Package megamek.common

Examples of megamek.common.Entity.sideTable()


        if (target.getTargetType() == Targetable.TYPE_ENTITY && te.isEvading()) {
            toHit.addModifier(te.getEvasionBonus(), "target is evading");
        }
       
        //determine hit direction
        toHit.setSideTable(te.sideTable(priorSrc));
       
        toHit.setHitTable(ToHitData.HIT_NORMAL);

        // done!
        return toHit;
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            toHit.setHitTable(ToHitData.HIT_NORMAL);
        } else if (te.isProne()) {
            toHit.setSideTable(ToHitData.SIDE_REAR);
            toHit.setHitTable(ToHitData.HIT_NORMAL);
        } else {
            toHit.setSideTable(te.sideTable(src));
            toHit.setHitTable(ToHitData.HIT_PUNCH);
        }
        //Attacking Weight Class Modifier.
        if ( game.getOptions().booleanOption("tacops_attack_physical_psr") ) {
            if ( ae.getWeightClass() == EntityWeightClass.WEIGHT_LIGHT ) {
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                }
            }

            // Work out hit table to use
            if (attackSource != null) {
                toHit.setSideTable(entity.sideTable(attackSource));
                if ((ammo != null) && (ammo.getMunitionType() == AmmoType.M_CLUSTER) && attackSource.equals(coords)) {
                    if (entity instanceof Mech) {
                        toHit.setHitTable(ToHitData.HIT_ABOVE);
                    } else if (entity instanceof Tank) {
                        toHit.setSideTable(ToHitData.SIDE_FRONT);
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        if(te.isEvading()) {
            toHit.addModifier(te.getEvasionBonus(), "target is evading");
        }

        // determine hit direction
        toHit.setSideTable(te.sideTable(src));

        // all charges resolved against full-body table, except vehicles
        // and charges against mechs in water partial cover
        if ((targHex.terrainLevel(Terrains.WATER) == te.height()) && (te.getElevation() == -1) && (te.height() > 0)) {
            toHit.setHitTable(ToHitData.HIT_PUNCH);
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        }
        int hits = 1;
        int nCluster = 1;
        if ((entityTarget != null) && (entityTarget.getTaggedBy() != -1)) {
            if (aaa.getCoords() != null) {
                toHit.setSideTable(entityTarget.sideTable(aaa.getCoords()));
            }
        }

        // The building shields all units from a certain amount of damage.
        // The amount is based upon the building's CF at the phase's start.
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                    if (entity == entityTarget) {
                        continue; // don't splash the target unless missile
                    // missed
                    }
                }
                toHit.setSideTable(entity.sideTable(aaa.getCoords()));
                HitData hit = entity.rollHitLocation(toHit.getHitTable(), toHit
                        .getSideTable(), waa.getAimedLocation(), waa
                        .getAimingMode());
                vPhaseReport.addAll(server.damageEntity(entity, hit,
                        ratedDamage, false, DamageType.NONE, false, true,
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                for (int i = 0; i < entList.size(); i++) {
                    target = entList.get(i);
                    thd = LosEffects.calculateLos(server.getGame(), id, target)
                            .losModifiers(server.getGame());
                    if (thd.getValue() != TargetRoll.IMPOSSIBLE) {
                        thd.setSideTable(target.sideTable(ent.getPosition()));

                        if (!canHit) {
                            str = "This entity(" + id
                                    + ") can shoot the following entities: \n";
                            canHit = true;
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