All Classes and Interfaces

Class
Description
 
The AbilitiesTab class represents a GUI tab for configuring and managing special abilities in a campaign.
This was designed to provide options for the method of quality generation for Company Generators, and any use outside of them should take this specific design into consideration.
This was designed to provide options for the method of weight generation for Company Generators, and any use outside of them should take this specific design into consideration.
Startup: Second Panel: Presets, Date, Starting Faction, Starting Planet, AtB Third Panel: Campaign Options Fifth Panel: Start of the Company Generator
Abstract base class for various Contract Market types in AtB/Stratcon.
 
Exception indicating that no valid location was generated for a contract and that the contract is invalid.
AbstractDivorce is the baseline class for divorce in MekHQ.
Represents a class which selects Faction objects.
AbstractMarriage is the baseline class for marriage in MekHQ.
This is the Base Dialog for a dialog with buttons in MegaMek.
This is the base class for dialogs in MegaMek.
AbstractMHQIconChooser is an extension of AbstractIconChooser that moves the preferences to MekHQ.
AbstractMHQIconChooserDialog is an extension of AbstractIconChooserDialog that moves the preferences and localization to MekHQ.
Deprecated, for removal: This API element is subject to removal in a future version.
This is the default Panel.
This is the default Scrollable Panel, implementing Scrollable and designed to be used within a ScrollPane, preferably AbstractMHQScrollPane.
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.
 
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.
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.
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.
The AcademyFactory class is responsible for generating academy blueprints by reading the data from XML sources.
This class represents a set of academies.
 
Provides accounting for a Campaign.
 
Triggered when a unit or part is scheduled for delivery following a successful acquisition role.
 
Schedules a future execution of a method after a specified delay.
 
Activates a unit.
 
 
 
Dialog used to add or edit scenario entries.
A StoryTrigger that adds a Person to the Campaign.
A StoryTrigger that adds a Unit to the Campaign.
Checks for additional ammo bins and adds the appropriate part.
A dialog class used to notify players about administrative strain in their campaign.
 
 
The AdvancementTab class is responsible for rendering and managing two primary tabs in the campaign options interface: the Experience Awards (XP Awards) tab and the Skill Randomization tab.
This StoryTrigger will advance time a certain number of days.
 
 
 
 
Represents various levels and traits of aggression in a personality.
 
 
 
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
 
 
 
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 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
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.
 
 
 
 
Contract class for use with Against the Bot rules
Represents a reference to another AtBContract.
 
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
Main engine of the Against the Bot campaign system.
 
Enhanced version of GameThread which imports settings and non-player units into the MM game
Contract offers that are generated monthly under AtB rules.
 
The AtBMoraleLevel enum represents the different enemy morale conditions used by AtB systems.
This class contains the parameters used to generate a random mek, and allows sorting and swapping the order of rolled parameters while keeping them connected.
 
 
 
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
 
 
 
 
 
 
 
 
 
 
 
 
 
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 bandaid 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.
This class represents an award set.
This class is responsible to control the awards.
 
 
 
 
An extension of JPanel that is intended to be used for visual table renderers allowing for a visual image and html coded text
Provides utility methods for working with clan factions within the Fame and Infamy module: determining whether they engage in batchalling, retrieving greetings and version strings for factions based on various conditions, such as the faction code, infamy level, and current year.
 
 
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.
 
 
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 `BiographyTab` class is responsible for managing the biography-related settings in the campaign options tab within the MekHQ application.
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.
 
 
 
 
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.
Contract Market as described in Campaign Operations, 4th printing.
The main campaign class, keeps track of teams and units
Represents the different types of administrative specializations.
Manages the timeline of a Campaign.
Abstract base class for all events pertaining to campaigns
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.
This class handles the UI for campaign VP/SP management
 
The AbilityInfo class represents information about a specific ability, encapsulating its name, the associated SpecialAbility, its active status, and its category.
Enum AbilityCategory represents the categories abilities can belong to.
A specialized JButton used in the campaign options dialog.
A specialized JCheckBox used in the campaign options dialog.
The CampaignOptionsDialog class represents a dialog window for presenting and modifying the campaign options in MekHQ.
 
A custom implementation of GridBagConstraints designed for use with panels in the campaign options dialog.
A specialized JPanel designed for headers in the campaign options dialog.
A specialized JLabel component designed for use in campaign options dialogs.
The CampaignOptionsPane class represents a tabbed pane used for displaying and managing various campaign options in MekHQ.
A specialized JSpinner component for use in campaign options dialogs.
A specialized JPanel tailored for use in campaign options dialogs.
A specialized JTextField component designed for use in campaign options dialogs.
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.
This class displays a Campaign Preset.
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.
 
