Package megamek.common.weapons
Class FluidGunCoolHandler
java.lang.Object
megamek.common.weapons.WeaponHandler
megamek.common.weapons.AmmoWeaponHandler
megamek.common.weapons.FluidGunCoolHandler
- All Implemented Interfaces:
Serializable
,AttackHandler
- 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
ConstructorsConstructorDescriptionFluidGunCoolHandler
(ToHitData toHit, WeaponAttackAction weaponAttackAction, Game game, TWGameManager twGameManager) -
Method Summary
Modifier and TypeMethodDescriptionprotected void
handleEntityDamage
(Entity entityTarget, Vector<Report> vPhaseReport, Building building, int hits, int nCluster, int bldgAbsorbs) Handle damage against an entity, called once per hit by default.Methods inherited from class megamek.common.weapons.AmmoWeaponHandler
checkAmmo, doAmmoFeedProblemCheck, doChecks, explodeRoundInBarrel, getNumberWeapons, useAmmo
Methods inherited from class megamek.common.weapons.WeaponHandler
absorbBuildingDamage, addGlancingBlowReports, addHeat, allShotsHit, announcedEntityFiring, applyGlancingBlowModifier, applyGlancingBlowModifier, calcAeroDamage, calcAttackValue, calcCapMissileAMSMod, calcCounterAV, calcDamagePerHit, calcHits, calcnCluster, calcnClusterAero, canEngageCapitalMissile, cares, checkLI, checkPDConditions, checkTerrain, getAttacker, getAttackerId, getBracketingMultiplier, getCapMisMod, getCapMissileAMSMod, getClusterModifiers, getCounterAV, getFireTNRoll, getLargeCraftHeat, getParentBayHandler, getSalvoBonus, getTotalGlancingBlowFactor, getWaa, handle, handleArtilleryDriftMarker, handleBuildingDamage, handleClearDamage, handleClearDamage, handleIgnitionDamage, handlePartialCoverHit, handleSpecialMiss, initHit, insertAttacks, isLowProfileGlancingBlow, isStrafing, isStrafingFirstShot, isTbolt, reportMiss, reportMiss, restore, setAMSBayReportingFlag, setAnnouncedEntityFiring, setDone, setGlancingBlowFlags, setParentBayHandler, setPDBayReportingFlag, setStrafing, setStrafingFirstShot, specialResolution, unitGainsPartialCoverFromWater, unitStickingOutOfBuilding, usesClusterTable
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Constructor Details
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FluidGunCoolHandler
public FluidGunCoolHandler(ToHitData toHit, WeaponAttackAction weaponAttackAction, Game game, TWGameManager twGameManager) - Parameters:
toHit
- TheToHitData
to use.weaponAttackAction
- TheWeaponAttackAction
to use.game
- TheGame
object to use.twGameManager
- ATWGameManager
to use.
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Method Details
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handleEntityDamage
protected void handleEntityDamage(Entity entityTarget, Vector<Report> vPhaseReport, Building building, int hits, int nCluster, int bldgAbsorbs) Description copied from class:WeaponHandler
Handle damage against an entity, called once per hit by default.- Overrides:
handleEntityDamage
in classWeaponHandler
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