All Classes and Interfaces

Class
Description
The AbilitiesPages class represents a GUI page for configuring and managing special abilities in a campaign.
Enum AbilityCategory represents the categories abilities can belong to.
A compact, searchable multi-select popup for choosing a set of special abilities by name.
Abstract base class for player-owned bases that exist at fixed locations in the universe.
This is the base template for all ChaosContract subclasses.
Determines the employer for a generated Chaos contract: who is paying the unit, whose territory the conflict sits in, and any covert backer.
Base class for the contract pay schemes: given a generated contract, each scheme decides how much the employer pays as a monthly retainer, a per-battle combat bonus, and up-front transport compensation.
 
Common, engine-agnostic base for every IDigitalGM.
AbstractDivorce is the baseline class for divorce in MekHQ.
Represents a class which selects Faction objects.
Base class holding the force-level state and logic extracted from Campaign: faction identity and appearance, finances, reputation/standing, the TO&E, and force options.
Shared plumbing for the two kit catalogs, ArmorKitCatalog and EquipmentKitCatalog.
The shared warehouse mechanics behind issuing personal kits, common to ArmorKitIssuer (armor kits) and EquipmentKitIssuer (specialized tool kits).
What a bulk kit operation did, for its report: kits issued from stores and kits ordered for later issue.
Abstract implementation of a specific location.
AbstractMarriage is the baseline class for marriage in MekHQ.
This is the base class for dialogs in MegaMek.
AbstractMHQIconChooser is an extension of abstractIconChooserPanel that moves the preferences to MekHQ.
AbstractMHQIconChooserDialog is an extension of AbstractIconChooserDialog that moves the preferences and localization to MekHQ.
This is the default Panel.
This is the default ScrollPane.
This is the default SplitPane.
This is the default TabbedPane.
This is the Base Dialog for a dialog with buttons where the Ok button requires data validation in MegaMek.
A AbstractLocation that can move, i.e.
Represents a class which can generate new Person objects for a Campaign.
Represents a class which selects a Planet from a Campaign and optionally a Faction.
AbstractProcreation is the baseline class for procreation and birth in MekHQ.
 
This displays a standard report for MekHQ.
Defines the rules of a salvage system (see SalvageSystem).
Common functionality for MekHQ module service managers.
Represents a class which can generate new Skill objects for a Person.
Represents a class which can generate new Special Abilities for a Person.
Base for every digital GM built on the StratCon data model (tracks, scenarios, facilities).
The shared rules of a point of interest that a deploying formation follows up with the usual scenario roll.
Tracks what units this transport is transporting, and its current capacity for its different transporter types.
Base class for unit generators containing common functionality.
 
The Academy class represents an academy with various properties and methods.
Represents a specific academy campus as an ILocation.
The AcademyFactory class is responsible for generating academy blueprints by reading the data from XML sources.
This class represents a set of academies.
 
A RoundedJButton painted in a fixed accent colour scheme instead of the theme's button colour, so that one button stands out from the ordinary ones around it: a coloured face inside a contrasting rounded frame with a bold label.
The colour schemes an AccentRoundedJButton can wear.
Represents the record of a specific accolade event, capturing both the recognition level of the accolade and the date it was issued.
AccoladeSelectionDialog is a modal dialog allowing a user to select a faction and an accolade level for that faction, as well as set whether the accolade is permanent.
Provides accounting for a Campaign.
Triggered when a unit or part is scheduled for delivery following a successful acquisition role.
 
Represents the different acquisition resolution methods available in MekHQ's campaign options.
Base abstract class for configuring character skill, attribute, and other action checks.
An immutable record of action check outcome.
Represents the outcome of an action check using d6.
 
Schedules a future execution of a method after a specified delay.
 
Activates a unit.
The outcome of the latest active-negotiation attempt on a contract.
Which stakes the re-negotiation played for: the terms' values, or their non-negotiable flags.
Pure scoring behind active negotiation: turning the two negotiators' opposed MarginOfSuccess results into a single net margin.
Generates acts-of-piracy contracts (ContractSearchType.PIRATE): a pirate band's opportunistic raid, or the rare raid a real power has secretly bankrolled.
 
 
A dialog for adding or editing medical log entries for a person.
Dialog used to add or edit scenario entries.
A StoryTrigger that adds a Person to the Campaign.
Utility class responsible for inserting support units into a campaign's TOE.
A StoryTrigger that adds a Unit to the Campaign.
Checks for additional ammo bins and adds the appropriate part.
 
 
Handles daily healing for the "Advanced Medical Alternate" ruleset.
 
 
Dialog for planning and executing advanced replacement limb and prosthetic surgeries for a single patient.
Provides UI controls for advancing the campaign timeline, shows the current date.
This StoryTrigger will advance time a certain number of days.
 
 
 
Confirmation dialog shown when the "require aerospace pilot kit to deploy" option is newly enabled, offering to equip every player aerospace pilot with the Aerospace Fighter Pilot Kit so the fighters are not immediately grounded.
 
Represents various levels and traits of aggression in a personality.
 
 
 
The development phases tracked by the Warrior's Almanac, in the order they occur in a technology's lifecycle.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated, for removal: This API element is subject to removal in a future version.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Enumerates the per-unit baseline values used by the "Alternate Payment Model" when evaluating contract compensation.
Represents various levels and traits of ambition in a personality.
 
This will be a special type of part that will only exist as spares It will determine the amount of ammo of a particular type that is available
Defines the columns for the applicant table in the Recruitment GUI.
Handles appraisal cost multiplier calculations.
 
 
Sorts the armor kits MegaMek defines into the three groups MekHQ issues from, and answers which kits a crew may be given this year.
The group a kit belongs to, deciding which crews may be issued it.
The warehouse side of issuing armor kits, mirroring EquipmentKitIssuer: drawing a kit out of a character's local stores to issue it, returning one when a kit is stripped, and outfitting conventional infantry platoons.
An Asset is a non-core (i.e.
Triggered when an asset is changed.
Abstract base class for events related to assets.
Triggered when a new asset is added to the campaign.
Triggered when an asset is removed from the campaign.
Menu for assigning a unit to a specific Ship Transport
Menu for assigning a force to a specific Tactical transport
Menu for assigning a force to a specific Tow transport
Generic menu for displaying transports for the units in the force selected (or an individual unit).
This class is a specific log entry related to unit assignments.
This class is responsible to control the logging of unit assignment Log Entries.
This is a standard menu that takes either a person or multiple people, and allows the user to assign them to a unit or remove them from their unit(s), including tech assignments.
This is a standard menu that takes a person and lets the user assign a unit for them to tech
A dynamic, scrollable menu for assigning one or more Unit objects to forces within a Campaign's TOE structure.
This is a standard menu that takes either a unit or multiple units that require the same tech type, and allows the user to assign or remove a tech from them.
This is a standard menu that takes either a unit or multiple units, and allows the user to assign or remove a tech from them.
Triggered when AsTechs are added to or removed from the pool.
 
Data structure intended to hold data relevant to AtB Dynamic Scenarios (AtB 3.0)
Data relevant to an entity that was swapped out in a "player or fixed unit count" force.
This class handles the creation and substantive manipulation of AtBDynamicScenarios
Deprecated, for removal: This API element is subject to removal in a future version.
 
 
A manifest containing IDs and file names of scenario template definitions
Data structure representing a scenario modifier for dynamic AtB scenarios
Possible values for when a scenario modifier may occur: before or after primary force generation.
Class that handles the application of scenario modifier actions to AtBDynamicScenarios
JSON serialization for AtBScenarioModifier.
 
 
 
 
ATOWLegalityRating represents the A Time of War (AToW) legality classes (A–F) used in MekHQ to influence acquisition difficulty and pricing.
Enumeration of the distinct life stages in A Time of War character generation.
Enumerates the supported trait types for LifePath objects, providing lookup functionality by name for use in the advanced character builder.
An implementation of ActionCheck for attribute checks.
Utility class for executing attribute checks.
The Attributes class represents a set of core attributes for a character.
The AttributesAndTraitsPage class builds and manages the Attributes & Traits leaf page of the Campaign Options dialog, found under Advancement → Skills.
 
 
 
Provides automated evaluation and selection of personnel records that are eligible for cleanup.
Automatically assigns available tech personnel to unmaintained units.
Utility class responsible for automatically assigning ranks to personnel.
 
 
 
 
Helper functions for determining part availability and tech base and the associated modifiers.
 
 
This class represents an award given to a person
 
FIXME : I am a band aid that allows award pngs to be loaded despite having features not supported by Java.
This class is a specific log entry related to awards.
This class is responsible to control the logging of Award Log Entries.
The AwardsAndRandomizationPages class is responsible for rendering and managing two primary pages in the campaign options interface: the Experience Awards (XP Awards) page and the Skill Randomization page.
This class represents an award set.
This class is responsible to control the awards.
 
 
 
Dialog for creating or editing a PlayerBase.
An extension of JPanel that is intended to be used for visual table renderers allowing for a visual image and html coded text
Deprecated, for removal: This API element is subject to removal in a future version.
 
 
Battle Armor ammo bins need to look for shots for all the remaining troopers in the squad.
BA equipment is never critted so we are going to disable salvaging as well.
 
 
Triggered when battle armor personnel are added to or removed from the pool.
Battle Armor suits are crazy - you can't crit the equipment in them, so if we remove the suit we should remove all the equipment with the same trooper and track its value and tonnage in the suit object.
Battle Armor Suits and Missing Battle Armor Suits do not track enough information to determine if two suits with same chassis but different model names are actually the same - for example, an Elemental [Flamer](Sqd5) suit being used for Elemental [Flamer](Sqd3).
 
 
The BiographyPages class coordinates the Biography section of the MekHQ Campaign Options dialog.
Handles the creation of birth announcements.
Represents blood groups and their genetic inheritance logic in the MekHQ campaign system.
Represents the genetic alleles used in determining blood groups.
Handles Bloodmark-related logic for characters, including assassination attempt scheduling and execution.
Represents the different Bloodmark levels available to a character, including bounties, bounty hunter skill, and rules for roll checks.
 
Awards a generated Clan force the Bloodnames its calibre warrants, as a share of its warriors.
What the quota did.
 
 
 
 
A comparator for bonuses written as strings with "-" sorted to the bottom always
 
A class that can be used to generate a random force with some parameters.
 
 
 
 
Displays Mission/Contract and Scenario details.
Represents a single floor of a building hex in an AbstractBuildingEntity.
A short coloured tag marking which C3 network a unit belongs to, for the force tree.
Determines contract pay the Campaign Operations (CamOps) way, as an alternative to the default Chaos Campaign scheme in ChaosContractDeterminationPay.
The CamOps (Revised) salvage system: Campaign Operations salvage with MekHQ revisions.
 
The CamOps (Strict) salvage system: salvage as written in Campaign Operations.
The main campaign class, keeps track of teams and units
Writes what happens in the campaign into the Oracle log, so the journal records the story MekHQ plays out as well as the player's own: contracts, battles, arrivals, and people joining, dying or leaving.
The kinds of people event gathered into one entry per day.
Passes MekHQ's campaign events to a CampaignChronicle and keeps the TravelLog up to date.
A class for containing and passing Campaign configuration information.
Manages the timeline of a Campaign.
The default Dice: every roll is passed straight to MegaMek's Compute, so the campaign draws from the same random number generator, in the same order, as it did before the dice seam existed.
Abstract base class for all events pertaining to campaigns
For processing events that should trigger for any kind of campaign, AtB or otherwise.
This class manages the GUI and logic for the campaign subset export wizard.
 
Defines a factory API that enables Campaign instances to be created from its detected format.
 
The application's main frame.
Abstract base class for CampaignGUI tab components.
A dialog class for managing and addressing campaign load problems in MekHQ.
Manages the collection of AbstractLocation travel/fixed nodes and PlayerBase objects owned by a Campaign.
This class handles the UI for campaign VP/SP management
Handles daily updates, processing, and management related to campaign progression.
A typed key identifying a single campaign option.
Special flags that can be applied to campaign options to indicate important characteristics.
 
The AbilityInfo class represents information about a specific ability, encapsulating its name, the associated SpecialAbility, its active status, and its category.
Campaign-specific resource-key and metadata adapter over SettingsCheckBox.
The CampaignOptionsDialog class represents a dialog window for presenting and modifying the campaign options in MekHQ.
 
Immutable snapshot of a subset of CampaignOptions that are considered "critical" for gameplay balance and player entitlements.
Campaign-specific image and resource-key adapter over SettingsHeaderPanel.
Campaign-specific resource-key and metadata adapter over SettingsLabel.
Writes CampaignOptions to XML.
Metadata for campaign options, tracking when options were added and their special characteristics.
A compact matrix panel for option groups that compare numeric modifiers across shared row labels.
MekHQ compatibility adapter for the shared SettingsPagePanel.
Source-compatible adapter for existing Campaign Options page declarations.
CampaignOptionsPane is the central panel of the Campaign Options dialog.
Dialog for selecting and managing campaign option presets in MekHQ.
Campaign-specific resource-key and metadata adapter over SettingsSpinner.
A specialized JPanel tailored for use in campaign options dialogs.
Campaign-specific resource-key adapter over SettingsTextField.
 