Raised when a Campaign cannot be parsed from XML.
 
A unit action which cancels a pending mothball or activation work order.
Handles events and processes related to capturing prisoners.
 
 
Provides methods to gather statistics on cargo in a campaign.
 
A StoryTrigger that can change various characteristics of a Person
A StoryTrigger to change the value of a stored string variable in StoryArc.
 
StoryPoint to check whether a certain date has been reached.
A story point that checks whether a given mission has more active scenarios.
This StoryPoint checks the status of a Person in the campaign by their UUID and returns the raw status enum value (e.g.
This StoryPoint checks the value of a stored string variable from the StoryArc.
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 force 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.
 
This class contains code for the creation of some common objectives for an AtB scenario
This is currently just a temporary dialog over the CompanyGenerationOptionsPanel.
 
 
 
 
This is used to track a person and their specific setup during Company Generator generation.
 
 
A trigger that completes a mission.
Contracts - we need to track static amounts here because changes in the underlying campaign don't change the figures once the ink is dry
The ContractAutomation class provides a suite of methods used in automating actions when a contract starts.
 
 
 
Presents contract offers generated by ContractMarket
 
Contract payment breakdown, showing all incomes and expenses, finishing with the estimated profit.
Contract summary view for ContractMarketDialog
Structure that resolves and stores modifiers and contract terms as shown in the Master Contract Terms Table on page 42 and Supplemental Contract Terms Table on page 43 of CamOps (4th printing).
 
 
 
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.
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.
 
 
 
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.
 
This is a panel for displaying the reporting log for each day.
 
An 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.
This is the default Scrollable Panel implementation, designed to be used as a basic implementation of AbstractMHQScrollablePanel for inline scrollable panels that can then be used within a scrollpane.
Creates Person instances using the default MekHQ algorithm.
Selects a Planet using either the specified planet or the current campaign's planet
 
 
Represents a dialog created when a prisoner wants to defect to the player's force.
Triggered when a force or unit is deployed to a scenario or un-deployed from it.
A dialog class used to notify players about deployment shortfalls in their campaign.
 
This class provides a utility method to display a custom dialog related to abandoned convoys in the MekHQ game.
This class provides utility methods to display dialogs related to the beginning of a contract.
The DialogInterception class is responsible for displaying a UI dialog when an interception scenario occurs during a supply or convoy mission in MekHQ.
The DialogItinerary class generates and displays dialogs related to resupply operations.
The DialogPlayerConvoyOption class provides functionality to display a dialog that prompts the player to choose whether to use their own convoy to transport cargo.
The DialogResupplyFocus class is responsible for displaying a dialog that allows the player to select their focus preference during a resupply operation.
The DialogRoleplayEvent class handles the creation and display of roleplay event dialogs for convoy missions in MekHQ.
 
The DialogSwindled class provides functionality to display a dialog related to swindling events during guerrilla contract missions.
 
 
 
 
This is a completely empty unit market, which is used when the market is disabled.
A table model for displaying doctors
 
 
 
 
 
 
 
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
 
 
 
 
 
 
 
 
The EducationController class is responsible for managing the education process.
 
 
 
A StoryTrigger to end the story arc.
A dialog class used to notify players when a contract has ended in their campaign.
 
 
Utility class that provides helper methods for working with entities.
The EquipmentAndSuppliesTab class represents a graphical user interface (GUI) tab containing various options and settings related to equipment and supplies in a campaign simulation.
This part covers most of the equipment types in WeaponType, AmmoType, and MiscType It can robustly handle all equipment with static weights and costs.
 
 
 
 
 
 
 
Manages the resolution and effects of prisoner events during a campaign.
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 an event within the prisoner system.
 
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.
A key referencing a Boolean or boolean value
A key referencing a Double or double value
A key referencing an Integer or int value
 
 
A key referencing a String value
 
 
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.
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.
 
 
Deprecated, for removal: This API element is subject to removal in a future version.
 
 
 
 
This is used to determine the relationship type between related personnel
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 FinancesTab class represents a UI tab within a larger financial management system for a campaign.
Shows record of financial transactions.
A table model for displaying financial transactions (i.e.
 
 
 
 
 
 
 
 
This is a hierarchical object to define forces for TO&E.
This is the style of Operational Status indicator to use for a LayeredForceIcon when automatically assigning and updating the value based on the assigned units.
 
