Package megamek.common

Examples of megamek.common.Entity.canLoad()


                if (!ce.getOwner().isEnemyOf(other.getOwner())
                        && !ce.equals(other)) {
                    // must be done with its movement
                    // it also must be same heading and velocity
                    if ((other instanceof Aero) && other.isDone()
                            && other.canLoad(ce)
                            && (cmd.getFinalFacing() == other.getFacing())
                            && !other.isCapitalFighter()) {
                        // now lets check velocity
                        // depends on movement rules
                        Aero oa = (Aero) other;
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            other = entities.nextElement();
            if (!ce.getOwner().isEnemyOf(other.getOwner()) && !ce.equals(other)) {
                // must be done with its movement
                // it also must be same heading and velocity
                if (other.isCapitalFighter() && other.isDone()
                        && other.canLoad(ce)
                        && (cmd.getFinalFacing() == other.getFacing())) {
                    // now lets check velocity
                    // depends on movement rules
                    Aero oa = (Aero) other;
                    if (client.game.useVectorMove()) {
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            if (!ce.getOwner().isEnemyOf(other.getOwner()) && !ce.equals(other)) {
                // must be done with its movement
                // it also must be same heading and velocity
                if ((other instanceof Aero)
                        && !((Aero) other).isOutControlTotal()
                        && other.isDone() && other.canLoad(ce)
                        && ce.isLoadableThisTurn()
                        && (cmd.getFinalFacing() == other.getFacing())) {

                    // now lets check velocity
                    // depends on movement rules
View Full Code Here

            if (!ce.getOwner().isEnemyOf(other.getOwner()) && !ce.equals(other)) {
                // must be done with its movement
                // it also must be same heading and velocity
                if ((other instanceof Aero)
                        && !((Aero) other).isOutControlTotal()
                        && other.isDone() && other.canLoad(ce)
                        && ce.isLoadableThisTurn()
                        && (cmd.getFinalFacing() == other.getFacing())) {

                    // now lets check velocity
                    // depends on movement rules
View Full Code Here

                // Is the other unit friendly and not the current entity?
                other = entities.nextElement();
                if (!ce.getOwner().isEnemyOf(other.getOwner()) && !ce.equals(other)) {
                    // must be done with its movement
                    // it also must be same heading and velocity
                    if ((other instanceof Aero) && other.isDone() && other.canLoad(ce) && (cmd.getFinalFacing() == other.getFacing()) && !other.isCapitalFighter()) {
                        // now lets check velocity
                        // depends on movement rules
                        Aero oa = (Aero) other;
                        if (client.game.useVectorMove()) {
                            if (Compute.sameVectors(cmd.getFinalVectors(), oa.getVectors())) {
View Full Code Here

            // Is the other unit friendly and not the current entity?
            other = entities.nextElement();
            if (!ce.getOwner().isEnemyOf(other.getOwner()) && !ce.equals(other)) {
                // must be done with its movement
                // it also must be same heading and velocity
                if (other.isCapitalFighter() && other.isDone() && other.canLoad(ce) && (cmd.getFinalFacing() == other.getFacing())) {
                    // now lets check velocity
                    // depends on movement rules
                    Aero oa = (Aero) other;
                    if (client.game.useVectorMove()) {
                        // can you do equality with vectors?
View Full Code Here

            // Is the other unit friendly and not the current entity?
            other = entities.nextElement();
            if (!ce.getOwner().isEnemyOf(other.getOwner()) && !ce.equals(other)) {
                // must be done with its movement
                // it also must be same heading and velocity
                if ((other instanceof Aero) && !((Aero) other).isOutControlTotal() && other.isDone() && other.canLoad(ce) && ce.isLoadableThisTurn() && (cmd.getFinalFacing() == other.getFacing())) {

                    // now lets check velocity
                    // depends on movement rules
                    Aero oa = (Aero) other;
                    if (client.game.useVectorMove()) {
View Full Code Here

            // Is the other unit friendly and not the current entity?
            other = entities.nextElement();
            if (!ce.getOwner().isEnemyOf(other.getOwner()) && !ce.equals(other)) {
                // must be done with its movement
                // it also must be same heading and velocity
                if ((other instanceof Aero) && !((Aero) other).isOutControlTotal() && other.isDone() && other.canLoad(ce) && ce.isLoadableThisTurn() && (cmd.getFinalFacing() == other.getFacing())) {

                    // now lets check velocity
                    // depends on movement rules
                    Aero oa = (Aero) other;
                    if (client.game.useVectorMove()) {
View Full Code Here

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