The CampaignOptionsUtilities class provides utility methods and constants for managing, creating, and organizing user interface components related to the campaign options dialog in the MekHQ application.
This is an object which holds a set of objects that collectively define the initial options setup for a campaign.
Deprecated, for removal: This API element is subject to removal in a future version.
calculates and stores summary information on a campaign for use in reporting, mostly for the command center
It is time-consuming to determine what transporter types we can load a unit into when in a popup menu.
Enum for the different transport types used in MekHQ.
 
Provides a user interface dialog for upgrading a Campaign across versions.
Raised when a Campaign cannot be parsed from XML.
 
A unit action which cancels a pending mothball or activation work order.
 
Administrative capital status of a planetary system within its controlling faction, as recorded per-era in the planetary system data (capitalType event field).
Handles events and processes related to capturing prisoners.
 
 
Generates the cargo DropShips a newly built command needs to haul its own supplies, and crews them.
What a generation run produced.
Provides methods to gather statistics on cargo in a campaign.
Represents the record of a specific censure event for a faction member, capturing both the severity of the censure and the date it was issued.
CensureSelectionDialog is a modal dialog allowing a user to select a faction and a censure action for that faction, as well as set whether the censure is permanent.
A StoryTrigger that can change various characteristics of a Person
A StoryTrigger to change the value of a stored string variable in StoryArc.
 
The Chaos Campaign salvage system: a simplified version of Campaign Operations salvage.
 
 
Estimates a difficulty rating for an AbstractContract.
Determines the employer for a government (non-mercenary) Chaos contract.
Determines the employer for a mercenary-search Chaos contract.
Determines the "employer" for an acts-of-piracy Chaos contract.
Determines the enemy faction for a generated contract objective, drawing a random enemy appropriate to the objective type and falling back to the Rebels faction when none can be found.
 
Determines the target star system for a generated contract by delegating to the random faction generator with the attacker and defender resolved from the player's role.
 
The default Chaos Campaign pay scheme: monthly and combat pay are derived from the contract's abstract scale and fixed support-point multipliers, then optionally converted to C-bills.
 
 
 
Determines how many contract offers of each ContractSearchType become available each month at the campaign's current location, and drives the monthly refresh of the player force's ContractMarket.
The full breakdown of rolling one search type's monthly offers: the slot count and success target with the modifiers that produced them, every die rolled, the raw number of successes, and the final ChaosContractMarketAvailability.OfferRoll.count() after any post-roll cap (the government cap in ChaosContractMarketAvailability.rollMonthlyOffers(Campaign)).
The Chaos contract market: a "job board" of 0-3 available AbstractContract offers that expands into a full briefing dossier for whichever offer the player selects.
 
Decides how good a force — skill and equipment — an employer or enemy commits to a Chaos contract, from where it sits rather than a detached die roll.
A committed force's skill and equipment quality.
 
 
 
 
Picks which planet within an already-chosen target system a contract is fought over, weighting the choice the same way the target system is chosen: a weighted random draw rather than a flat one, so the fiction of the operation steers the pick without ever making it certain.
Scores how strategically valuable a target Planet is, so that Chaos-contract force generation can commit better troops and equipment to fights over genuine prizes and dregs to fights over backwaters.
Static helpers implementing the Chaos Campaign reputation system (Hot Spots: Draconis Reach).
One-time confirmation dialog shown when the Chaos Campaign reputation system is first enabled for an existing campaign.
Displays a report explaining how the force's Chaos Campaign Reputation was determined, including the average experience calculation and the per-character reputation breakdown.
StoryPoint to check whether a certain date has been reached.
How hard the situation makes a check, shown as five named levels on the Checks page.
A story point that checks whether a given mission has more active scenarios.
Works out the exact chance of a check succeeding, or of one side winning an opposed check, by counting every way the dice can fall.
This StoryPoint checks the status of a Person in the campaign by their UUID and returns the raw status enum value (e.g.
The result of a check made from the Oracle console, kept with its journal entry so the console can show it again.
One person's roll.
This StoryPoint checks the value of a stored string variable from the StoryArc.
The number a check has to roll on 2d6, and which way it counts.
What a check tests: one skill, or one or two attributes.
This StoryPoint creates a StoryChoiceDialog which offers the player potentially more than one possible choice or response.
 
 
A comparator for refit classes
A comparator for numbers that have been formatted with DecimalFormat
Deprecated.
- Move to Faction
Deprecated.
Remove alongside Clan
 
 
 
 
 
Used by Against the Bot & StratCon to track additional information about each formation on the TO&E that has at least one unit assigned.
Handles the coming-of-age announcement for a character.
Collates important information about the campaign and displays it, along with some actionable buttons
This class is responsible for managing the immersive announcement for Commander's Day.
A specialized JCheckBox for the Command Generation dialog.
Top-level dialog for the Command Generator.
A specialized JLabel for the Command Generation dialog.
Options for the Command Generator (the ratgen-driven force-generation pipeline behind the Command Designer dialog).
Top-level AbstractMHQTabbedPane for the Company Generation dialog.
A specialized JSpinner for the Command Generation dialog.
A specialized JPanel used to group related controls inside Command Generation tabs.
Shared helpers for the Command Generation dialog's styled components.
Single entry point for the ratgen-driven Command Generator pipeline.
Result of a generation run: the engine's descriptor tree plus the flat list of Persons the pipeline created during materialization.
The value of the spare parts the build's warehouse stock-up added, split by the categories the pay-for finance toggles gate.
 
Displays a command summary including current funds, unit reputation, experience rating, and the combat strength used for StratCon calculations.
This class contains code for the creation of some common objectives for an AtB scenario
Contract debrief dialog shown when the player completes a mission.
A trigger that completes a mission.
Holds component color settings.
Rolls on up to 3 OracleTables at once to give the player combined story suggestions.
One concept result.
ConnectionsLevel represents various degrees of connections that a character may possess.
The pages of the OracleConsole.
Commits a AbstractContract offer from the market into an active campaign mission.
The ContractAutomation class provides a suite of methods used in automating actions when a contract starts.
 
A single selectable "job board" card summarizing one AbstractContract.
A random flavor characteristic that a contract can carry for its whole duration.
The lever a characteristic acts on.
Whether a characteristic is, on balance, good, bad, or neutral (double-edged) for the player.
Rolls and applies a contract's random ContractCharacteristics.
 
Composes the flavor statement the employer's contact makes when pitching a contract in the dossier.
A read-only snapshot of a completed contract's performance, gathered for the CompleteMissionDialog debrief.
A developer tool for editing StratCon contract definition files (JSON).
The full "briefing dossier" for a single selected AbstractContract.
A GM-only editor for a single AbstractContract market offer.
 
 
The campaign's single store of every contract it has ever held, keyed by AbstractContract.getId() and iterated in insertion order.
How big a deal a Chaos contract is, synthesized from the three things that make an engagement matter: who is hiring (the employer's station in the galaxy), what they are hiring for (the objective's strategic scope), and what is being fought over (the target world's strategic value).
How large, hard, and demanding a contract's combat is, and how it is paced across the months it runs.
The contract market owned by a PlayerForce: the pool of currently available AbstractContract offers, split into one map per ContractSearchType.
The per-offer actions the ContractDossierPanel can invoke, implemented by the owning ChaosContractMarketDialog.
Shared, presentation-only formatting helpers for the Chaos contract market UI.
 
A continuous gauge that visualizes a contract metric as a current value placed on a track.
The ContractMoraleLevel enum represents the different enemy morale conditions used by AtB systems.
The special nature of a contract, if any.
The contract negotiation table.
A modal dialog for choosing the officer who will represent the player at a contract's negotiation table.
 
 
A back-of-the-envelope profit estimate for a single contract offer.
 
 
When a contract runs.
Utility class for calculating contract performance scores based on scenario outcomes.
The kind of campaign a contract is being generated for, which drives how employers, objectives, negotiators, and pay are determined.
End-of-contract settlement steps that run when a contract is completed: repaying the employer for any salvage the player kept beyond their salvage rights, and paying shareholders their cut of the final payout.
Briefs the player, when they accept a contract, on the special mechanics that contract type brings to StratCon under the "Contracts Use Special Mechanics" option (see StratConContractMechanics).
Dialog for initiating a facility rental agreement with the player in the campaign.
Renders the ongoing support an employer owes the player during a contract: the straight-support share of repair and maintenance costs, and battle loss compensation for units lost beyond repair.
 
 
XML serialization and deserialization for AbstractContract and its data records.
 
This dialog is used to create a character in story arcs from a pool of XP
 
This StoryPoint opens a CreateCharacterDialog which allows a player to create a new character.
This is used to specify the current crew assignment state for a Unit.
Seeds a freshly-generated MekHQ Person from a MegaMek CrewDescriptor produced by the Force Generator engine.
Model for a list that displays a unit's crew with their role.
This class handles randomly generating SPAs for bot-controlled entities
 
 
A transport bay cubicle for a Mek, ProtoMek, vehicle, fighter, or small craft.
This class represents a currency that will be associated with monetary amounts.
Main class used to handle all money and currency information.
This keeps track of a location, which includes both the planet and the current position in-system.
A UI panel that displays the current location details.
 
This dialog is used to both hire new pilots and to edit existing ones
 
 
This class is a specific log entry related to custom entries.
Parses custom SPA file and passes data to the PersonnelOption constructor so the custom abilities are included.
 
Owns the campaign daily log: the running set of report lines for every DailyReportType, the rendered HTML cache for each, and the "new since last GUI refresh" delta for each.
This is a panel for displaying the reporting log for each day.
Represents the various log categories available in the campaign interface.
 
A table model for displaying data in lists
 
Hovanes Gambaryan Henry Demirchian CSUN, CS 585 Professor Mike Barnes December 06, 2000
 
An event occurring before a day ends.
 
Selects a Faction object.
Confirmation dialog shown when one or more default kit options are switched from one real kit to another, offering to move everyone carrying the old default onto the new one.
Detects changes to the per-profession and per-group default kit campaign options, so the player can be offered to move everyone carrying the old default onto the new one.
One changed default: an equipment-kit profession (profession set) or an armor-kit group (category set), with the kit it used to be and the kit it is now.
This is the default Scrollable Panel implementation, designed to be used as a basic implementation of AbstractScrollablePanel for inline scrollable panels that can then be used within a scroll pane.
Creates Person instances using the default MekHQ algorithm.
Selects a Planet using either the specified planet or the current campaign's planet
 
 
Triggered when a force or unit is deployed to a scenario or un-deployed from it.
Pure deployment arithmetic for the StratCon deployment wizard: the buried formulas that decide whether a deployment succeeds and what it costs, pulled out of the wizard UI so the inspector, the board lenses, and the commit path all read one source of truth.
The right-hand HUD panel of the StratCon deployment wizard: a dossier for whichever force the player is looking at, the running list of forces staged for deployment, a budget line, and the stage / commit / cancel controls.
Renders a deployment board row as a HUD card: a leading readiness ring, the force or unit name, and a muted sub-line (battle value and unit count for a formation; status and battle value for a unit).
A non-selectable divider row in the staged tray, captioning the group of staged items that follows it (Primary, Reinforcements, Auxiliaries, Utility, or already-deployed loose units), so a staged primary force reads apart from staged reinforcements.
The four pages of the StratCon deployment wizard.
Translates between the "Destination Zone" combo box index shown in ScenarioTemplateEditorDialog and the destination-zone value stored on a ScenarioForceTemplate.
A group of a force's units, spare parts, and personnel that sits at a single location in the LocationNode tree.
Manages a Detachment's position in the LocationNode tree.
This class provides utility methods to display dialogs related to the beginning of a contract.
The DialogItinerary class generates and displays dialogs related to resupply operations.
The DialogResupplyFocus class is responsible for displaying a dialog that allows the player to select their focus preference during a resupply operation.
 
The DialogSwindled class provides functionality to display a dialog related to swindling events during guerrilla contract missions.
The source of random rolls for part destruction checks.
A dice expression such as 2d6+1, d100, 4d6kh3 or 1d20+1d4-2, for rules from other games.
A rolled expression.
One part of an expression.
The dice thrown for one term.
Process-wide registry of the IDigitalGMs wired up at startup.
 
Utility class for constructing and retrieving human-readable diplomacy event descriptions between factions based on FactionHint data.
A dialog that displays a comprehensive, sortable report of all current wars, alliances, rivalries, and neutral exceptions between factions.
Represents the high-level diplomatic relationship categories that may exist between two Faction entities in the campaign universe.
 
 
 
This is a completely empty unit market, which is used when the market is disabled.
The DiscretionarySpending class manages the simulation of discretionary spending for a person based on their wealth and spending limits defined by wealth levels.
A record that defines spending limits for different types of purchases.
Service class for disease generation and management.
 