ForcePieceIcon is an implementation of StandardForceIcon that contains and displays a Force Icon Piece from the Force Icon Directory's Pieces Subdirectory.
The ForcePieceIconChooser allows one to select ForcePieceIcons from a single LayeredForceIconLayer layer's directory within the Force 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 Force Icon Directory specified by the layer's path.
 
 
this is a hierarchical object that represents forces from the TO&E using strings rather than unit objects.
Class that handles the GUI for assigning forces and units to individual templates associated with a dynamic scenario.
Represents the various types of forces available.
A custom panel that gets filled in with goodies from a Force record
 
A comparator for numbers that have been formatted with DecimalFormat
 
 
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.
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 tab 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.
The GlossaryDialog class represents a dialog window for displaying glossary entries.
An event triggered when GM mode is toggled
 
 
 
 
Represents various levels and traits of greed in a personality.
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
Represents a hangar which contains zero or more units.
 
 
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.
 
 
 
 
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.
 
Represents the honor of a Clan
 
 
 
Handles the possible auto-save situations in MekHQ.
This is a convenience class that will keep all the various graphics
This class will contain helper methods to deal with images
 
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.
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.
A generic immersive message dialog for providing information to the player in the campaign.
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.
 
 
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.
Flyweight design pattern implementation.
 
Advanced Medical sub-system injury types
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Static helper methods implementing the "advanced medical" sub-system
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.
 
 
Represents various levels and traits of intelligence in a personality.
Enum representing different levels of intelligence comparison.
This is not functional yet.
All the configuration behavior of InterStellarMap is saved here.
A dialog class used to notify players about an invalid faction in their campaign.
 
 
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.
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.
Interface implemented by any panel that manages tech work.
Represents an assignment on a 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.
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.
It's a JScrollPane that manages its scroll speed based on the UI scale
Provides a text-field that makes suggestions using a provided data-vector.
 
This is an array list of planets for a jump path, from which we can derive various statistics.
A custom panel that gets filled in with goodies from a JumpPath record
 
 
 
 
 
 
 
A kill record
 
 
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.
 
LayeredForceIcon is an implementation of StandardForceIcon that contains ForcePieceIcons for the LayeredForceIconLayer layers.
This panel is used to create, display, and export a LayeredForceIcon based on a tabbed pane containing a ForcePieceIconChooser for every potential LayeredForceIconLayer layer.
A LayeredForceIconDialog is used to select a Force Icon, which may be either a LayeredForceIcon or a StandardForceIcon.
This contains the individual layers of a LayeredForceIcon, which are also the potential header folders within the Pieces category of the Force Icon Directory.
 
A comparator for skills levels (e.g.
 
 
 
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
 
Event for a change of location (planetary system) for the campaign.
 
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
 
 
A table model for displaying parts - similar to the one in CampaignGUI, but not exactly
 
 
Displays interstellar map and contains transit controls.
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 potential recruits are available on the personnel market
The MarketsTab class represents the campaign options tab related to market settings.
 
This class handles the display of the Mass Mothball/Reactivate dialog
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.
 
 
 
 
 
 
 
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.
 
A dialog that sets up a connection with a mysql MercRoster database to upload campaign data
 
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
 
An event triggered after the MHQOptions are changed.
MHQOptionsDialog is a dialog that allows the user to configure various options in MegaMekHQ.
 
Identifies the standard tabs and provides a creation method.
 
 
The Rules for this Generator: 1) Remove all non-'Mek Units 2) Start with Triple Parts 3) Remove all Engines 3) All Heat Sinks are capped at 30 per type 4) All 'Mek Heads [Sensors, Life Support] are capped at 2 per weight/type 5) All Gyros are capped at 1 per weight/type 6) MASC is capped at 1 per type 7) Any other parts are capped at 6.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ammo bin missing from a small support vehicle
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
 
 
 
 
Missions are primarily holder objects for a set of scenarios.
Triggered when a mission or contract is modified.
Triggered when a mission is resolved.
Represents a dialog triggered at the end of a mission when the player has Prisoner Defectors they can recruit.
 
Abstract base class for events involving missions or contracts.
Triggered when a new mission or contract is added to the campaign.
Triggered when a mission or contract is removed from the campaign.
Utility class that implements the mission tables as described in CamOps (4th printing).
 
A StoryPoint class to start a new mission.
 
A custom panel that gets filled in with goodies from a scenario object
 
A modifier is some kind of (usually temporary) effect that influences the character's base values.
 
