Package megamek.common.equipment
package megamek.common.equipment
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ClassDescriptionOne successful scan, banked on the unit that made it until that unit carries it home.Represents a collection of bombs with their quantities.Stateless rules helper for Bridge-Layer (AVLB) equipment, TM p.242 / TW.Mutable per-mount state for a Bridge-Layer (AVLB)
MiscMounted, holding the carried folding bridge's current Construction Factor and the deploy lifecycle.Represents a basic carryable object with no additional other properties.Represents a cargo object.Represents the space on a standard Mek (i.e.Represents the space on a vehicle used by Battle Armor squads equipped with Magnetic Clamps to attach themselves for transport.Represents a Docking Collar (Docking Hardpoint, TO: AUE p.116) with which a JumpShip, WarShip, Space Station or Mobile Structure can carry one DropShip.Represents the result of an EMP mine effect roll for a unit.EMP Mine Effects Table lookup based on unit type.This class represents an engine, such as those driving 'Meks.Stateless queries for the equipment activation/deactivation rules (equipment with an"Off"mode: active probes, ECM suites, C3 computers, heat sinks, gauss rifles, improved heavy lasers, and similar).Represents a set of flags that can be used to represent the type and special properties of the equipment.Interface for entity flags, used byEquipmentBitSet.Class EquipmentMode describes a Equipment's particular mode.Represents any type of equipment mounted on a 'Mek, excluding systems and actuators.Constants that can be used as lookup keys forEquipmentType.get(java.lang.String).Static fields in this class annotated with {code @EquipmentName} will be checked by the unit tests to verify they are validEquipmentTypelookup keys.This class describes a group of escape pods and/or lifeboats that has launched from a larger craftUnprotected cargo transporter.This class represents parachute flares deployed by illumination artillery or mek mortars.This class represents a single, possibly multi-hex fuel tank on the board.Abstract class for objects that can be placed on the ground but are not entities.A building with weapons fitted and, optionally, a turret.See TO:AUE p.126, 127; TRO: Irregulars, TRO: PrototypesThis interface represents Armor StatesAn interface defining all the required properties of a carryable object.Despite being carried by a unit in the same manner, the type of object impacts when it should be damaged if a carried object's carrier is attacked.Specialized mount used for infantry units with primary and secondary weapons.Transporter for Lift Hoists as described TW p.Mounted<T extends EquipmentType>This describes equipment mounted on a Mek.Helper methods for Mounted to clean up checks like "is this an Artemis IV".An objective counter for objective-based missions (Standard Missions, Objectives): an abstract marker placed on the board that sides compete to control, scan or destroy.How a control point is fought over and what it is worth: the scoring scheme of anObjectiveMarker.A side identified the way the counters are keyed: by team, or by an unteamed player.How theHOLDpreset counts held turns; the player chooses this at game setup.When aSCANpoint pays its victory points; the player chooses this at game setup.The five scoring presets a control point can use.TO:AR 131-132 Advanced Buildings power generators.Cargo Carrier TW p.Whether scanning is part of this game, and whether a unit may order a scan.This class will hold all the information about a particular active sensor, including its rollsRemembers which sensor a player wants a given chassis and model to start a battle with, inmmconf/customSensorChoice.xml.Groups theSensortypes into the families a player actually chooses between.Ammo for light and medium weapons used by small support vehicles.Equipment definition for an internal structure system.Represents a trailer hitch that allows a wheeled or tracked vehicle to tow trailers.Stateless rules helper for ammunition shared along a tractor-and-trailer train.Classes that implement this interface have the ability to load, carry, and unload units in the game.A type of mek or vehicle weapon.Set of flags that can be used to determine how the weapon is used and its special properties note: many weapons can be identified by their ammo type