A table model for displaying doctors
The DocumentationEntry enum represents individual entries in the documentation glossary.
Attaches a single callback to every kind of change a text component's document can report.
Awards a rolled Clan force its Bloodnames in the draft, so the preview shows the warriors who will carry one and the build keeps exactly those.
 
 
Utility methods for preparing and packaging campaign data for bug reports.
A dialog that assists players in preparing and submitting bug reports.
Defines the frequency at which Edge points are refreshed for a campaign.
 
 
 
 
 
 
A control panel for editing a person's log entries.
Represents the different types of logs that can be maintained for a person.
A dialog for editing a person's log.
 
Provides an editor for the number of hits sustained by a person, when advanced medical rules are not in use.
 
A table model for displaying parts - similar to the one in CampaignGUI, but not exactly
 
 
 
 
 
 
A control panel for editing a unit's log entries.
The different logs a unit maintains, each of which can be edited independently.
A dialog for editing a unit's log.
The EducationController class is responsible for managing the education process.
 
 
 
 
 
Generates the employer's negotiator for a contract.
A StoryTrigger to end the story arc.
A dialog class used to notify players when a contract has ended in their campaign.
 
 
Describes how a contract's enemy faction should be selected, based on what kind of operation the contract represents.
 
Fits the Clans' enhanced imaging implant to a freshly generated command's warriors.
A short coloured tag marking a unit whose crew carry the enhanced imaging implant, for the force tree.
Utility class that provides helper methods for working with entities.
The EquipmentAndSuppliesPages class represents a graphical user interface (GUI) page containing various options and settings related to equipment and supplies in a campaign simulation.
The catalog of CamOps specialized equipment kits MekHQ issues to technicians, and which Tech/... repair skills each kit improves.
The professions that receive a per-profession default equipment kit on recruitment: the technician professions (including vessel crew and Astechs), plus doctors, medics, and administrators for their medical and computer kits.
The warehouse side of issuing equipment kits, mirroring ArmorKitIssuer: drawing a kit out of a person's stores to issue it, returning one when a kit is removed, and issuing the configured defaults on recruitment, on a role change, on request, and when a default is changed.
This part covers most of the equipment types in WeaponType, AmmoType, and MiscType It can robustly handle all equipment with static weights and costs.
 
 
A small, reusable "Equipment" block for a Person.
 
 
 
 
Provides utilities for handling escape attempts by prisoners with the "Acting", "Escape Artist", "Disguise", or "Forgery" skill.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This is a standard menu that takes a unit and lets the user export their icon with the camouflage applied to it.
Class for holding extra data/properties with free-form strings as keys.
Deprecated, for removal: This API element is subject to removal in a future version.
Deprecated, for removal: This API element is subject to removal in a future version.
A key referencing an Integer or int value
 
 
A key referencing a String value
Represents extra income or expenses associated with a person's trait level within MekHQ.
Handles rental opportunities and transactions for various campaign facilities such as repair bays, hospital beds, kitchens, and holding cells.
 
Displays a confirmation dialog for faction accolades.
Handles events where a campaign receives a faction accolade, such as adoption.
Represents the various accolade recognitions that can be awarded by a faction.
Finds all planets controlled by a given faction at a particular date and can find all planets controlled by another faction within a set distance.
Checks all planets within a given region of space and can report which factions control one or more planets in the region, which planets they control, and which foreign-controlled planets are within a certain distance of a friendly planet.
An enumeration representing various types of censure actions that can be applied by a faction.
Displays a confirmation dialog for faction censure actions within a campaign.
Represents a faction censure event within a campaign, handling the narrative and mechanical consequences associated with various censure outcomes, such as going rogue, seppuku, changes in leadership, and more.
Displays a dialog allowing the user to choose a new faction for their force when going rogue.
Enumerates the possible types of disciplinary actions (censures) that can be imposed by a faction due to low Faction Standing or disciplinary issues.
Combo box for choosing a faction by full name that accounts for the fact that full names are not always unique within the faction's era.
FactionDisplay is a display wrapper around a Faction, primarily to be used in ComboBoxes.
Each participant in a war or an alliance has one instance of this class for each of the other factions involved.
Holds the faction diplomacy data (wars, alliances, rivalries, neutral factions, and contained factions) used to compute the probabilities of conflicts between factions.
 
Tracks and manages judgments for factions within a campaign.
Provides a dialog for rendering the result of a factional judgment event in the campaign.
Generates and displays a news article dialog related to a judgment event against a faction, including contextual details such as faction name, location, and participants.
Displays an immersive dialog for "faction judgment" story scenes.
Enum representing the various judgment scene types that can occur during a faction censure event.
 
A dialog allowing the player or game master to select a faction and modify its faction standing (Regard).
This class is used to update Faction Standings when campaign options change.
Enum representing the type of action taken during a faction judgment event.
Represents a standing level within the Faction Standing reputation system.
Displays a dialog window that visualizes a report on faction standings for the current campaign year.
Stores and manages the standing values between factions in the Faction Standings system.
Enum representing the types of actions that can be performed on faction standings through GM (Game Master) tools.
A custom JSlider used to visually represent faction standing levels with labeled "Regard" and "Climate" slider handles.
Custom UI that prevents the default JSlider thumb from being painted, used to allow for entirely custom rendering of the slider.
Handles the orchestration and presentation of Faction Standing ultimatum events.
Holds data for Faction Standing ultimatum event.
Dialog logic for resolving a Faction Standing ultimatum event.
Manages a library of FactionStandingUltimatumData objects loaded from a YAML file.
 
Deprecated.
 
 
This is used to determine the relationship type between related personnel
 
 
 
A dialog that displays an interactive family tree visualization.
Implements the Fate Chart used to answer yes/no questions in the solo-roleplay oracle system.
The answer produced by consulting the FateChart.
The odds a player assigns to a question put to the FateChart, ordered from least to most likely.
The outcome of consulting the FateChart.
The Fatigue class provides utility methods for managing and processing fatigue-related mechanics in the campaign.
Utility class with methods to show the various open/save file dialogs
Enumeration holding information about the file types that are most relevant for MekHQ
 
 
 
The FinancesPage class represents a UI page within a larger financial management system for a campaign.
Shows record of financial transactions.
A table model for displaying financial transactions (i.e.
 
 
 
 
 
 
 
 
A fixed, non-moving location at a specific planetary system.
Describes the range of altitudes a force is able to fight at, derived from the composition of its units.
User-facing inputs for Ruleset.processRoot, serialized alongside the rest of CommandGenerationOptions so a preset that targets the ratgen pipeline survives a save/load round-trip.
Pre-order traversal of a generated ForceDescriptor tree that mirrors the structure into MekHQ Formation nodes and hands each leaf descriptor to a caller-supplied handler.
Callback for leaf descriptors.
Editor panel for a single ScenarioForceTemplate - the "Participating Forces" editor.
Wraps the embedded ForceGeneratorOptionsView from MegaMek.
Manages all human-resource concerns for a Campaign: the personnel roster, support pools (AsTech, Medic, temp crew), personnel markets, genealogy modules, and related operations.
 
A single typed force-scoped option holding a current value and the defaultValue it falls back to.
Force-scoped options for an AbstractForce, modeled loosely on CampaignOptions.
The ForcePieceIconChooser allows one to select ForcePieceIcons from a single LayeredFormationIconLayer layer's directory within the Formation Icon Directory.
ForcePieceIconChooserTree is an implementation of AbstractIconChooserTree that uses a delayed initialization so that the layer can first be specified, and then initializes the tree using the subset of the Formation Icon Directory specified by the layer's path.
Manages machines and material for a campaign.
 
Deprecated, for removal: This API element is subject to removal in a future version.
 
 
Commits an added or edited force into the scenario template's force roster (a map keyed by force ID).
Outcome of a commit attempt.
A list of IAcquisitionWork
Table model backing the "Participating Forces" list in ScenarioTemplateEditorDialog.
Class that handles the GUI for assigning forces and units to individual templates associated with a dynamic scenario.
A custom panel that gets filled in with goodies from a Force record
 
 
 
This is a hierarchical object to define formations for TO&E.
Builds layered formation icons for the Force Generator pipeline, covering every FormationLevel the engine can produce — not just the lance / company pair the legacy AbstractCompanyGenerator supported.
This is the style of Operational Status indicator to use for a LayeredFormationIcon when automatically assigning and updating the value based on the assigned units.
 
Produces unique, player-parseable names for the Formation nodes the Command Generator mirrors into the campaign TO&E.
One formation awaiting a name.
The name chosen for a formation, plus the designator its children should be qualified with.
Looks up the naming rule for an echelon.
ForcePieceIcon is an implementation of StandardFormationIcon that contains and displays a Formation Icon Piece from the Force Icon Directory's Pieces Subdirectory.
this is a hierarchical object that represents formations from the TO&E using strings rather than unit objects.
Represents the various types of forces available.
A comparator for numbers that have been formatted with DecimalFormat
 
 
Command button with a finite corner frame that expands on hover.
Theme-aware colors for FramedCommandButton.
Colors for all command-button interaction states.
Colors for one command-button interaction state.
This class manages the immersive announcement for Freedom Day.
A game effect consists for two parts: A (human-readable) description of what it does, and a function (consumer) to be called when it should do it.
A StoryTrigger to end the game by killing the current campaign and putting the player back in the startup screen.
The number of formations of each type in a planetary garrison, as produced by the Random Garrisons Table.
Resolves the total modifier applied to a RandomGarrisonTable roll for a specific planetary system and date, combining the world modifiers (capital status, industrialization, Clan control) with the era modifier.
This is used to determine which gender descriptor to use based on the following specified format
The Genealogy class is used to track immediate familial relationships, spouses, and former spouses.
Represents a page within the campaign options UI that allows the user to configure general campaign settings.
This class is responsible for generating resupply contents for various drop types, such as parts, armor, and ammunition, based on specified parameters.
Enum representing different types of drops that can be generated during resupply.
Modal dialog with an indeterminate progress bar and a status label that the Company Generation pipeline updates as it moves through its eight stages.
How a Bloodnamed warrior's genetic legacy is used in their Clan's breeding program.
A dialog window for displaying both glossary and documentation entries in MekHQ.
Dialog for displaying DocumentationEntry details in a tabbed interface, along with a contents pane listing all available entries.
The GlossaryEntry enum represents individual glossary entries used within MekHQ.
Dialog for displaying GlossaryEntry details in a tabbed interface, along with a contents pane listing all available entries.
An event triggered when GM mode is toggled
GMTools allows Game Masters to adjust Faction Standings through various operations.
A confirmation dialog for GMTools actions in MekHQ's Faction Standing system.
 
Handles the "going rogue" event for a campaign, where a force defects or leaves its current faction.
Generates government-order contracts (ContractSearchType.GOVERNMENT), issued by the player's own faction.
A compact, reusable gauge that draws a continuous horizontal track and places one or more labeled markers on it.
A single labeled point on the track.
How a GradientMarkerBar.Marker is drawn.
 
 
Represents various levels and traits of greed in a personality.
A moving location that tracks on-planet ground transport, such as an overland convoy travelling between two sites on the same planet.
GUI/Swing utility methods TODO : Windchild : This class shouldn't exist any longer, and we should just convert everything TODO : to use the nicest looking setup for Adoptium Temurin
 
 
Creates sorted views of a hangar.
Provides methods to gather statistics on units in a hangar.
Displays a table of all units in the force.
A rounded border striped like warning tape: diagonal bars alternating between two colours, run around the component instead of a plain line.
Represents the possible outcomes of a healing attempt under the "Advanced Medical Alternate" ruleset.
 
 
Hires a full complement of personnel for a unit.
The level of a Hiring Hall as defined in CamOps (4th printing).
 
This class is a specific log entry related to the daily historical log.
Home to static methods returning a random hit location given a random integer value generator and a function to check if a given BodyLocation is valid.
A data class representing a HPG link between two planets
 
A dialog class used to notify players about HR Strain in their campaign.
Deprecated, for removal: This API element is subject to removal in a future version.
 
