Package megamek.server

Source Code of megamek.server.ElevatorProcessor

/*
* MegaMek -
* Copyright (C) 2005 Ben Mazur (bmazur@sev.org)
*
*  This program is free software; you can redistribute it and/or modify it
*  under the terms of the GNU General Public License as published by the Free
*  Software Foundation; either version 2 of the License, or (at your option)
*  any later version.
*
*  This program is distributed in the hope that it will be useful, but
*  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
*  or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
*  for more details.
*/
package megamek.server;

import java.util.ArrayList;
import java.util.Iterator;
import java.util.Vector;

import megamek.common.Compute;
import megamek.common.Coords;
import megamek.common.IBoard;
import megamek.common.IHex;
import megamek.common.ITerrain;
import megamek.common.ITerrainFactory;
import megamek.common.Report;
import megamek.common.Terrains;

/**
* This is for simulating the vertically moving walls in the Solaris 7
* colloseum.
*/
public class ElevatorProcessor extends DynamicTerrainProcessor {

    private ElevatorInfo elevators[] = null;

    public ElevatorProcessor(Server server) {
        super(server);
    }

    @Override
    void doEndPhaseChanges(Vector<Report> vPhaseReport) {
        // 1st time, find elevators on board
        if (elevators == null || server.getGame().getRoundCount() == 1) {
            elevators = new ElevatorInfo[6];
            for (int i = 0; i < 6; i++) {
                elevators[i] = new ElevatorInfo();
            }
            findElevators();
        }

        int roll = Compute.d6() - 1;
        if (elevators[roll].positions.size() == 0)
            return;

        Report r = new Report(5290);
        vPhaseReport.add(r);

        ITerrainFactory tf = Terrains.getTerrainFactory();
        for (Iterator<Coords> i = elevators[roll].positions.iterator(); i
                .hasNext();) {
            Coords c = i.next();
            IHex hex = server.getGame().getBoard().getHex(c);
            ITerrain terr = hex.getTerrain(Terrains.ELEVATOR);
            // Swap the elevator and hex elevations
            // Entity elevations are not adjusted. This makes sense for
            // everything except possibly
            // VTOLs - lets assume they take an updraft and remain at the same
            // height relative to the hex
            int elevation = hex.getElevation();
            hex.setElevation(terr.getLevel());
            hex.removeTerrain(Terrains.ELEVATOR);
            hex.addTerrain(tf.createTerrain(Terrains.ELEVATOR, elevation, true,
                    terr.getExits()));
            server.sendChangedHex(c);
        }
    }

    private void findElevators() {
        IBoard b = server.getGame().getBoard();
        int height = b.getHeight();
        int width = b.getWidth();
        int exits = 0;
        for (int x = 0; x < width; x++) {
            for (int y = 0; y < height; y++) {
                if (b.getHex(x, y).containsTerrain(Terrains.ELEVATOR)) {
                    exits = b.getHex(x, y).getTerrain(Terrains.ELEVATOR)
                            .getExits();
                    // add the elevator to each list it belongs in.
                    // exits are abused to hold which d6 roll(s) move this
                    // elevator
                    for (int z = 0; z < 6; z++) {
                        if ((exits & 1) == 1) {
                            elevators[z].positions.add(new Coords(x, y));
                        }
                        exits >>= 1;
                    }
                }
            }
        }
    }

    private class ElevatorInfo {
        ArrayList<Coords> positions = new ArrayList<Coords>();
    }
}
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