This class represents a quantity of money and its associated currency.
 
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.
Represents an unresolved reference to a Person from a MothballInfo instance.
Mothballs a unit.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This class splits a tooltip into multiple lines in order to wrap it.
 
 
 
 
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.
Triggered when units are added to or removed from a network, or a C3 master is toggled between independent and company command.
 
 
 
An event triggered just after all new day calculations were finished, but before the UI is updated with the new data.
 
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
 
This class handles the creation and display of immersive announcements for the New Year's Day event.
A dialog class used to notify players that a commander is missing in their campaign.
 
Does not select a Planet.
 
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
TableModel for displaying information about a scenario objective
 
 
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 LayeredForceIcon on a new day.
Handles the optimization of doctor-to-patient assignments.
An event thrown after the campaign options were changed.
 
Triggered when the TO&E structure changes by adding, removing, or moving a force or adding or removing a unit.
 
 
A dialog class used to notify players about outstanding scenarios in their campaign.
 
Triggered when the "allow overtime" button is toggled.
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.
Triggered when a part is assigned to a tech for repair.
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.
 
 
 
 
 
 
 
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.
 
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.
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
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 the four primary types of personality characteristics a character can possess.
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.
Represents various personality quirks that can define an individual's behavior or habits.
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
Triggered when a tech is assigned to or removed from a force.
 
Triggered when a personnel log is changed.
Triggered when a patient is assigned to or removed from a doctor's care.
 
 
 
 
 
 
 
Method for generating market personnel according to AtB rules.
Method for personnel market generation given in the replacement personnel section of Campaign Operations
 
 
Personnel market generation method that uses Dylan's method
Generation method for personnel market based on Field Manual: Mercenaries (Revised)
Interface to be implemented by methods for generating and removing personnel market entries.
Generation method for personnel market that adds a random number of recruits of a random type each day and removes them based on skill (with more experienced leaving more quickly).
Manager for services that provide methods for generating and removing potential recruits to and from the personnel market
An extension of PilotOptions that adds MekHQ-specific SPAs and edge triggers for support and command actions.
 
 
The PersonnelRole enum represents various roles a person can have.
Represents the various statuses that a Person can have within MekHQ.
Represents the severity levels of a status.
The PersonnelTab class represents the user interface components for configuring personnel-related options in the MekHQ Campaign Options dialog.
Tab for interacting with all personnel
A table Model for displaying information about personnel
 
 
 
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.
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.
 
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
 
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
This panel displays a particular star system with suns and planets and information about the player's unit's position if in the system
 
 
A custom panel that gets filled in with goodies from a Planet record
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.
Represents a dialog triggered after prisoners have been tracked down, culminating in a special scenario.
Represents the collection of possible events related to prisoners in MekHQ.
Represents data relevant to a random prisoner event, including its type, severity, and response map structure.
A wrapper class for managing a list of PrisonerEventData.
Represents a dialog triggered when a random prisoner event occurs, asking the player how they would like to resolve it.
Manages prisoner-related events and warnings during a campaign.
Represents a dialog triggered after a random prisoner event to communicate its results to the player.
Handles events involving prisoners at the end of a mission.
Handles ransom events for prisoners of war (POWs) within the campaign.
Represents a dialog triggered when the enemy offers a ransom deal for prisoners.
Represents an individual response entry for a prisoner event.
 
 
 
 
Represents a dialog prompted when the player has dangerously low prisoner capacity, risking a negative event.
Represents a dialog triggered as a result of the player responding to a warning about exceeding Prisoner Capacity.
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.
 
 
 
 
Legacy part that represents standard ProtoMek jump jets.
 
 
 
Conversion gear for QuadVees
Manages machines and materiel for a campaign.
 
 
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.
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.
A utility class that manages the loading and retrieval of random event data from YAML files.
 
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.
 
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
 
 
Ranks keeps track of all data-file loaded rank systems.
 
 
 
 
 
Provides access to RATGenerator through the AbstractUnitGenerator and thus the IUnitGenerator interface.
Provides a front end to RandomUnitGenerator that allows the user to generate units based on criteria such as faction, unit type, and weight class.
 
Handles the recovery of missing personnel (MIA) through abstracted search-and-rescue (SAR) operations.
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
 
 
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.
Represents a tab 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 tab 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.
 
 
This object will be the main workhorse for the scenario resolution wizard.
This object is used to track the status of a 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.
 
Represents the quality of a response in prisoner-related random events.
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.
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.
 