Deprecated, for removal: This API element is subject to removal in a future version.
Static helpers for building heads-up-display dialogs in the style of the interstellar-map tab, the StratCon deployment wizard, and the contract debrief console: headings, hints, and HUD-styled scroll panes, tables, text fields, and combo boxes.
A custom-painted HUD button matching the interstellar-map chrome: a translucent cyan-gradient primary button, or a flat surface secondary button, both with a hairline border and a hover lift.
A board card in the style of the StratCon deployment wizard: a leading status ring, a bold name followed by a muted role and small coloured tags, a muted sub-line, and an optional figure on the right.
A small coloured tag shown after a card's name.
A HUD checkbox: a hairline cyan box, filled with the accent colour and ticked when selected, beside a muted label that brightens when the box is ticked.
A small filter chip: a tracked, upper-case label with a hairline border, raised and outlined in cyan when active.
A HudButton for actions that cannot be undone, such as deleting.
A HUD-styled date field that takes an ISO date (YYYY-MM-DD).
A guide panel that slides over the right of a HUD window to teach the page beneath it, with three tabs: numbered Steps, a worked Example, and the page's Terms.
One line of a worked example: who speaks ("You", "Oracle") and what they say.
The content of one guide.
One numbered step.
One term and its plain-language meaning.
A segmented page selector: one cell per value of an enum, with the interstellar-map tab's glowing accent underline on the selected cell.
A dark, HUD-styled rich-text editor: a toolbar of formatting buttons over an HTML editor pane.
A small status ring drawn in a status colour, as the deployment wizard marks each row's readiness.
A segmented, mutually exclusive choice.
One segment of the control.
A deep-surface stat tile - a small key, a large coloured value, and a faint sub-line - matching the debrief console's tiles.
The shared heads-up-display styling used by the salvage dialogs, the quartermaster kit dialog and the StratCon deployment wizard: a hardcoded cyan-on-dark palette and letter-tracked fonts that give these screens the same look as the interstellar-map tab (and the contract debrief console it is modelled on).
A segmented tab strip in the style of the deployment wizard's mode selector: one cell per page, the selected cell raised to the surface colour with the map's accent underline.
A plot thread's progress track, drawn like the paper track sheet: numbered cells in rows of five, with flashpoints framed in amber, the conclusion framed in the accent colour, revealed cells filled, and the next cell outlined.
The debrief console's verdict banner: a left accent stripe and a fading accent tint over the surface, with a verdict line, a muted reason line beneath it, and a boxed badge on the right.
A single hydrology profile's tunable parameters, deserialized from HydrologyProfiles.yaml.
The hydrology profiles available to improved sector generation.
 
 
Handles the possible auto-save situations in MekHQ.
This is a convenience class that will keep all the various graphics
The outward-facing contract for a "digital GM": a self-contained campaign-management engine that drives the automated generation and resolution of missions on the strategic layer.
Shared fabrication behavior for work items that can be manufactured from scratch (for money) rather than drawn from warehouse stock.
Strategy for map facilities — applying their periodic effects, updating them when a scenario resolves, and transferring ownership.
Strategy for placing player forces into scenarios — direct deployment to coordinates, assignment to a scenario, and committing primary forces.
An ILocation that the player can pick up and move around the location tree — a concrete thing that lives somewhere, as opposed to a place that hosts other locations.
Interface for classes that have a location.
Reconstructs a live location from a serialized reference's identity tags, or null if unresolvable.
Strategy for building the battlefield — picking a scenario's terrain and temperature from the biome of its coordinates.
A custom label that paints an image to the label that resizes based on the size of the label while maintaining the aspect ratio of the original image.
 
 
A confirmation dialog that prompts the user with a "Yes/No" choice, typically used for critical actions such as deletions or major changes in a campaign.
An immersive dialog used in MekHQ to display interactions between speakers, messages, and actions.
Represents a label-tooltip pair for constructing UI buttons.
Handles the display and processing of immersive nag dialogs.
Represents the available user choices for the nag dialog.
A specialized notification dialog that presents an immersive, modal, or non-modal message to the player.
A generic immersive message dialog for providing information to the player in the campaign.
Specifies width presets for immersive dialog windows in the user interface.
 
 
 
The improved, geography-aware sector generation: the StratConSectorGenerator pipeline (biome, hydrology, orogeny, geographic terrain fill, cities, farmland, roads), plus road connection for the planet-owner's facilities.
Ammo bin for infantry weapons used by small support vehicles
Storage for infantry weapon ammo.
This part represents custom armor kit settings rather than one of the formal armor kits from TacOps.
A single one-shot Disposable Weapon (TO:AuE p.116, Corrected Sixth Printing) carried by one trooper.
Utility class for working with infantry gunnery-related skills.
 
 
Shows injured and medical personnel
Injury class based on Jayof9s' (jayof9s@gmail.com) Advanced Medical documents
 
 
 
Injury levels are simple categorization values used in the display and prioritization of injuries.
 
Service class responsible for determining the location and duration of new injuries when using the Alternate Advanced Medical system.
 
Enumeration representing the subcategories of injuries used in the Advanced Medical Alternate system.
Flyweight design pattern implementation.
 
Advanced Medical sub-system injury types
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Static helper methods implementing the "advanced medical" sub-system
All the configuration behavior of InterStellarMap is saved here.
Manages planetary inoculation systems for campaign personnel.
 
A reusable decorator for TableCellRenderers that measures rendering performance.
A dialog class used to notify players about an insufficient number of AsTechs in their campaign.
 
A dialog class used to notify players about insufficient astech time in their campaign.
 
A dialog class used to notify players about an insufficient number of medics in their campaign.
 
 
Event fired when something requests that any ongoing Advance Multiple Days process be interrupted after the current day completes.
This is not functional yet.
 
 
A dialog class used to notify players about an invalid faction in their campaign.
 
Why a Life Path cannot be used.
Strategy for deciding where on the track the OpFor deploys — which coordinates a generated scenario is placed at.
Strategy for generating the opposing force (OpFor) of a scenario — what you fight, as opposed to IScenarioGenerationStrategy, which decides when and which scenarios appear.
 
A sub-interface of ILocation that marks a node in the LocationNode tree as a "place" — an anchor that owns campaign resources such as a LocalHangar, LocalWarehouse, and personnel roster.
This interface allows to identify classes that track player information like deployment, initiative bonuses, minefields, etc., so we can identify getter and setter methods across these types.
Strategy for reinforcement handling — whether a force may reinforce an ongoing scenario, the target number it must beat, and the outcome of the attempt.
Strategy for deciding when new scenarios appear and generating them.
Strategy for advancing scenarios through their lifecycle: expiring scenarios the player ignored, returning committed forces once their deployment ends, and applying the consequences of a completed scenario.
Strategy for laying down a sector's (track's) terrain.
The quartermaster's counter for issuing kits: personal armor kits, and the two equipment-kit slots.
This interface defines a StratCon element (a facility or a scenario currently) that is able to provide various kinds of information for display in some UI elements.
The rules that make one type of StratCon point of interest behave differently from another.
Interface implemented by any panel that manages tech work.
Represents an assignment on transport.
 
Represents an action to take against a unit in a campaign.
Common interface to interact with various methods for generating units.
 
 
Control used when a field in the UI represents an editable money amount.
Reads journals back in from exported Markdown files.
What an import found.
What an import added.
One dated entry in the roleplay journal: either a rich-text note the player wrote, or an automatic Oracle log record.
What kind of record a JournalEntry is: a note the player wrote, or one of the kinds of automatic Oracle log record.
Writes journal entries out as a Markdown or plain-text document, for sharing or backup.
The export formats, each with its file extension.
Criteria for narrowing the journal.
Saves a player's journal from a campaign save that can't be loaded.
Conversions between the journal's two text forms: plain text (Oracle log records) and the HTML that rich-text notes are stored as.
Provides a popup menu adapter for a component which also ensures that the accessibility chord SHIFT+F10 opens the popup as well.
JScrollableMenu is an extension of JMenu that expands the add functionality so that it adds child menus only if they are not empty, and then adds a scroller to them if they are of the specified size or larger.
JScrollablePanel is an extension of JPanel that implements scrollable, so that it can be properly used within a JScrollPane.
JScrollablePopupMenu is an extension of JPopupMenu that expands the add functionality so that it adds child menus only if they are not empty, and then adds a scroller to them if they are of the specified size or larger.
Deprecated.
Provides a text-field that makes suggestions using a provided data-vector.
 
Dialog to display a detailed summary of jump-related transport costs for a campaign in MekHQ.
Describes how a fleet's jump drives behave for travel-time purposes, beyond what the planetary system itself dictates.
 
This is an array list of planets for a jump path, from which we can derive various statistics.
Produces transient, acceleration-aware plans for a JumpPath without changing the operational route.
Command-circuit coverage mode for transient itinerary planning.
Immutable command-circuit coverage selected at intermediate recharge departures.
An acceleration-aware route plan.
Result of solving a desired journey duration.
Chronology for one system in route order.
Anchors an immutable JumpPathItinerary plan in time and inserts transient requested-stop dwell holds.
One explicit requested-stop hold in request order.
Anchored moments for one itinerary system.
The moment represented by the selected scheduling anchor.
An anchored route schedule.
A custom panel that gets filled in with goodies from a JumpPath record
 
 
 
 
 
 
 
A kill record
 
 
One family of quartermaster kit that the shared issue dialog can order and equip - for example armor kits or technician tool kits.
Running totals accumulated across all sections during a commit, used to write the summary report.
A section's contribution to the footer tally: how many kits come from stores, how many are ordered, and cost.
The two equipment-kit slots every person has, separate from their armor kit.
Against the Bot Shows how many lances are required to be deployed on active contracts and in what roles and allows the player to assign units to those roles.
 
 
This is an object for landMasses of a planet
Ammo bin for a weapon bay that combines multiple tons of ammo into a single bin.
 
The latitude band a StratCon sector sits in, used by improved sector generation to bias a sector's temperature away from the planet's equatorial baseline.
LayeredFormationIcon is an implementation of StandardFormationIcon that contains ForcePieceIcons for the LayeredFormationIconLayer layers.
This panel is used to create, display, and export a LayeredFormationIcon based on a tabbed pane containing a ForcePieceIconChooser for every potential LayeredFormationIconLayer layer.
A LayeredFormationIconDialog is used to select a Formation Icon, which may be either a LayeredFormationIcon or a StandardFormationIcon.
This contains the individual layers of a LayeredFormationIcon, which are also the potential header folders within the Pieces category of the Formation Icon Directory.
Deprecated, for removal: This API element is subject to removal in a future version.
Converts a legacy <mission> XML node - a pre-migration AtBContract/Contract/Mission - into a new AbstractContract, so old saves keep a record of their contracts once the legacy classes are removed.
The Legacy salvage system: the original MekHQ method, where salvage is claimed directly in the resolve scenario wizard without salvage operations.
The legacy sector generation: the original biome-stripe terrain placer (StratConTerrainPlacer).
A comparator for skills levels (e.g.
 
 
Represents a single Life Path definition for the advanced character builder system, including identifying metadata, requirements, awards, and exclusion logic.
Assembles a LifePath by name rather than by position.
 
 
Enumeration of categories for life paths in the advanced character builder.
Reads and writes Life Path definitions as JSON files.
The outcome of asking the user to open a Life Path file.
 
Moves one section of a Life Path between the wizard's tabs and a LifePathBuilder.
 
 
Checks a Life Path for the mistakes an author can make that the record's own constructor does not catch.
Works out what a Life Path costs a character in XP.
Adds the DropShips and JumpShips the units a build created after its rolls still need.
What a run added.
Determines whether a traveling fleet can benefit from Lithium-Fusion (LF) batteries.
Controls how Lithium-Fusion (LF) batteries fitted to the campaign's own JumpShips and WarShips affect interstellar travel.
TODO : Update loan baseline based on latest Campaign Operations Rules
Triggered when the player defaults on a loan.
abstract base class for events involving loans.
Triggered when a new loan is taken out.
Triggered when a loan is paid off.
Base class for LoanPaidEvent and LoanDefaultedEvent.
A table model for displaying active loans
 
Represents a hangar which contains zero or more units.
Roster of Persons, keyed by UUID.
Stores parts for a Campaign.
Fired when a new IPlace is added to the campaign's tracked location set.
Event for a change of location (planetary system) for the campaign.
Utility for moving groups of ILocation items (persons, units, parts) to a destination via a shared CurrentLocation travel node.
Generic display helpers for any ILocation item (unit, part, person, etc.).
Base class for events relating to IPlace instances being added to or removed from the campaign's tracked location set.
A dropdown item for the Location filter present on the Hangar, Warehouse, and Personnel tabs.
Top-level "Location" context menu for selected ILocation items (persons, units, or spare parts).
Utility class for new-day processing of a single IPlace: maintenance, parts arrival, and unit state transitions (refitting, mothballing, delivery).
A simple node for forming a tree of ILocation implementations.
 
Detail panel for a single IPlace.
Fired when an IPlace is removed from the campaign's tracked location set.
Displays all active IPlace instances in a split-pane layout.
A small, reusable "Location" block for any ILocation (unit, person, etc.).
A collection of stateless static utility methods for reasoning about locations and travel.
 
This class is responsible for instantiating the desired log entries from xml nodes.
 
A table model for displaying log entries.
 
 
A table model for displaying loot for scenarios and missions
The code in this class previously lived in Campaign and were migrated as part of an effort to reduce the size of that class.
 
 
A table model for displaying parts - similar to the one in CampaignGUI, but not exactly
Fits generated Word of Blake Shadow Division warriors with Manei Domini rank, class and cybernetics.
 
 
Dialog window for manually reporting a mission result with a specific mission name in a campaign.
Validation and parsing for the four free-text map-dimension inputs in ScenarioTemplateEditorDialog (base width/height and the width/height scaling increments).
Utility class for managing mapless StratCon scenario deployment operations.
Dialog for selecting a force to deploy in a mapless StratCon scenario.
Digital GM for StratCon Mapless play (StratConPlayType.MAPLESS).
 
