); } public HitData(int location, boolean rear, boolean hitAimedLocation) { this(location, rear, EFFECT_NONE, hitAimedLocation, 0); } public HitData(int location, boolean rear, int effect, boolean hitAimedLocation, int specCrit) { this(location, rear, effect, hitAimedLocation, specCrit, true); } public HitData (int location, boolean rear, int effect, boolean hitAimedLocation, int specCrit, boolean fromWhere) { this.location = location; this.rear = rear; this.effect = effect; this.hitAimedLocation = hitAimedLocation; this.specCritMod = specCrit; this.fromFront = fromWhere; } public void setFromFront (boolean dir) { fromFront = dir; } public boolean isFromFront () { return fromFront; } public void makeArmorPiercing(AmmoType inType) { if (inType.getRackSize() == 2) specCritMod = -4; else if (inType.getRackSize() == 5) specCritMod = -3; else if (inType.getRackSize() == 10) specCritMod = -2; else if (inType.getRackSize() == 20) specCritMod = -1; } public void makeGlancingBlow () { glancing = -2; } public int glancingMod () { return glancing; } public int getSpecCritMod() { return specCritMod; } public int getLocation() { return location; } public boolean isRear() { return rear; } public int getEffect() { return effect; } public void setEffect(int effect) { this.effect= effect; } public void setSpecCritmod(int val) { specCritMod = val; } public boolean hitAimedLocation() { return hitAimedLocation; } public HitData getUndoneLocation () { return undoneLocation; } public void setUndoneLocation(HitData previousLocation) { undoneLocation = previousLocation; } public void makeFallDamage(boolean fall){ this.fallDamage = fall; } public boolean isFallDamage(){ return fallDamage; } }
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