Package megamek.common

Examples of megamek.common.Report.indent()


        // roll the critical
        r = new Report(9100);
        r.subject = a.getId();
        r.add(reason);
        r.indent(3);
        r.newlines = 0;
        vDesc.add(r);
        int roll = Compute.d6(2);
        r = new Report(9101);
        r.subject = a.getId();
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            if (null != coords) {
                hex = game.getBoard().getHex(coords);
            }
            r = new Report(6305);
            r.subject = en.getId();
            r.indent(2);
            r.add(en.getLocationAbbr(loc));
            r.newlines = 0;
            vDesc.addElement(r);
            hits = 0;
            int roll = Compute.d6(2);
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        // transfer criticals, if needed
        while ((hits > 0) && en.canTransferCriticals(loc) && (en.getTransferLocation(loc) != Entity.LOC_DESTROYED) && (en.getTransferLocation(loc) != Entity.LOC_NONE)) {
            loc = en.getTransferLocation(loc);
            r = new Report(6335);
            r.subject = en.getId();
            r.indent(3);
            r.add(en.getLocationAbbr(loc));
            r.newlines = 0;
            vDesc.addElement(r);
        }
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            // Have we hit all available slots in this location?
            if (en.getHittableCriticals(loc) <= 0) {
                r = new Report(6340);
                r.subject = en.getId();
                r.indent(3);
                r.newlines = 0;
                vDesc.addElement(r);
                break;
            }
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            int distance = Compute.d6(fallHeight);
            Coords c = Compute.scatterAssaultDrop(entity.getPosition(), fallHeight);
            r = new Report(2385);
            r.subject = entity.getId();
            r.add(distance);
            r.indent(3);
            r.newlines = 0;
            addReport(r);
            if ((fallHeight >= 5) || !game.getBoard().contains(c)) {
                r = new Report(2386);
                addReport(r);
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                        addReport(r);
                    } else {
                        // Yup. Damage the entity.
                        // Battle Armor units use 5 point clusters.
                        r = new Report(6450);
                        r.indent(2);
                        r.subject = entity.getId();
                        r.add(entity.getDisplayName());
                        r.add(toInf);
                        addReport(r);
                        int remaining = toInf;
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                }

                // Apply collapse damage the entity.
                // ASSUMPTION: use 5 point clusters.
                r = new Report(6455);
                r.indent();
                r.subject = entity.getId();
                r.add(entity.getDisplayName());
                r.add(damage);
                addReport(r);
                int remaining = damage;
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            if (autoEject) {
                r = new Report(6395);
                r.subject = entity.getId();
                r.addDesc(entity);
                r.indent(2);
                r.newlines = 0;
                vDesc.addElement(r);
            }
            // okay, print the info
            r = new Report(2180);
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            // okay, print the info
            r = new Report(2180);
            r.subject = entity.getId();
            r.addDesc(entity);
            r.add(rollTarget.getLastPlainDesc(), true);
            r.indent(3);
            vDesc.addElement(r);
            // roll
            final int diceRoll = Compute.d6(2);
            r = new Report(2190);
            r.subject = entity.getId();
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            r = new Report(2190);
            r.subject = entity.getId();
            r.add(rollTarget.getValueAsString());
            r.add(rollTarget.getDesc());
            r.add(diceRoll);
            r.indent(4);
            r.newlines = 0;
            // create the MechWarrior in any case, for campaign tracking
            MechWarrior pilot = new MechWarrior(entity);
            pilot.setDeployed(true);
            pilot.setId(getFreeEntityId());
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