Editor panel for a scenario template's ScenarioMapParameters: base and scaled dimensions, additional map sheets, rotation and AtB sizing, the map-location choice, and the allowed terrain types.
Displays interstellar map and contains transit controls.
Represents margins of success (mos) that define ranges of roll results with an associated integer margin, lower bound, and upper bound.
This dialog contains a MarkdownEditorPanel that the user can use to write markdown flavored text.
This class implements a markdown editor that comes with buttons for common markup as well as a preview tab for seeing what the results look like.
This is a class with a single static instance that will take markdown flavored text and parse it back out as HTML, using the commonmark-java library.
Triggered when new applicants are available for hiring
The MarketsPages class coordinates the Markets section of the MekHQ Campaign Options dialog.
 
 
This class handles the display of the Mass Mothball/Reactivate dialog
The MedicalController class manages the healing process and medical-related tasks within the campaign.
This class is a specific log entry related to medical.
This class is responsible to control the logging of Medical Log Entries.
 
Triggered when the size of the medic pool changes.
 
 
 
The main class of the application.
 
 
Interface that needs to be implemented by all MekHQ plugins.
The MekHQ salvage system: an expanded version of Campaign Operations salvage.
This class is responsible for setting up the forces for a scenario
 
 
 
 
 
 
Confirmation dialog shown when the "require MekWarrior kit to deploy" option is newly enabled, offering to equip every player MekWarrior with a MekWarrior kit so the force is not immediately grounded.
This class handles the logic for determining auction eligibility based on the player's resources and provides the interface for bidding in mercenary auctions.
A dialog for handling mercenary unit auctions in the campaign.
Generates mercenary-work contracts (ContractSearchType.MERCENARY).
Provides historical and contextual modifiers that represent how various factions perceive mercenary forces.
Represents the relationship between a faction and mercenaries during a specific historical period.
 
These are constants that hold across MekHQ.
Class to handle MHQInternationalization (you will find online material on that looking for i18n) It makes use of some short names to make it easier to use since it is used in many places
Handles contract morale checks and morale/report calculation for campaign missions.
Represents possible morale check results for a contract.
Represents possible performance outcomes for a contract's recent scenarios.
 
An event triggered after the MHQOptions are changed.
MekHQ Client Options pane backed by the shared MegaMek settings navigation, page, search, and contextual-help framework.
Hosting dialog for MHQOptionsPane, the MekHQ Client Options screen built on MegaMek's shared settings framework.
MHQPDFReaderPanel is a reusable Swing JPanel component for viewing and navigating PDF documents.
 
A specialized extension of JTable designed to work with MHQTableModel and MHQTableColumn.
Defines the contract for column definitions used within an MHQTableModel and displayed by an MHQTable.
An abstract base class for table models within the MekHQ UI.
Identifies the standard tabs and provides a creation method.
 
Dialog responsible for displaying the upgrade path for a Campaign based on the current campaign version.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ammo bin missing from a small support vehicle
 
The "missing" / needs-acquisition counterpart of InfantryDisposableWeaponPart.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Like OmniPod this is never added to a Unit.
A missing part is a placeholder on a unit to indicate that a replacement task needs to be performed
 
 
 
 
 
Missing part for QuadVee conversion gear
 
 
Placeholder for an engine that has been destroyed or removed from a support vehicle
 
 
 
 
Triggered when a mission or contract is modified.
Triggered when a mission is resolved.
Orchestrates everything that happens when the player completes a mission (contract).
Abstract base class for events involving missions or contracts.
Describes how a contract's mission location should be selected, based on what kind of operation the contract represents.
Triggered when a new mission or contract is added to the campaign.
Triggered when a mission or contract is removed from the campaign.
Helpers for the scenario template editor's role-choices control.
 
A StoryPoint class to start a new mission.
Finds potential mission-target planets for a given attacker/defender pair, generally on their shared border, with dedicated tiers for factions whose territory doesn't work like a normal nation's (pirates, ComStar, rebels) and optional contract-type-driven preferences (MissionLocationProfile) for contracts that don't happen at the front.
A custom panel that gets filled in with goodies from a scenario object
Produces the MegaMek Data legal notice that leads every saved data file, as a block of # comment lines.
 
A modifier is some kind of (usually temporary) effect that influences the character's base values.
Editor panel for a scenario template's fixed scenario modifiers: a picker of the available modifier keys plus the accumulated list, with add/remove.
 
This class represents a quantity of money and its associated currency.
 
A compact, segmented gauge that visualizes enemy ContractMoraleLevel.
The display text and tooltip used to describe a contract's enemy morale.
 
This class is used to store information about a particular unit that is lost when a unit is mothballed, so that it may be restored to as close to its prior state as possible when the unit is reactivated.
Mothballs a unit.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Builds the Person crew for a Unit, sized to the unit's actual seat count, and attaches each Person to the unit through the appropriate Unit.add* method.
This class splits a tooltip into multiple lines in order to wrap it.
 
Deprecated, for removal: This API element is subject to removal in a future version.
A controller class responsible for managing and triggering daily nag dialogs in the campaign.
 
This story point creates a StoryNarrativeDialog with a simple narrative description.
Deterministic navigation facts and route-constraint assessments.
 
 
 
 
 
Supplies the campaign route graph and the grounded state needed to explain route constraints.
 
 
 
Top-level campaign tab that hosts the interstellar map and locations subtabs.
A record of how a contract's terms were negotiated, stored on the contract so the negotiation table can be reopened and resumed rather than restarting from scratch.
Pure arithmetic behind the contract negotiation table: crossing the plateaus on the ChaosContractStepsTable when a term is lowered, and the caps on how much may be sacrificed.
The five negotiable contract terms, each a column on the ChaosContractStepsTable.
Triggered when units are added to or removed from a network, or a C3 master is toggled between independent and company command.
 
Builds a blank AbstractContract for the GM "Create new" flow.
An event triggered just after all new day calculations were finished, but before the UI is updated with the new data.
 
Represents the Personnel Market system for managing the recruitment, listing, and data persistence of potential recruits within a campaign.
A dialog that provides introductory information for new players starting the quickstart campaign.
This dialog is used to both hire new pilots and to edit existing ones
Instead of making this a static like Planets, we are just going to reload a years worth of news items at the start of every year, to cut down on memory usage.
NewsDialog is a dialog window for displaying news items within the context of a campaign.
 
News precision enum
Deprecated, for removal: This API element is subject to removal in a future version.
This class handles the creation and display of immersive announcements for the New Year's Day event.
 
Utility class for generating non-combatant prisoners captured following a base assault.
Which of a contract's five terms the employer has locked as non-negotiable.
IFacilityStrategy for play types with no facility map (Mapless and Singles).
 
How capable a cast member with no stats is, used when they take part in an opposed check.
 
The intel fields of a contract offer that can be hidden from the player in the contract market, leaving them with less information to weigh before accepting.
UI for creating or editing a single scenario objective
A data structure containing metadata relevant to the effect that completing or failing an objective can have.
The possible type of effect scaling effects, aka what you multiply the effect by.
Possible conditions under which an objective effect may be triggered
The behavior of the application when the objective effect is applied
Editor panel for a scenario template's objectives: the objective list plus add/edit (via ObjectiveEditPanel) and remove.
TableModel for displaying information about a scenario objective
 
Ranks the people generated for a command by how well they would lead it.
Gives the command's officers the skills that come with the post (Generate Captains).
An empty OmniPod, which can be purchased or created when equipment is removed from a pod.
This is the Operational Status of a force or unit, as part of automatically assigning and updating the force's LayeredFormationIcon on a new day.
Composes a contract's operation codename body from the two word pools held by RandomOperationNameGenerator: one weighted draw from the shared descriptor pool combined with one weighted draw from the noun pool themed to the contract's ContractObjectiveType (for example, RED + EAGLE yields "RED EAGLE").
Generates the commander of the opposing (enemy) force for a contract.
Handles the optimization of doctor-to-patient assignments.
An event thrown after the campaign options were changed.
The solo-roleplay actions a player takes: asking the Fate Chart, rolling Concepts, and creating and revealing plot threads.
The result of asking the Fate Chart.
The details of one Fate Chart question, kept with its Oracle log record so the answer can be shown again later.
A person the Oracle can pick when a random event involves an NPC.
The Oracle Console: one modeless window for solo roleplay, drawn as a heads-up display in the style of the interstellar map and the Issue Kit dialog.
The Oracle console's tutorial settings: whether the welcome banner has been dismissed, whether each page's guide has been seen, and whether guides open by themselves on a page's first visit.
Every oracle table available to the solo-roleplay oracle system.
 
Triggered when the TO&E structure changes by adding, removing, or moving a force or adding or removing a unit.
 
Shared origin-faction picker logic for CustomizePersonDialog and CreateCharacterDialog.
A single orogeny (mountain-building) profile's tunable parameters, deserialized from OrogenyProfiles.yaml.
The mountain-building (orogeny) profiles available to improved sector generation.
 
A dialog class used to notify players about outstanding scenarios in their campaign.
 
Triggered when the "allow overtime" button is toggled.
How many units the player already owns of each exact variant and of each chassis, so the salvage screen can show, for example, that the player already has two Wolverine WVR-6R and five Wolverines of any model.
A component allowing to display a "paper doll" image, with overlays for body locations.
 
 
Parts do the lions share of the work of repairing, salvaging, reloading, refueling, etc.
 
 
 
Triggered when a part on order arrives.
Deprecated, for removal: This API element is subject to removal in a future version.
Triggered by a change in a Part.
Abstract base class for any event involving a Part.
 
Describes the inventory details of a part.
Triggered when the repair mode (rapid repair or extra time) is changed.
Triggered when a new spare part is added to the campaign.
Represents the quality of a Part.
Represents a dialog for generating a part quality report.
Triggered when a part is removed from the campaign, including scrapping parts from units.
 
 
 
 
The set of category filters shared by the Warehouse tab and the Parts Store dialog.
Manages the tracking and automatic stocking of parts currently in use across a campaign.
 
 
 
A dialog to show parts in use, ordered, in transit with actionable buttons for buying or adding more taken from the Overview tab originally but now a dialog.
This is a parts store which will contain one copy of every possible part that might be needed as well as a variety of helper functions to acquire parts.
 
A table model for displaying parts - similar to the one in CampaignGUI, but not exactly
Provides a container for a value formatted for display and the value itself for sorting.
Provides a lazy view to a TargetRoll for use in a UI (e.g.
A table model for displaying parts
 
Triggered by an attempt to perform a repair.
This class is a specific log entry related to performing medical aid on a character.
This class is responsible for controlling the logging of Patient Log Entries.
A table model for displaying personnel in the infirmary
A dialog to decide how you want to pay off collateral when you default on a loan
This class is a specific log entry related to Skill, XP, or SPA gain.
This class is responsible to control the logging of Service Log Entries.
Handles the process of issuing Batchalls to the player when facing a Clan opponent.
The PerformResupply class handles the execution and management of resupply operations within MekHQ campaigns.
 
 
The personality class holds information about a personality that may interact with the players during the story arc.
This class is responsible for generating and managing personalities for characters.
Represents various personality quirks that can define an individual's behavior or habits.
 
 
Represents the four primary types of personality characteristics a character can possess.
This class is a specific log entry related to personal.
This class is responsible to control the logging of Personal Log Entries.
This class is responsible for the awards given to a person.
An event fired for every person who just came back from battle, dead or alive.
Triggered when anything about a Person is changed.
Represents an event triggered when a Person is assigned to or removed from a Unit, either as a pilot or part of the crew.
Abstract base class for all events pertaining to a person
Deprecated, for removal: This API element is subject to removal in a future version.
 
Triggered when a personnel log is changed.
Triggered when a patient is assigned to or removed from a doctor's care.
 
 
 
 
 
 
Deprecated, for removal: This API element is subject to removal in a future version.
Implements the personnel market logic using the Campaign Operations Revised ruleset.
Implements the personnel market using the Campaign Operations Strict ruleset.
Provides the main dialog window for interacting with the personnel market.
Represents an entry in the personnel market configuration.
Loads and provides access to different personnel market entry configurations for various market styles (e.g., MekHQ, Campaign Operations Revised, Campaign Operations Strict).
Implements MekHQ's custom personnel market system.
Interface to be implemented by methods for generating and removing personnel market entries.
Manager for services that provide methods for generating and removing potential recruits to and from the personnel market
Enum representing various recruitment styles for the Personnel Market.
An extension of PilotOptions that adds MekHQ-specific SPAs and edge triggers for support and command actions.
The PersonnelPages class coordinates the Personnel section of the MekHQ Campaign Options dialog.
 
 
The PersonnelRole enum represents various roles a person can have.
 
Picks the row colors used to flag a person's state (absent, deployed, injured, fatigued, and so on) in personnel tables, so every table highlights the same states in the same way.
Represents the various statuses that a Person can have within MekHQ.
Represents the severity levels of a status.
Tab for interacting with all personnel
A table Model for displaying information about personnel
 
 
A panel displaying a table of personnel applicants within the personnel market dialog.
 
