Package megamek.client.ratgenerator


package megamek.client.ratgenerator
  • Class
    Description
    Base functionality for chassis and model records for RAT generator.
    Handles availability rating values and calculations for RAT generator.
    Wires the C3 and C3i networks of a generated force.
    Puts the units a generated force nests under a ship aboard that ship when the force is added to a game.
    The ChassisRecord tracks all available variants and determines how much total weight is to be distributed among the various models.
    Fits Clan warriors with the enhanced imaging neural implant.
    A commander node gives the rank to assign the force's commander, an optional title, and the position within the force structure (typically in the first unit/subforce for a field officer).
    Description of crew.
    The Defaults node is at the beginning of a ruleset file and provides the default values for that faction.
    The lift a force already owns before a new one is generated: the bays and docking collars on its ships that nothing it has still needs.
    Stores data about factions used for building RATs, including parent factions, factions to salvage from, and percentages of Clan/SL/Omni tech.
     
    Proportions of Clan/SL/Omni tech are given for major commands in the various sourcebooks such as the Field Manual series.
    Describes the characteristics of a force.
    A force node contains the rules for generating a force when the ForceDescriptor matches the characteristics defined by the force node.
    A requested distribution of Campaign Operations formation types across the formations of a generated force - more Battle lances, fewer Recon.
    What a formation mix would have to work with for one force: how many of its formations are a genuine choice, and what the ruleset's own odds for each type are.
    What a FormationMix asked of a force against what the force could supply.
    How one faction designates its formations, read from the <formationNaming> element of a faction ruleset file.
    How the formations at one echelon are designated relative to their siblings.
    The naming rule for one echelon.
    Defines a Campaign Operations formation type (e.g., Battle Lance, Assault Lance, Aerospace Superiority Squadron), its composition rules, and the logic for generating or validating sets of units against those rules.
    Abstract base class for a secondary requirement on a formation: a predicate that some number of units must satisfy.
    A FormationType.Constraint requiring a fixed minimum number of units to satisfy the criterion, regardless of formation size.
    A FormationType.Constraint that requires a subset of the formation to form one or more matched groups (typically pairs) of units sharing a chassis or model.
    What a player chose when they generated a force: the faction and command it was rolled for, the year, and the equipment rating.
    Which generator a force came from.
    Fits the crews of a generated Word of Blake Shadow Division with their cybernetics.
    Used to adjust availability to conform to a particular mission role.
    Specific unit variants; analyzes equipment to determine suitability for certain types of missions in addition to what is formally declared in the data files.
    An OptionGroupNode is an adapter that allows two or more alternative ValueNodes to be used when one is expected, and provides information on how to make the selection.
     
    This class provides export for MM's RAT data to an excel-optimized CSV file for exchanging data with the MUL team.
    Generates a random assignment table (RAT) dynamically based on a variety of criteria, including faction, era, unit type, weight class, equipment rating, faction subcommand, vehicle movement mode, and mission role.
    Container for all the rule nodes for a faction.
     
     
    Base class of all nodes in the Force Generator faction ruleset files.
    Swaps one ship in a generated force for a different design that does the same job.
    What a reroll did.
    Node while contains rules for generating subForces -- either lower echelons or the actual units if this is a bottom-level echelon.
    Contains details about which units and echelon levels are available to this unit in given eras.
    Keeps a command built from several rolls to one "Naval Units" branch.
    Generates drop-ships and jump ships to fulfill transport requirements for a unit.
    The cargo a craft can haul, split the same way MekHQ tracks it: liquid bays are counted separately because liquid cargo cannot be stowed in a dry hold and vice versa, so a hull with plenty of one is no help to a command that needs the other.
    Manages random assignment table generated by RATGenerator.
     
     
    Generic node which contains a value, a proportional weight to be used in random selection, and the number of times to be applied.