Class MoveActionHandler
java.lang.Object
megamek.common.autoResolve.acar.handler.AbstractActionHandler
megamek.common.autoResolve.acar.handler.MoveActionHandler
- All Implemented Interfaces:
- ActionHandler,- SimulationManagerHelper
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Constructor SummaryConstructors
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Method SummaryModifier and TypeMethodDescriptionbooleancares()voidexecute()Executes the action Here I use "orElseThrow" in most optionals inside the implementations because those optionals were already checked before in the Action#isDataValid(Object) call, and if any of them that should not be empty is empty then it is checked first in the action itself.Methods inherited from class megamek.common.autoResolve.acar.handler.AbstractActionHandlergetAction, isFinished, setFinished, simulationManagerMethods inherited from class java.lang.Objectclone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, waitMethods inherited from interface megamek.common.autoResolve.acar.action.ActionHandlerhandle, isActionValidMethods inherited from interface megamek.common.autoResolve.acar.manager.SimulationManagerHelpergame
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Constructor Details- 
MoveActionHandler
 
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Method Details- 
carespublic boolean cares()- Returns:
- True when this handler should be called at the present state of the SBFGame (e.g. the phase). In that
       case, ActionHandler.handle()should be called.
 
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executepublic void execute()Description copied from interface:ActionHandlerExecutes the action Here I use "orElseThrow" in most optionals inside the implementations because those optionals were already checked before in the Action#isDataValid(Object) call, and if any of them that should not be empty is empty then it is checked first in the action itself.
 
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