Triggered when a Person is added to the campaign.
 
A comparator for ranks written as strings with "-" sorted to the bottom always
Triggered when a Person is removed from the campaign.
Triggered when a Person's status is changed
This StoryPoint is started and completed whenever the status of a Person with a certain UUID is in a certain state.
Table model for displaying a list of Person applicants in the personnel market dialog.
Triggered when a tech is assigned to or removed from unit maintenance
 
 
Utility class that provides methods for managing and modifying the skills, loyalty, and advantages of personnel in the campaign, based on their roles and experience levels.
A custom panel that gets filled in with goodies from a Person record
The Phenotype Enum represents various phenotypes a Clan character can have.
Seats the most skilled pilots in the leading lances (Assign Most Skilled to Primary Lances).
Implements the USE_PIRATE_LOOTING contract special rule: when a contract carrying that rule is completed the force rolls to avoid getting caught, credits the looted booty to its finances, and - if caught - takes a criminal-record penalty on the force or its personnel.
Deterministic planning facts for comparing a standard jump point with an assumed pirate point.
Physical facts for one endpoint approach.
Exact target number and 2d6 success outcomes.
Immutable comparison facts.
Explicit physical and check assumptions used for one analysis.
One optional signed target-number modifier.
Neutral planning categories whose values are supplied explicitly by the user.
Utility class for generating pity contracts when a campaign does not have enough successful completed contracts.
This is the start of a planet object that will keep lots of information about planets that can be displayed on the interstellar map.
 
A class representing some event, possibly changing planetary information
This class is used to do some additional work after a planet file is loaded with Jackson
 
Generates a planetary garrison for a militia faction: it resolves the roll modifiers for the system and date, rolls the RandomGarrisonTable to size the garrison, then generates each contingent (infantry regiments, armor battalions, and BattleMek battalions) and assembles them under a single garrison force.
This is a PlanetarySystem object that will contain information about the system as well as an ArrayList of the Planet objects that make up the system
 
 
 
A class representing some event, possibly changing planetary information
This class allows for some additional code on a planetary system after it is loaded by Jackson
 
Campaign XML wrapper for campaign-scoped planetary system overrides.
Builds human-readable change summaries between a baseline system and an edited system for review/revert UI.
GM-facing editor for campaign planetary system overrides.
This panel displays a particular star system with suns and planets and information about the player's unit's position if in the system
Editor-facing validation facade for planetary system data.
Shared YAML gateway for planetary system files.
 
 
Immutable snapshot of the planetary data that drives StratCon improved sector generation, resolved once from a contract's destination planet with neutral fallbacks for anything the universe data does not record.
A custom panel that gets filled in with goodies from a Planet record
A player-defined base at a fixed planetary system.
The human player's active force: the single AbstractForce a Campaign is played through.
A plot thread with a progress track of 10, 15 or 20 steps.
How many steps a PlotThread's progress track has.
One step on a PlotThread's progress track, holding the concept rolled for it when the thread was created.
Tracks which plugins are installed and which are active.
An abstraction of all the pod-mounted equipment within a single location of an omni unit.
 
 
We need to determine what units in game are transports, and what units they're transporting.
A dialog class used to notify players about a pregnant combatant in their campaign.
 
Defines the available styles for handling prisoner capture.
Manages prisoner-related events and warnings during a campaign.
Notifies the player that freeing prisoners resulted in an Intel Breach, worsening an active contract's morale.
Handles events involving prisoners at the end of a mission.
Handles ransom events for prisoners of war (POWs) within the campaign.
 
 
 
 
Presents the prisoner overflow warning to the player and the follow-up narrative dialog that resolves it.
Handles the generation and setup of a scenario involving escaped prisoners attempting to flee.
The Procurement class encapsulates the logic for deciding the availability of parts based on factors such as era, technologies, and treaties between various factions.
Triggered when a unit or part is added to the procurement list following a failed acquisition role.
Enumeration representing the categories of personnel allowed to make procurement checks in a campaign.
A table model for displaying acquisitions.
 
 
Represents a set of grammatical pronouns associated with a subject, object, and possessive form, along with their lowercased variations, and additional data for pluralization handling.
 
Enumeration representing the various types of prosthetics and artificial body replacements available in the Alternate Advanced Medical system.
 
 
Legacy part that represents standard ProtoMek jump jets.
 
 
 
Conversion gear for QuadVees
 
Utility class for performing Quick Training on personnel in a campaign.
 
Dialog for performing Quick Training.
 
Save File Formatting: word, weight word is a String that does not include a ',' Weight is an integer weight used during generation
Handles logic for simulating random deaths in a campaign.
A record representing the random death chance information based on gender and maximum age.
Displays an immersive notification dialog when a person dies from random causes during campaign advancement and allows the player to cancel, continue, or suppress future notifications of the same category.
The RandomDependents class manages the random addition and removal of dependent personnel based on the current campaign state and options.
The RandomDivorce class is an implementation of the AbstractDivorce class that represents a divorce method based on random chance.
An enumeration representing the available random divorce methods.
Represents data relevant to a random event, including its type, severity, and response map structure.
A wrapper class for managing a list of RandomEventData.
 
 
Manages the resolution and effects of random events during a campaign.
The Random Event Focus table, consulted with a follow-up d100 whenever a FateChart roll triggers a random event.
A utility class that manages the loading and retrieval of random event data from YAML files.
Represents an individual response entry for a random event.
Represents the quality of a response in random events.
Represents the result of an event response, including the effect type, the guard flag, the magnitude, and an optional skill type.
Defines the possible effects of a random event.
 
Uses Factions and Planets to weighted lists of potential employers and enemies for contract generation.
The Random Garrisons Table: a 2D6 lookup that sizes a planetary garrison as a number of infantry regiments, armor battalions, and BattleMek battalions.
RandomMarriage class represents a type of marriage where the result is determined by rolling a die.
The RandomMarriageMethod enum represents different methods of getting random marriages.
Supplies the two word pools used to build a contract's operation codename (for example, RED and EAGLE in "Operation RED EAGLE").
Supplies the weighted meaning pools used by the solo-roleplay oracle system, one pool per OracleTable.
 
This is used to select a set of RandomOriginOptions.
 
Represents a random procreation method that is based on dice rolls.
The RandomProcreationMethod enum represents different methods of getting random procreation.
 
An implementation of AbstractFactionSelector which chooses a faction from a defined range of planets.
An implementation of AbstractPlanetSelector which chooses a planet from a range of planets and a Faction.
A specific rank with information about officer status and payment multipliers
Applies rank values from ForceDescriptor.getCo() / getXo() CrewDescriptors onto MekHQ Persons.
 
 
Ranks keeps track of all data-file loaded rank systems.
 
 
 
 
 
Provides access to RATGenerator through the AbstractUnitGenerator and thus the IUnitGenerator interface.
Represents various levels and traits of Reasoning in a personality.
Enum representing different levels of Reasoning comparison.
Handles the recovery of missing personnel (MIA) through abstracted search-and-rescue (SAR) operations.
How a single recovery unit brings in a wreck on the ground, where it could do either.
Whether the units assigned to a wreck can recover it, and if not, why not.
Utility class for calculating entity recovery times based on environmental conditions.
Immutable data record containing recovery time calculation results and environmental multipliers.
This object tracks the refit of a given unit into a new unit.
Proxy Armor that references a certain ID
Proxy Part that references a certain ID.
Proxy Person that references a specific ID
 
Deprecated, for removal: This API element is subject to removal in a future version.
Decides whether a tech can work on a refit.
Given a list of planets, uses a convex hull algorithm to select the planets that form a polygon that completely enclose the space.
Utility class to track x and y values of a planar coordinate.
Campaign-context helper that answers the reinforcement questions the inspector needs for a focused force: how it is eligible to reinforce, and what its roll and odds are at a given support-point spend.
The support-point cost of a paid reinforcement attempt, and the target-number modifier the spent points buy.
The odds of a single reinforcement attempt: the final target number the roll must meet on two six-sided dice, and the resulting success probability.
Represents a page in the campaign options UI for configuring relationship-related options, such as marriage, divorce, and procreation settings.
A StoryTrigger to remove a set of Units from the Campaign.
 
Represents a page in the campaign options UI used to configure settings related to repair and maintenance in a campaign.
Triggered when a damaged unit has the repair location changed or is toggled between salvage and repair.
Shows damaged units and controls for repair.
A specialized JPanel wrapper for repair tasks.
A dialog for managing the replacement of limbs in a campaign.
Triggered when a report item is added.
 
This class has a collection of values and methods to make writing out various parts of reports and XML easier by using methods for common outputs.
 
The per-part "requested stock percent" targets that a single IPlace maintains for its warehouse.
 
This object will be the main workhorse for the scenario resolution wizard.
This object is used to track the status of an opposition personnel.
This object is used to track the status of a particular personnel.
This object is used to track the status of a particular unit.
 
Restores a unit to an undamaged state.
Implementations allow copies of entities to be created.
The Resupply class manages the resupply process during a campaign.
Enum representing the various types of resupply methods available during a campaign.
Dialog class providing the user with options regarding the resupply convoy.
Enum representing the possible responses to the resupply convoy dialog.
Utility class for managing and facilitating dialog-related operations in resupply missions within MekHQ campaigns.
Utility class for managing resupply operations and events in MekHQ campaigns.
 
 
Class used to record the required payout to each retired/defected/killed/sacked person.
 
The pieces of a riot: generating the civilian mobs that make up a StratCon "Crowd Control" scenario's opposition, and announcing the riot to the player in an immersive, faction-aware dialog.
Holds the campaign's solo-roleplay state: the current chaos factor used by the FateChart, the cast of OracleCharacters the Oracle can pick from when a random event involves an NPC, and the campaign's PlotThreads, and the journal: the player's own notes plus an automatic log of Oracle results.
A change a random event made to a plot thread.
Makes skill, attribute and opposed checks for the Oracle console's Checks page, logs them to the Oracle log and adds them to the daily report.
One side of an opposed check: someone in Personnel rolling a skill or attributes, or a cast member with no stats rolling against a rating.
The campaign settings that affect a check.
The Roleplay page of the Campaign Options dialog: options for the solo-roleplay Oracle console and its journal.
Editor for a force's role choices.
This StoryPoint rolls some dice and returns the result.
 
 
Represents a dialog and associated logic for presenting the player with a Ronin offer.
 
RoundedJButton is a custom JButton implementation that renders a button with rounded corners and a customizable border.
RoundedJButton.RoundedButtonBorder is a subclass of RoundedLineBorder that defines a border with a specific color, thickness, and corner arc.
RoundedLineBorder is a custom border implementation for Swing components that draws a rectangular border with rounded corners, a configurable color, thickness, and arc radius.
RoundedMMToggleButton is a custom JButton implementation that renders a button with rounded corners and a customizable border.
RoundedMMToggleButton.RoundedButtonBorder is a subclass of RoundedLineBorder that defines a border with a specific color, thickness, and corner arc.
Computes transient, deterministic route comparisons without changing campaign state.
Command-circuit coverage assumed while comparing a course.
One immutable route comparison.
The operational reason a course is offered.
A route segment or the deterministic reason one could not be returned.
Outcome of planning one requested route segment.
Supplies the route graph and campaign-specific filtering without owning mutable campaign options.
Idempotent initialization of the MegaMek Force Generator engine for use from the MekHQ side.
Tree-aware rank assignment pass for the Force Generator pipeline.
What the walker learned from the rolled tree, for the rank pass to lean on.
What the rank passes promoted.
Represents a page in the campaign options UI for managing ruleset configurations in campaigns.
The SalariesPages class represents the user interface components for configuring salary-related options in the MekHQ Campaign Options dialog.
A summary of what a formation can bring to a salvage operation.
The player's plan for a scenario's salvage operation, made before the scenario starts: which formations recover the wrecks (the salvage teams), and which techs go with them.
Whether a formation can join the salvage operation.
A formation the player could use as a salvage team.
How a tech comes to be on the salvage operation.
The pre-scenario salvage planner, where the player picks the formations that recover wrecks after the battle (the salvage teams) and the techs who go with them.
The post-scenario salvage console, where the player recovers a scenario's wrecks and decides what happens to them.
The player's plan for recovering a scenario's wrecks, and whether it works.
How much room a carrier has left for more wrecks.
Shows the player a scenario's salvage recovery and waits for them to confirm it.
Everything the player decides after a scenario about its salvage: which units recover which wrecks (see SalvageRecoveryPlan), and what happens to each recovered wreck (see SalvageRecoverySession.SalvageClaim).
Something that stops the player confirming their salvage.
What happens to a recovered wreck.
Builds the SalvageRecoverySession for a scenario's salvage: the wrecks left on the field, the units that can recover them, how long each wreck takes, and how much tech time the salvage techs have.
Decides how a contract's salvage is divided between the player and their employer, and what money changes hands.
The salvage rulesets a campaign can use to resolve post-scenario salvage.
A tech who could join a salvage operation, with the facts the planner filters and sorts them by worked out once.
The salvage planner's tech filters: hide injured techs, pregnant techs, or techs already assigned to units, show only techs of one experience level, and hide techs that don't match a search.
Why a tech is hidden.
 
