/** * Determine if the unit can be repaired, or only harvested for spares. * * @return A <code>boolean</code> that is <code>true</code> if the unit can * be repaired (given enough time and parts); if this value is * <code>false</code>, the unit is only a source of spares. * @see Entity#isSalvage() */ @Override public boolean isRepairable() { // A Mech is repairable if it is salvageable, // and its CT internals are not gone. int loc_is = this.getInternal(Mech.LOC_CT); return isSalvage() && (loc_is != IArmorState.ARMOR_DOOMED) && (loc_is != IArmorState.ARMOR_DESTROYED); }
+ REAR_AREA_OFFSET], (double) a / (double) a0); a = m.getInternal(i); a0 = m.getOInternal(i); vLabels[i + INT_STRUCTURE_OFFSET].setValue(m.getInternalString(i));
+ REAR_AREA_OFFSET], (double) a / (double) a0); a = m.getInternal(i); a0 = m.getOInternal(i); vLabels[i + INT_STRUCTURE_OFFSET].setValue(m.getInternalString(i));
private int countInternalDamagedLimbs() { int count = 0; if (getOInternal(LOC_RLEG) > getInternal(LOC_RLEG)) { count++; } if (getOInternal(LOC_LLEG) > getInternal(LOC_LLEG)) { count++; } if (getOInternal(LOC_LARM) > getInternal(LOC_LARM)) { count++; } if (getOInternal(LOC_RARM) > getInternal(LOC_RARM)) { count++; } return count; }
+ REAR_AREA_OFFSET], (double) a / (double) a0); a = m.getInternal(i); a0 = m.getOInternal(i); vLabels[i + INT_STRUCTURE_OFFSET].setValue(m.getInternalString(i));
private int countInternalDamagedTorsos() { int count = 0; if ((getOInternal(LOC_CT) > getInternal(LOC_CT)) && (getArmor(LOC_CT) < 1)) { count++; } if ((getOInternal(LOC_LT) > getInternal(LOC_LT)) && (getArmor(LOC_LT) < 1)) { count++; } if ((getOInternal(LOC_RT) > getInternal(LOC_RT)) && (getArmor(LOC_RT) < 1)) { count++; } return count; }
+ REAR_AREA_OFFSET], (double) a / (double) a0); a = m.getInternal(i); a0 = m.getOInternal(i); vLabels[i + INT_STRUCTURE_OFFSET].setValue(m.getInternalString(i));
.append(renderArmor(m.getArmor(Mech.LOC_HEAD))) .append(") (**) ("); sb.append(renderArmor(m.getInternal(Mech.LOC_HEAD))).append(")"); sb.append(CommonConstants.NL); sb.append(renderArmor(m.getArmor(Mech.LOC_RT, true))).append( "\\ /"); sb.append(renderArmor(m.getInternal(Mech.LOC_LT))).append("|"); sb.append(renderArmor(m.getInternal(Mech.LOC_CT))).append("|"); sb.append(renderArmor(m.getInternal(Mech.LOC_RT))).append("\\"); sb.append(CommonConstants.NL); sb.append("/ || \\").append(renderArmor(m.getArmor(Mech.LOC_RARM))); sb.append(") ( | | ) ("); sb.append(renderArmor(m.getInternal(Mech.LOC_LARM))).append( "/ || \\"); sb.append(renderArmor(m.getInternal(Mech.LOC_RARM))).append(")"); sb.append(CommonConstants.NL); sb.append("/ \\").append(renderArmor(m.getArmor(Mech.LOC_RLEG))); sb.append(") / \\ ("); sb.append(renderArmor(m.getInternal(Mech.LOC_LLEG))); sb.append("/ \\") .append(renderArmor(m.getInternal(Mech.LOC_RLEG))) .append(")"); sb.append(CommonConstants.NL); .append(renderArmor(m.getArmor(Mech.LOC_HEAD))) .append("\\... .../**\\... .../");
@Override public void destroyLocation(int loc, boolean blownOff) { // If it's already destroyed, don't bother -- as of 12/06/28, super. // destroyLocation() will just return having done nothing itself and // then we'd potentially end up with a second PSR for an // already-destroyed // leg. if (getInternal(loc) < 0) { return; } super.destroyLocation(loc, blownOff); // if it's a leg, the entity falls if (locationIsLeg(loc) && canFall()) { game.addPSR(new PilotingRollData(getId(), TargetRoll.AUTOMATIC_FAIL, 5, "leg destroyed")); } }
final int targetInternals = Math.max(0, targetMech.getInternal(hitLocation));
Mockito.when(mockTarget.getArmor(Mockito.anyInt(), Mockito.eq(false))).thenReturn(10); Mockito.when(mockTarget.getArmor(Mockito.anyInt(), Mockito.eq(true))).thenReturn(5); Mockito.when(mockTarget.getInternal(Mockito.anyInt())).thenReturn(6); Mockito.when(mockTarget.getArmor(Mockito.anyInt(), Mockito.eq(false))).thenReturn(6); Mockito.when(mockTarget.getArmor(Mockito.anyInt(), Mockito.eq(true))).thenReturn(3); Mockito.when(mockTarget.getInternal(Mockito.anyInt())).thenReturn(3); Mockito.when(mockShooter.getWeight()).thenReturn(100.0); testPhysicalInfo.setShooter(mockShooter);
int targetInternals = targetMech.getInternal(hitLoc); if (targetArmor < 0) { targetArmor = 0; // ignore NA or Destroyed cases