Class ArtilleryBayWeaponIndirectFireHandler
java.lang.Object
megamek.common.weapons.handlers.WeaponHandler
megamek.common.weapons.handlers.BayWeaponHandler
megamek.common.weapons.handlers.AmmoBayWeaponHandler
megamek.common.weapons.handlers.artillery.ArtilleryBayWeaponIndirectFireHandler
- All Implemented Interfaces:
- Serializable,- AttackHandler
- Direct Known Subclasses:
- ArtilleryBayWeaponDirectFireHandler,- ArtilleryBayWeaponIndirectHomingHandler
- See Also:
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Field SummaryFields inherited from class megamek.common.weapons.handlers.BayWeaponHandlerammoFields inherited from class megamek.common.weapons.handlers.WeaponHandleradvancedPD, ammoType, amsBayEngaged, amsBayEngagedCap, amsBayEngagedMissile, amsEngaged, announcedEntityFiring, apdsEngaged, attackingEntity, attackValue, 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, numWeapons, numWeaponsHit, originalAV, parentBayHandler, pdBayEngaged, pdBayEngagedCap, pdBayEngagedMissile, pdOverheated, roll, secondShot, sSalvoType, subjectId, target, throughFront, toHit, typeName, underWater, weapon, weaponAttackAction, weaponType
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Constructor SummaryConstructorsModifierConstructorDescriptionprotectedThis constructor can only be used for deserialization.
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Method SummaryModifier and TypeMethodDescriptionprotected intCalculate the damage per hit.booleanDo we care about the specified phase?booleanSigh, 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 handlerprotected voiduseAmmo()Methods inherited from class megamek.common.weapons.handlers.AmmoBayWeaponHandlercalcAttackValue, updateAVForAmmoMethods inherited from class megamek.common.weapons.handlers.BayWeaponHandleraddHeat, handleAeroSanity, initializeCapMissileArmorMethods inherited from class megamek.common.weapons.handlers.WeaponHandlerabsorbBuildingDamage, addGlancingBlowReports, allShotsHit, announcedEntityFiring, applyGlancingBlowModifier, applyGlancingBlowModifier, calcAeroDamage, calcCapMissileAMSMod, calcCounterAV, calcHits, calculateNumCluster, calculateNumClusterAero, canEngageCapitalMissile, checkLI, checkPDConditions, checkTerrain, doAmmoFeedProblemCheck, doChecks, getAttacker, getAttackerId, getBracketingMultiplier, getCapMisMod, getCapMissileAMSMod, getClusterModifiers, getCounterAV, getFireTNRoll, getLargeCraftHeat, getNumberWeapons, getParentBayHandler, getSalvoBonus, getTotalGlancingBlowFactor, getWeaponAttackAction, handleArtilleryDriftMarker, handleBuildingDamage, handleClearDamage, handleClearDamage, handleEntityDamage, handleIgnitionDamage, handlePartialCoverHit, handleSpecialMiss, initHit, insertAttacks, isLowProfileGlancingBlow, isStrafing, isStrafingFirstShot, isThunderBolt, reportMiss, reportMiss, restore, setAMSBayReportingFlag, setAnnouncedEntityFiring, setDone, setGlancingBlowFlags, setParentBayHandler, setPDBayReportingFlag, setStrafing, setStrafingFirstShot, specialResolution, unitGainsPartialCoverFromWater, unitStickingOutOfBuilding, usesClusterTable
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Constructor Details- 
ArtilleryBayWeaponIndirectFireHandlerprotected ArtilleryBayWeaponIndirectFireHandler()This constructor can only be used for deserialization.
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ArtilleryBayWeaponIndirectFireHandlerpublic ArtilleryBayWeaponIndirectFireHandler(ToHitData t, WeaponAttackAction w, Game g, TWGameManager m) throws EntityLoadingException - Throws:
- EntityLoadingException
 
 
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Method Details- 
caresDescription copied from class:WeaponHandlerDo we care about the specified phase?- Specified by:
- caresin interface- AttackHandler
- Overrides:
- caresin 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.
 
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useAmmoprotected void useAmmo()- Overrides:
- useAmmoin class- WeaponHandler
 
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handleDescription copied from class:BayWeaponHandlerSigh, 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:
- handlein interface- AttackHandler
- Overrides:
- handlein class- BayWeaponHandler
- Parameters:
- phase- The present game phase
- vPhaseReport- The reports list to add new reports to
- Returns:
- a booleanvalue indicating whether this should be kept or not
 
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calcDamagePerHitprotected int calcDamagePerHit()Description copied from class:WeaponHandlerCalculate the damage per hit.- Overrides:
- calcDamagePerHitin class- WeaponHandler
- Returns:
- an intrepresenting the damage dealt per hit.
 
 
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