Package megamek.common.weapons
Class BayWeaponHandler
java.lang.Object
megamek.common.weapons.WeaponHandler
megamek.common.weapons.BayWeaponHandler
- All Implemented Interfaces:
Serializable
,AttackHandler
- Direct Known Subclasses:
AmmoBayWeaponHandler
- See Also:
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Field Summary
Fields inherited from class megamek.common.weapons.WeaponHandler
advancedPD, ae, amsBayEngaged, amsBayEngagedCap, amsBayEngagedMissile, amsEngaged, announcedEntityFiring, apdsEngaged, attackValue, atype, bDirect, bGlancing, bLowProfileGlancing, bMissed, bSalvo, calcDmgPerHitReport, CapMissileAMSMod, CapMissileArmor, CapMissileMissed, CounterAV, damageType, firstHit, game, gameManager, generalDamageType, hit, insertedAttacks, isJammed, isStrafing, isStrafingFirstShot, missed, nDamPerHit, nRange, nSalvoBonus, nukeS2S, numRapidFireHits, nweapons, nweaponsHit, originalAV, parentBayHandler, pdBayEngaged, pdBayEngagedCap, pdBayEngagedMissile, pdOverheated, roll, secondShot, sSalvoType, subjectId, target, throughFront, toHit, typeName, underWater, waa, weapon, wtype
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Constructor Summary
ConstructorsModifierConstructorDescriptionprotected
BayWeaponHandler
(ToHitData t, WeaponAttackAction w, Game g, TWGameManager m) -
Method Summary
Modifier and TypeMethodDescriptionprotected void
addHeat()
protected int
Calculate the attack value based on rangeboolean
Sigh, according to the ruling linked below, when weapon bays are fired at ground targets, they should make one to-hit roll, but the AV of each weapon should be applied separately as damage - that needs a special handlerboolean
handleAeroSanity
(GamePhase phase, Vector<Report> vPhaseReport) protected int
Calculate the starting armor value of a flight of Capital Missiles Used for Aero Sanity.Methods inherited from class megamek.common.weapons.WeaponHandler
absorbBuildingDamage, addGlancingBlowReports, allShotsHit, announcedEntityFiring, applyGlancingBlowModifier, applyGlancingBlowModifier, calcAeroDamage, calcCapMissileAMSMod, calcCounterAV, calcDamagePerHit, calcHits, calcnCluster, calcnClusterAero, canEngageCapitalMissile, cares, checkLI, checkPDConditions, checkTerrain, doAmmoFeedProblemCheck, doChecks, getAttacker, getAttackerId, getBracketingMultiplier, getCapMisMod, getCapMissileAMSMod, getClusterModifiers, getCounterAV, getFireTNRoll, getLargeCraftHeat, getNumberWeapons, getParentBayHandler, getSalvoBonus, getTotalGlancingBlowFactor, getWaa, handleArtilleryDriftMarker, handleBuildingDamage, handleClearDamage, handleClearDamage, handleEntityDamage, handleIgnitionDamage, handlePartialCoverHit, handleSpecialMiss, initHit, insertAttacks, isLowProfileGlancingBlow, isStrafing, isStrafingFirstShot, isTbolt, reportMiss, reportMiss, restore, setAMSBayReportingFlag, setAnnouncedEntityFiring, setDone, setGlancingBlowFlags, setParentBayHandler, setPDBayReportingFlag, setStrafing, setStrafingFirstShot, specialResolution, unitGainsPartialCoverFromWater, unitStickingOutOfBuilding, useAmmo, usesClusterTable
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Constructor Details
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BayWeaponHandler
protected BayWeaponHandler() -
BayWeaponHandler
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Method Details
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calcAttackValue
protected int calcAttackValue()Calculate the attack value based on range- Overrides:
calcAttackValue
in classWeaponHandler
- Returns:
- an
int
representing the attack value at that range.
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addHeat
protected void addHeat()- Overrides:
addHeat
in classWeaponHandler
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handle
Sigh, according to the ruling linked below, when weapon bays are fired at ground targets, they should make one to-hit roll, but the AV of each weapon should be applied separately as damage - that needs a special handler- Specified by:
handle
in interfaceAttackHandler
- Overrides:
handle
in classWeaponHandler
- Returns:
- a
boolean
value indicating whether this should be kept or not
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initializeCapMissileArmor
protected int initializeCapMissileArmor()Calculate the starting armor value of a flight of Capital Missiles Used for Aero Sanity. This is done in calcAttackValue() otherwise -
handleAeroSanity
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