This is an object for satellites (i.e.
Displays an image that fills the available vertical space up to a specified maximum height, while preserving its original aspect ratio.
A custom JPanel that enforces minimum and maximum width constraints and respects the GUI scale setting.
 
 
Triggered when a scenario is modified in any way.
This class is optionally used by Scenario to determine any limits on the type and quantity of units that the player can field for a scenario.
The CountType enum tells this class what the units of the quantity limits should be
The QuantityType enum tells this class how to interpret the meaning quantityLimit variable
Abstract base class for all events involving a scenario.
 
Which side a particular force will fight for
What kind of mechanism to use to generate the force
How to determine deployment edge of this force based on deployment edge of a designated force
 
This class contains parameters useful for maps generated by ATB-StratCon maps
 
A developer tool for editing scenario modifier files (JSON).
Triggered when a scenario is added to a mission or contract.
Contains metadata used to describe a scenario objective
Whether the objective is related to a fixed number or a percentage.
Types of automatically tracked scenario objectives
 
Handles processing for objectives for a scenario that has them
Triggered when a scenario is removed (deleted) from a mission or contract.
Triggered when a scenario is resolved.
This class is responsible for setting up the forces for a scenario
 
 
Adds a scenario to the identified mission.
A table model for displaying scenarios
 
 
This is the root data structure for organizing information related to a scenario template.
Enum representing the different types of battlefield control during a scenario.
Adapter for converting between String and BattlefieldControlType during XML (un)marshalling.
 
Handles editing, saving and loading of scenario template definitions.
JSON serialization for ScenarioTemplate and its object graph.
Represents the type of scenario within MekHQ.
 
A custom panel that gets filled in with goodies from a scenario object
 
 
List data model for the StratCon scenario wizard.
 
 
Manages plugins requiring interpretation by a scripting engine.
One sector shape a generated map can take, loaded from SectorShapeProfiles.yaml.
The overall shape a generated sector takes: how wide it is relative to how tall.
A blueprint for a single StratCon sector, produced by StratConSectorPlanner before any track is built.
A compact, reusable gauge that draws a row of equally-sized colored segments.
A single segment of the bar.
 
Context menu that lets the player send selected ILocation items (persons, units, or spare parts) to a known destination ILocation.
Fills the senior staff appointments of a generated command - chief medical officer, head technician and chief administrator.
 
This class is a specific log entry related to service.
This class is responsible to control the logging of Service Log Entries.
This StoryTrigger will set the date in a CheckDateReachedStoryPoint identified by its id.
Pre-generation rules tab.
Puts the units a generated command nests under a ship aboard that ship.
Tracks what units this transport is transporting, and its current capacity for its different transporter types.
Dialog for reviewing the campaign shopping list and adjusting procurement priority.
Dialog window to simulate missions and adjust faction standings based on employer, enemy, and mission status selections within a campaign.
The single-detachment seam for an AbstractForce.
Nag dialog reminding the player to configure a single-drop setup when using StratCon singles mode with at least one active StratCon contract.
Provides nag logic related to the single-drop setup flow.
Generates a single special ability for a Person.
Digital GM for StratCon Singles play (StratConPlayType.SINGLES).
As ov v0.1.9, we will be tracking a group of skills on the person.
Enum representing the primary attributes associated with skills in MekHQ.
 
An implementation of ActionCheck for skill checks.
This class calculates the target number for a skill check based on the person's attributes, skills, and the associated skill type.
The SkillDeprecationTool class checks and manages deprecated skills for a Person.
Shared helpers for the standardized skill-level pickers used across MekHQ dialogs (Hire Bulk Personnel, the contract editor, the Bot Force customizer, and StratCon options).
Encapsulates all data needed to calculate skill modifiers for a person.
This object tracks a specific skill prerequisite for a special ability.
A compact editor for a special ability's prerequisite skill sets.
Tracks skills for a Person.
SkillsPage is a component of the campaign options user interface that allows players to configure the rules and costs associated with skills in their campaign.
Enum representing the subtypes of skills used in MekHQ.
Skill type will hold static information for each skill type like base target number, whether to count up, and XP costs for advancement.
Configures amount of standard and inferno ammo available to small support vehicle weapons.
Represents various levels and traits of social skills in a personality.
 
This class is used to deserialize the SICs codes (e.g.
Triggered when soldiers are added to or removed from the pool.
This is a generic model that sorts objects extending E based on the provided comparator, or using Java's natural sort (which is NOT the same as a NaturalOrderComparator) if a comparator is not provided.
This generic class is designed to hold an abstract value and a string that indicates the source of that value.
 
 
This class extends a basic JLabel to handle the characteristics of a sourceable value, namely adding the sourced information as a tooltip.
Container for SC/DS/JS/WS/SS heat sinks.
 
Spares & Finances tab: the merged former Spares and Other tabs, laid out in the two-column style of the Personnel & Officers tab.
Utility class for handling Special Pilot Ability (SPA) categorization in MekHQ.
This object will serve as a wrapper for a specific pilot special ability.
Confirmation dialog shown when the granular specialist tech skills are newly enabled in a campaign that previously used only the global tech skills (that is, the "use global tech skills only" option has just been switched off).
 
StandardFormationIcon is an implementation of AbstractIcon that contains and displays a StandardFormationIcon from the Force Icon Directory.
StandardFormationIconChooser is an implementation of AbstractMHQIconChooser that is used to select a StandardFormationIcon from the Formation Icon Directory.
StandardFormationIconChooserTree is an implementation of AbstractIconChooserTree that initializes the tree using the Formation Icon Directory.
StandardFormationIconDialog is an implementation of AbstractMHQIconChooserDialog that is used to select a StandardFormationIcon from the Formation Icon Directory.
Displays a modal dialog to confirm the results of a SimulateMissionDialog or ManualMissionDialog.
The player's starting-location choice, made in the campaign options when a new campaign is created.
The kind of starting location a mercenary or pirate campaign requests when a new campaign is created.
Gives a new command a past (Run Starting Simulation).
What the simulation did.
 
A class to carry information about a star.
 
Static method only helper class for stars
 
The Story Arc class manages a given story arc campaign.
This class displays a Story Arc.
 
 
 
This class just reads in a few fields from a Story Arc XML object.
Creates a StoryDialog with an optional image, text, and choices from which the player can choose a response.
 
This is the base class for dialogs related to the Story Arc, to help create a similar look and feel.
An event triggered when a story arc finishes and the current campaign should end.
This enum indicates whether a story arc has to start a new campaign, can be added to an existing campaign or both.
Creates a simple narrative StoryDialog with an optional image and text.
This class controls what happens when a story point is completed and a certain result is achieved.
The StoryPoint abstract class is the basic building block of a StoryArc.
This class extends the Portrait class to look in the story arc data directory for additional portraits that may be available.
Extension of AbstractIcon to handle splash images associated with a StoryDialog
A Story Trigger can be added to a StoryPoint or a StoryOutcome and when the StoryPoint is completed the StoryTrigger will be executed and will do some things.
 
The rules of a point of interest that any formation can act on, but that may hide an ambush.
The behavior of a lead on an assassination target, placed in place of every point of interest on an Assassination contract.
Data structure holding information relevant to a StratCon biome
The authored catalogue of StratCon terrain, loaded once from StratConBiomeManifest.xml and reachable through StratConBiomeManifest.getInstance().
This enum is used to determine whether an image being retrieved is a terrain tile or a facility
 
Contract-level state object for a StratCon campaign.
This adapter provides a way to convert between a LocalDate and the ISO-8601 string representation of the date that is used for XML marshaling and unmarshalling in JAXB.
Places cities onto a StratCon track as an overlay (a city sits on top of whatever base terrain its hex holds).
The behavior of civil disobedience: unrest the player's forces must put down before it turns violent, placed in place of every point of interest on a Riot Duty contract.
The behavior of civilian infrastructure: a civilian target for the player to destroy, placed in place of every point of interest on a Terrorism contract.
The point of interest types whose rules are entirely those of a shared family - contested (see StratConContestedPointOfInterestBehavior) or ambush (see StratConAmbushPointOfInterestBehavior) - set up only by which scenario template is fought there and, for a contested type, what becomes of it when no scenario breaks out.
The rules of a point of interest that any formation follows up, and that a scenario of one set template may break out over.
What becomes of a contested point of interest when a formation follows it up and no scenario breaks out.
This class holds data relevant to the various types of contract that can occur in the StratCon campaign system.
Data structure that deals with the characteristics that a StratCon scenario objective may have
How many points of interest of one type a contract places over its run, outside the strategic objectives.
The kind of actions that the player needs to undertake to complete strategic objectives for this contract.
JSON serialization for StratConContractDefinition.
This class handles StratCon state initialization when a contract is signed.
What a proposed resize would disturb, so a GM can be told before anything is moved.
Everything that sets one contract type's StratCon mechanics apart from another's, in one place: which special point of interest it uses, whether those replace its Essential scenarios and are strategic objectives, how it tracks Escalation, whether its sectors must be scouted, and whether riots move its enemy's morale.
How a contract tracks Escalation (see StratConEscalation).
Coordinates used in the StratCon map system.
MekHQ event relating to the deployment of a force to a StratCon track.
The non-GUI deployment operations for the StratCon deployment wizard: the campaign-state mutations that commit forces and units to a track or scenario.
The redesigned StratCon deployment wizard: a non-modal, four-page window that browses the player's forces on a searchable board and shows a dossier for the focused force before it is committed.
The default digital GM: classic map-based StratCon ("Normal" play, StratConPlayType.NORMAL).
Escalation: how far a raiding or guerrilla contract's hostilities have escalated, and so how hard the enemy is pushing back.
This represents a facility in the StratCon context
 
A developer tool for editing StratCon facility files (JSON).
This class handles functionality related to loading and StratCon facility definitions.
JSON serialization for StratConFacility.
A manifest containing IDs and file names of StratCon facility definitions
Default (map-based) StratCon implementation of IFacilityStrategy.
Places farmland on a StratCon track as an agricultural catchment around its cities: each city radiates farmland out over nearby arable land, thinning with distance.
Default StratCon implementation of IForceDeploymentStrategy.
Entry point for non-GM StratCon code (mainly the deployment UI) to reach the active digital GM's strategies for a campaign, rather than calling the static rules directly.
Shared hex-grid helpers used by the improved sector generation placers: bounds checks, neighbor lookup, and growing an organic connected region.
The behavior of a high profile target: a conspicuous enemy asset whose attack draws the enemy's eye, placed in place of every point of interest on a Diversionary Raid contract.
Loads the hydrology profiles used by improved sector generation from HydrologyProfiles.yaml and picks one for a planet based on its water coverage.
The root object of HydrologyProfiles.yaml.
Default StratCon implementation of IMapGenerationStrategy: the standard biome-driven terrain selection.
 
Tunes a scenario's generated battle map so it reflects the StratCon sector hex it is fought on.
Places mountains onto a StratCon track in a shape determined by an OrogenyProfile.
Paints ocean onto a StratCon track in a shape determined by its HydrologyProfileType.
Default StratCon implementation of IOpForDeploymentStrategy: the standard weighted-random placement of a hostile scenario on an unoccupied hex.
Default StratCon implementation of IOpForGenerationStrategy: the standard dynamic/random AtB generation.
Loads the orogeny (mountain-building) profiles used by improved sector generation from OrogenyProfiles.yaml and picks one for a planet from its combined conditions.
The root object of OrogenyProfiles.yaml.
This panel handles AtB-StratCon GUI interactions with a specific scenario track.
The behavior of a pirate captain: a pirate band's leader, reported in the area, placed in place of every point of interest on a Pirate Hunting contract.
 