This StoryPoint rolls some dice and returns the result.
 
Represents a dialog and associated logic for presenting the player with a Ronin offer.
 
Represents a tab in the campaign options UI for managing ruleset configurations in campaigns.
This is an object for satellites (i.e.
 
 
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
 
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.
 
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.
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.
Handles rendering of individual lances in the StratCon scenario wizard.
Handles rendering individual units in lists in the StratCon scenario wizard.
Manages plugins requiring interpretation by a scripting engine.
 
A dialog for selecting campaign presets.
 
 
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.
Manages searches for DropShips or JumpShips for Against the Bot.
Tracks what units this transport is transporting, and its current capacity for its different transporter types.
A list of IAcquisitionWork When a new acquisition is requested (via the parts store or the acquisition tab), we iterate through this list and look for the MissingPart.getNewPart that matches the desired part.
Generates a single special ability for a Person.
As ov v0.1.9, we will be tracking a group of skills on the person.
 
The SkillDeprecationTool class checks and manages deprecated skills for a Person.
This object tracks a specific skill prerequisite for a special ability.
Tracks skills for a Person.
SkillsTab is a component of the campaign options user interface that allows players to configure the rules and costs associated with skills in their campaign.
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.
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 absract 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.
 
This object will serve as a wrapper for a specific pilot special ability.
 
StandardForceIcon is an implementation of AbstractIcon that contains and displays a StandardForceIcon from the Force Icon Directory.
StandardForceIconChooser is an implementation of AbstractMHQIconChooser that is used to select a StandardForceIcon from the Force Icon Directory.
StandardForceIconChooserTree is an implementation of AbstractIconChooserTree that initializes the tree using the Force Icon Directory.
StandardForceIconDialog is an implementation of AbstractMHQIconChooserDialog that is used to select a StandardForceIcon from the Force Icon Directory.
 
 
 
 
 
 
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.
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.
Data structure holding information relevant to a StratCon biome
 
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.
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
The kind of actions that the player needs to undertake to complete strategic objectives for this contract.
This class handles StratCon state initialization when a contract is signed.
Coordinates used in the StratCon map system.
MekHQ event relating to the deployment of a force to a StratCon track.
This represents a facility in the StratCon context
 
This class handles functionality related to loading and stratcon facility definitions.
A manifest containing IDs and file names of stratcon facility definitions
This panel handles AtB-Stratcon GUI interactions with a specific scenario track.
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?
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.
UI for managing force/unit assignments for individual StratCon 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.
This class handles placement of Stratcon terrain
 
Track-level state object for a StratCon campaign.
 
Strips a unit of its parts and adds them to the campaign.
 
This class handles Support Point negotiations for StratCon.
 
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
A data class representing a HPG link between two planets
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
 
A comparator that sorts techs by skill level
A table model for displaying work items
 
 
 
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
 
 
Tracks what units this tractor is towing, and its current capacity for towing more units if it is the lead tractor.
This class handles the "assign force to track" interaction, where a user may assign a force to a track directly, either to a facility or to an empty hex
 
Handles the training of combat teams within the 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
Represents an assignment on a transport.
 
 
Entities are equipped with different Transporters.
 
 
Represents an assignment to a specific bay on a transport ship.
This StoryPoint begins transit to some destination on the map.
The TurnoverAndRetentionTab class represents a graphical user interface (GUI) configuration tab in the campaign options for managing unit turnover, retention, and fatigue settings.
 
 
 
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.
 
 
A dialog class used to notify players when they are unable to afford a loan payment 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.
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 StandardForceIcon 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 StandardForceIconChooser that is used to select a UnitIcon from the Force Icon Directory.
UnitIconDialog is an implementation of StandardForceIconDialog that is used to select a UnitIcon from the Force Icon Directory.
 
 
 
 
 
Model for displaying offers on the UnitMarket Code borrowed heavily from PersonnelTableModel
 
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
A dialog class used to notify players about unmaintained units within the campaign.
 
 
 
 
 
 
 
 
 
A dialog that displays a notification to the commander about personnel who have advanced via vocational experience points (XP).
A StoryPoint that waits until a certain number of days pass before completing.
Stores parts for a Campaign.
Displays all spare parts in stock, parts on order, and permits repair of damaged parts.
A comparator for unit weight classes
 
 
 
 
 
 
 
1 Part for every 3, rounded normally.
This class manages the creation of immersive messages displayed during Winter Holiday events.
 
FlowLayout subclass that fully supports wrapping of components.
Event handler for all kind of XP calculations