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 Summary
Fields inherited from class megamek.common.weapons.handlers.BayWeaponHandler
ammo
Fields inherited from class megamek.common.weapons.handlers.WeaponHandler
advancedPD, 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 Summary
ConstructorsModifierConstructorDescriptionprotected
This constructor can only be used for deserialization. -
Method Summary
Modifier and TypeMethodDescriptionprotected int
Calculate the damage per hit.boolean
Do we care about the specified phase?boolean
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 handlerprotected void
useAmmo()
Methods inherited from class megamek.common.weapons.handlers.AmmoBayWeaponHandler
calcAttackValue, updateAVForAmmo
Methods inherited from class megamek.common.weapons.handlers.BayWeaponHandler
addHeat, handleAeroSanity, initializeCapMissileArmor
Methods inherited from class megamek.common.weapons.handlers.WeaponHandler
absorbBuildingDamage, 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
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ArtilleryBayWeaponIndirectFireHandler
protected ArtilleryBayWeaponIndirectFireHandler()This constructor can only be used for deserialization. -
ArtilleryBayWeaponIndirectFireHandler
public ArtilleryBayWeaponIndirectFireHandler(ToHitData t, WeaponAttackAction w, Game g, TWGameManager m) throws EntityLoadingException - Throws:
EntityLoadingException
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Method Details
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cares
Description copied from class:WeaponHandler
Do we care about the specified phase?- Specified by:
cares
in interfaceAttackHandler
- Overrides:
cares
in classWeaponHandler
- 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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useAmmo
protected void useAmmo()- Overrides:
useAmmo
in classWeaponHandler
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handle
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 interfaceAttackHandler
- Overrides:
handle
in classBayWeaponHandler
- Parameters:
phase
- The present game phasevPhaseReport
- The reports list to add new reports to- Returns:
- a
boolean
value indicating whether this should be kept or not
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calcDamagePerHit
protected int calcDamagePerHit()Description copied from class:WeaponHandler
Calculate the damage per hit.- Overrides:
calcDamagePerHit
in classWeaponHandler
- Returns:
- an
int
representing the damage dealt per hit.
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