The behavior of a plunder target: a soft target - a warehouse, a trade post, a farming co-op - for the player's pirates to raid, placed in place of every point of interest on a Pirate Raid contract.
A point of interest placed in a StratCon sector: something on the map that is neither a scenario nor a facility.
Where a point of interest is in its life.
The registry of IStratConPointOfInterestBehaviors, keyed by the behavior ID a definition names.
The fixed, per-type data of a StratCon point of interest, loaded from JSON (see StratConPointOfInterestDefinitions) or registered from code.
The library of StratCon point of interest definitions, keyed by type ID.
A developer tool for editing StratCon point of interest definition files (JSON).
A manifest listing the file names of StratCon point of interest definitions, mirroring the facility manifest.
Places points of interest in StratCon sectors, obeying each type's placement rules.
The StratCon rules that act on points of interest during play: the points where the rest of StratCon hands control to a point of interest's IStratConPointOfInterestBehavior.
The Recon Raid special mechanic: in place of any points of interest, every sector has a strategic objective to scout at least half of its land hexes - every hex that is not ocean - before the contract ends (see StratConContractDefinition.StrategicObjectiveType.Reconnaissance).
StratConReinforcementsConfirmationDialog displays a confirmation dialog for the player to deploy reinforcements to StratCon scenarios.
Types of responses that can be selected from the dialog.
Default StratCon implementation of IReinforcementStrategy.
Builds the road network for a StratCon track: connects the sector's cities with roads and branches each network off the map toward its neighbors.
This class contains "rules" logic for the AtB-StratCon state
What makes a particular lance eligible to be reinforcements for a scenario
What were the results of the reinforcement roll?
The behavior of a sabotage target: an enemy asset - a fuel dump, a supply depot, a communications relay - for the player to sabotage, placed in place of every point of interest on a Sabotage contract.
Class that handles scenario metadata and interaction at the StratCon level
Represents the possible states of a StratCon scenario
This class handles functionality related to loading and sorting scenario templates.
Default StratCon implementation of IScenarioGenerationStrategy.
Default StratCon implementation of IScenarioLifecycleStrategy.
The behavior of a scheduled parade: a public show of the employer's strength, placed in place of every point of interest on a Retainer contract.
A point of interest a contract will place later: the day it appears, its type, and whether it is a strategic objective.
How many sectors a contract generates, and therefore how large each one is.
The improved StratCon terrain generator: builds a sector's terrain from planetary data and a hydrology profile, rather than the legacy random-stripe placement.
Decides how many StratCon sectors a contract generates and how large each one is, producing a SectorSpec per sector.
Loads the sector shape profiles used by improved sector generation from SectorShapeProfiles.yaml and picks one for each generated sector.
The root object of SectorShapeProfiles.yaml.
This class is responsible for setting up the forces for a StratCon scenario
The behavior of a show of force: a chance for a garrison to parade its strength where the locals and the enemy alike will see it, placed in place of every point of interest on a Garrison Duty contract.
Displays a confirmation dialog for deploying reinforcements in StratCon Single Drop scenarios.
This class is a data structure storing data relating to StratCon strategic objectives and also handles some small amount of "business logic"
This class contains code relevant to rendering the StratCon ("AtB Campaign State") tab.
The behavior of target intelligence: a lead on the enemy's installations, placed in place of every point of interest on an Objective Raid contract, which gets no Essential scenarios.
The broad class a StratCon terrain type belongs to.
Per-hex geographic influence fields derived from a track after oceans and mountains are placed, used by the improved dry-terrain fill so terrain follows geography rather than pure noise.
Fills the dry (empty) hexes of a track with terrain, choosing each hex's terrain from the biome by weight and then smoothing the result into coherent patches.
GM tool: a non-modal terrain palette that puts the sector map into paint mode.
This class handles placement of StratCon terrain
The definition of a single StratCon terrain type, as authored in the biome manifest.
Track-level state object for a StratCon campaign.
The behavior of training maneuvers: an exercise the player's forces run with the troops they are training, placed in place of every point of interest on a Cadre Duty contract.
Loads the urban (settlement) profiles used by improved sector generation from UrbanProfiles.yaml and picks one for a planet from its combined conditions.
The root object of UrbanProfiles.yaml.
 
Strips a unit of its parts and adds them to the campaign.
 
The support vehicles a command is granted for each capability it switches on, together with everything the rest of support generation needs to know about them: which campaign option grants them, which unit is fielded, how many, which Table of Organisation and Equipment formation holds them, which support section crews them, and whether they add to the mechanic demand.
Offers the free support vehicles that come with a capability the player has just switched on mid-campaign.
The single decision point for whether support carriers may deploy to a scenario.
The player-facing side of SupportCarrierDeployment: the senior administrator explains, in character, why support carriers are not going, with the plain detail underneath.
Keeps the Support Command section of the TOE matching the roster as a campaign runs.
Computes the "100% coverage" support-personnel demand for a campaign's current force composition, following the Campaign Operations support-staff rules.
Per-role 100%-coverage demand snapshot.
Stage 7e of the ratgen company-generation pipeline: creates the support staff (techs, doctors, administrators) the freshly-generated force needs to maintain itself, plus their astech and medic assistants.
Counts emitted by the generator, useful for logging and reporting.
Organizes freshly generated support personnel into the campaign's TOE.
The three segregated sections of Support Command.
Where the crew of a newly granted capability vehicle comes from.
This class handles Support Point negotiations for StratCon.
 
Offers to organize a campaign's loose support staff into support teams.
 
Generates the free support vehicles a command is granted for its various support capabilities, and files them into the TOE via AddSupportUnitsToTOE.
One rolled model and how many of it to build, so a formation is filled with a single kind of vehicle.
Picks the actual vehicle a support capability fields, by rolling the force generator rather than naming one.
A vehicle the generator offered, with the capacity that decides whether it suits the capability.
Standard support vehicle armor, which can differ by BAR and tech rating.
Engine for a support vehicle.
Swaps the AmmoType for an AmmoBin on a Unit.
This StoryTrigger will switch the active tab in the main CampaignGUI.
This will eventually replace the Planets object as our source of system/planetary information using the new XML format that places planets within systems
The SystemsPages class coordinates the Systems section of the MekHQ Campaign Options dialog.
Where a contract is fought, as ids into the universe data.
Validates planetary system YAML data files for structural correctness and data integrity.
Tracks what units this transport is transporting, and its current capacity for its different transporter types.
 
A comparator for target numbers written as strings
A comparator for skills levels (e.g.
A table model for displaying work items
 
Turns the Setup tab's tech assignment grid into the pieces AutomatedTechAssignments needs: the order to offer units a tech in, and the pool of techs to draw from.
Factor by which the Company Generator sorts units when picking which Unit gets the next-best Tech.
 
Confirmation dialog shown when the "Techs Need a Tool Kit" option is newly enabled, offering to issue a Basic Toolkit to every technician who carries none, so the workforce is not immediately unable to make repairs.
A comparator that sorts techs by skill level
A table model for displaying work items
Editor panel for the top-level properties of a ScenarioTemplate: name, briefings, scenario type, battlefield control, and the facility and ambush/patrol suitability flags.
 
 
How a single raised negotiation step was paid for, recorded per step so a raise can be refunded to the correct budget when it is undone.
One authored weather/condition profile: the odds of each
invalid reference
megamek.common.planetaryConditions
value for a single condition TerrainConditionsOdds.type (Light, Wind, Weather, Fog, BlowingSand or EMI), shared by every terrain listed in TerrainConditionsOdds.terrain.
The authored table of planetary-condition odds, loaded once from TerrainConditionsOddsManifest.yaml and reached through TerrainConditionsOddsManifest.getInstance().
This extension to units is for units that are not affiliated with the campaign and so methods applied to them should not be allowed to affect the campaign structure.
 
 
 
This enum is used to format the Time in Service and Time in Rank outputs
 
Display organization tree (TO&E) and force/unit summary
 
One of the two equipment-kit tabs (primary slot or secondary slot) of the shared kit-issue dialog.
Builds the mouse listener that drives a dialog's own help area.
 
Generates tournament-circuit contracts (ContractSearchType.TOURNAMENT), such as the Solaris VII games.
Tracks what units this tractor is towing, and its current capacity for towing more units if it is the lead tractor.
The Hot Spots Draconis Reach Track Intensity Tables (Hot Spots Draconis Reach, "Track Intensity Tables", pg 147), transcribed.
 
Manages the daily training progression of combat teams and their personnel within a campaign.
 
Triggered when a transaction is edited.
Triggered when a credit is added to the finances.
Triggered when the finances are debited.
Abstract base class for events involving financial transactions.
 
Triggered when a financial transaction is removed.
Triggered when a jump path is completed
Event for a change of travel status (jumpship charge, in-system travel, jump path updates).
Defines the visual fidelity of an immersive dialog's video transmission.
Represents an assignment on transport.
Builds the transport assignment section of a unit right-click menu: for each campaign transport type (ship, tactical, tow) an assign submenu plus the matching unassign items.
 
 
Calculates transportation costs and requirements for moving a force, based on the units, personnel, hangar space, and cargo present.
Entities are equipped with different Transporters.
 
 
Represents an assignment to a specific bay on a transport ship.
Where the main force, the bases and the cast have been.
A contract, for rebuilding history and for showing contracts alongside travel.
Where one party is now.
Where everyone is now.
One row of the by-system view.
One line of the travel log: a party departing, arriving, first being seen somewhere, or a base being set up or closed.
What happened.
Who travelled.
Reads where the main force, the bases and the linked cast members are, for the TravelLog.
This StoryPoint begins transit to some destination on the map.
The TurnoverAndRetentionPages class represents a graphical user interface (GUI) configuration page in the campaign options for managing unit turnover, retention, and fatigue settings.
 
 
 
TutorialHyperlinkPanel is a GUI component for displaying text (typically instructional or tutorial content) with embedded hyperlinks.
Implements the END_CONTRACT_AFTER_TWO_CONSECUTIVE_TRACKS contract special rule: the contract ends early once the player secures two qualifying tracks in a row, or fails two in a row.
A comparator for two numbers formatted like: "123 [54]"
A dialog class used to notify players when campaign expenses cannot be afforded.
 
A dialog class used to notify players when they are unable to afford a jump within the campaign.
Deprecated, for removal: This API element is subject to removal in a future version.
 
A dialog class used to notify players when they are unable to afford a loan payment within the campaign.
 
 
 
A dialog class used to notify players when they are unable to afford all items on the shopping list within the campaign.
This is a wrapper class for entity, so that we can add some functionality to it
Represents an unresolved reference to a Person from a Unit.
Represents an unresolved reference to a Unit from a Unit.
The means by which a Unit entered the campaign.
Triggered when a unit is delivered.
 
Triggered when something about a unit itself changes, other than adding to or removal from a campaign.
Abstract base class for events involving a unit.
Data structure that contains parameters relevant to unit generation via the IUnitGenerator interface and is capable of translating itself to megamek.client.ratgenerator.parameters
Unit Icon is an implementation of StandardFormationIcon that permits a null filename, thereby allowing it to purposefully return a null image when a unit icon is absent.
UnitIconChooser is an implementation of StandardFormationIconChooser that is used to select a UnitIcon from the Force Icon Directory.
UnitIconDialog is an implementation of StandardFormationIconDialog that is used to select a UnitIcon from the Formation Icon Directory.
This class is a specific log entry related to a unit.
Triggered when a unit's log is changed.
This class is responsible for controlling the logging of Unit Log Entries.
 
 
 
 
 
Model for displaying offers on the UnitMarket
 
Triggered when a unit is added to the campaign.
We use an extension of unit to create a unit order acquisition work
Triggered when a refit is started, finished, or canceled.
Triggered when a unit is removed from a campaign by any means.
A comparator for unit status strings
 
A table Model for displaying information about units
 
Provides an ITechnology interface for every MekSummary, optionally customized for a particular faction.
A comparator for unit types
A custom panel that gets filled in with goodies from a unit record
Unloads the AmmoType for an AmmoBin on a Unit, it will not change the AmmoType.
A dialog class used to notify players about unmaintained units within the campaign.
 
 
 
 
 
 
A single urban (settlement) profile's tunable parameters, deserialized from UrbanProfiles.yaml.
The urban (settlement) profiles available to improved sector generation.
 
Represents a single validation finding (error or warning) produced during planetary system data validation.
Categories for validation findings.
Severity levels for validation findings.
Accumulates the results of a planetary system data validation run, including all findings (errors and warnings) and summary statistics.
 
 
Triggered when ground vehicle crew are added to or removed from the pool.
Triggered when naval vehicle crew are added to or removed from the pool.
Deprecated, for removal: This API element is subject to removal in a future version.
Triggered when VTOL crew are added to or removed from the pool.
Triggered when vessel crew are added to or removed from the pool.
Triggered when vessel gunners are added to or removed from the pool.
Triggered when vessel pilots are added to or removed from the pool.
 
A dialog that displays a notification to the commander about personnel who have advanced via vocational experience points (XP).
Easter egg event: The Voice of Kerensky.
A StoryPoint that waits until a certain number of days pass before completing.
Processes and evaluates faction relationship changes ("war and peace" events) for the player faction on the current day.
Custom comparator to sort strings alphabetically, unless the string contains a phrase indicating a number of "day (s)" (e.g., "In Transit (5 days)").
Displays all spare parts in stock, parts on order, and permits repair of damaged parts.
Displays the Warrior's Almanac: the parts and units whose development reached a new phase (prototype, production, common, extinct, or reintroduced) in the current campaign year.
A single Warrior's Almanac development event: one part or unit reaching a particular AlmanacTechAdvancementPhase (prototype, production, common, extinct, or reintroduced) in a given year.
 
A comparator for unit weight classes
This class manages the creation of immersive messages displayed during Winter Holiday events.
 
FlowLayout subclass that fully supports wrapping of components.
The player's plan for recovering a single wreck: which units are assigned to it and, where they have the choice, whether it is carried or dragged.
Event handler for all kind of XP calculations