Package megamek.common.units
package megamek.common.units
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ClassDescriptionAbstractBuildingEntity represents a non-terrain building (e.g., a moving fortress).Taharqa's attempt at creating an Aerospace entityAeroSpaceFighter subclass of Aero that encapsulates Fighter functionalityHelper methods for constructing/changing Battle Armor units.This interface represents any physical object that can find itself on the battlefield, including units of any sort (Entity, AlphaStrikeElement, BF Unit, SBF Formation), but also objective markers, carryable objects, noncombatants, buildings.This class represents a single, possibly multi-hex building on the board.Implementation of TO:AR's Advanced Buildings.This class represents a single, targetable hex of a building.BuildingTerrain represents a stationary building placed on the board.Static helpers for bulldozer (TacOps) rules that would otherwise add logic to large server classes.Represents a Combat Vehicle Escape Pod (CVEP) that has been launched from a combat vehicle.Helper methods for constructing/changing units, including adding, moving and removing equipment.This class represents Conventional Infantry.Health status, skills, and miscellanea for an Entity crew.Contains data used by crew to determine how many distinct crew members to track for name, damage, and skills, and which crew normally execute which roles.This interface is implemented by those units (by InGameObjects) that can be deployed either offboard or on a board.Static helpers for the Directional Torso Mount quirk (BMM p.83).Implements internal bays for dropships used by primitive jumpships.This class describes a vehicle crew that has abandoned its vehicle and now functions as a rifle foot platoon of equal size.Entity is a master class for basically anything on the board except terrain.A type of game turn that allows only certain types of units to move.Tracks fluff details for entities.This class provides static methods to save a list of
Entitys to, and load a list ofEntitys from a file.This enum represents the various Entity Movement TypesThis interface represents Entity Movement TypesImplementing classes perform a test to determine if anEntitymeets the selection criteria.Class containing static functions that perform visibility computations related to an entity without the need to be a part of the Entity class itself.weight class limits and namesFighter squadrons are basically "containers" for a bunch of fighters.Shared vehicle-style fieldworks behaviour for units that build a fortified hex over several turns with a bulldozer, backhoe or equivalent (Vehicles and Fieldworks, TO:AUE p.153, Corrected Sixth Printing).Tracks whether a unit performing multi-turn fieldwork - digging in (TO:AR p.106) or raising a fortified hex as Trench/Fieldworks Engineers (TO:AUE p.153) - has been damaged between turns.Itemized record of how a unit's heat was built up and dissipated during a single turn, used to give the Heat Phase report (report 5035) a hover/click breakdown of its "gains N heat" and "sinks N heat" values.One labelled heat-buildup contribution: how many times the source applied heat this turn (e.g.Methods shared by Aero and LandAirMekCommon interface for all entities capable of carrying bombs and making bomb attacks, including Aero, LandAirMek, and VTOL.This class represents a single, possibly multi-hex building on the board.This is a superclass for infantry unit types, Conventional Infantry and BattleArmor.Represents a volume of space set aside for carrying troops and their equipment under battle conditions.Stats for beast mounted infantry units.Classes that implement this interface have the ability to load, carry, drop, and unload Infantry units in the game.Crew class for LAMs which tracks separate skills for 'Mek and Fighter modes, and chooses the correct one based on the LAM's current movement mode.This is a large support vehiclePer-unit state for the Magnetic Pulse (MP, TO:AUE p.182) and Improved Magnetic Pulse (iATM IMP) missile effects.You know what Meks are, silly.Helper methods for constructing/changing Mek units.This class acts as a superclass to BipedMek and TripodMek to unify code that is shared between them, most of it arm-related as both have two arms while QuadMeks have none.Not Implemented
Implementation of TO:AUE's Mobile Structures.Standard naval repair facilities for space stations (jumpships and warships can also carry a single facility).This class contains helper methods for Special Pilot Abilities.The amount of space taken up by an infantry unit in a transport bay differs from the space in an infantry compartment (used in APCs) due to quarters, equipment storage, and maintenance equipment.ProtoMeks.Quad Mek that can convert into either tracked or wheeled vehicle mode.Reinforced naval repair facility allows ship to expend thrust with docked unit.Shared multi-turn rubble-clearing state for units that can clear a rubble hex with a bulldozer or backhoe (TacOps).This is a support vehicleThis is a support vehicle VTOLYou know what tanks are, silly.Represents a single type of terrain or condition in a hex.A simple class to specify a location and facing for a unit.Provides a means to track unit names for collisions.A type of game turn that allows only entities belonging to certain units to move.Unit roles as defined by Alpha Strike Companion, used in formation building rules in ASC and Campaign OperationsThis class is a record of pair of a (InGameObject) unit and a (Targetable) target.weight class limits and names