Class ArtilleryBayWeaponIndirectFireHandler

All Implemented Interfaces:
Serializable, AttackHandler
Direct Known Subclasses:
ArtilleryBayWeaponDirectFireHandler, ArtilleryBayWeaponIndirectHomingHandler

public class ArtilleryBayWeaponIndirectFireHandler extends AmmoBayWeaponHandler
See Also:
  • Constructor Details

  • Method Details

    • cares

      public boolean cares(GamePhase phase)
      Description copied from class: WeaponHandler
      Do we care about the specified phase?
      Specified by:
      cares in interface AttackHandler
      Overrides:
      cares in class WeaponHandler
      Parameters:
      phase - The current game phase
      Returns:
      True when this handler acts or might act in this phase. The handle() method of this handler is only called when this method returns true for the present phase.
    • useAmmo

      protected void useAmmo()
      Overrides:
      useAmmo in class WeaponHandler
    • handle

      public boolean handle(GamePhase phase, Vector<Report> vPhaseReport)
      Description copied from class: BayWeaponHandler
      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 interface AttackHandler
      Overrides:
      handle in class BayWeaponHandler
      Parameters:
      phase - The present game phase
      vPhaseReport - The reports list to add new reports to
      Returns:
      a boolean value indicating whether this should be kept or not
    • calcDamagePerHit

      protected int calcDamagePerHit()
      Description copied from class: WeaponHandler
      Calculate the damage per hit.
      Overrides:
      calcDamagePerHit in class WeaponHandler
      Returns:
      an int representing the damage dealt per hit.