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
ammoFields 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 -
Constructor Summary
ConstructorsModifierConstructorDescriptionprotectedThis constructor can only be used for deserialization. -
Method Summary
Modifier 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.AmmoBayWeaponHandler
calcAttackValue, updateAVForAmmoMethods inherited from class megamek.common.weapons.handlers.BayWeaponHandler
addHeat, handleAeroSanity, initializeCapMissileArmorMethods 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:WeaponHandlerDo we care about the specified phase?- Specified by:
caresin interfaceAttackHandler- Overrides:
caresin 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:
useAmmoin classWeaponHandler
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handle
Description 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 interfaceAttackHandler- Overrides:
handlein classBayWeaponHandler- Parameters:
phase- The present game phasevPhaseReport- The reports list to add new reports to- Returns:
- a
booleanvalue indicating whether this should be kept or not
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calcDamagePerHit
protected int calcDamagePerHit()Description copied from class:WeaponHandlerCalculate the damage per hit.- Overrides:
calcDamagePerHitin classWeaponHandler- Returns:
- an
intrepresenting the damage dealt per hit.
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