Package megamek.common

Examples of megamek.common.Report.addDesc()


            tosink = Math.min(tosink, entity.heat);
            entity.heat -= tosink;
            r = new Report(5035);
            r.subject = entity.getId();
            r.addDesc(entity);
            r.add(entity.heatBuildup);
            r.add(tosink);
            r.add(entity.heat);
            addReport(r);
            entity.heatBuildup = 0;
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                if (entity.heat >= 10) {
                    int boom = 4 + (entity.heat >= 14 ? 2 : 0) + (entity.heat >= 19 ? 2 : 0) + (entity.heat >= 23 ? 2 : 0) + (entity.heat >= 28 ? 2 : 0);
                    int boomroll = Compute.d6(2);
                    r = new Report(5040);
                    r.subject = entity.getId();
                    r.addDesc(entity);
                    r.add(boom);
                    r.add(boomroll);

                    if (boomroll >= boom) {
                        // avoided
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                a.setCapArmor(a.getCapArmor() - damage);
                r = new Report(9065);
                r.subject = te_n;
                r.indent(2);
                r.newlines = 0;
                r.addDesc(te);
                r.add(damage);
                vDesc.addElement(r);
                r = new Report(6085);
                r.subject = te_n;
                r.newlines = 0;
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                // report something different for Aero ammo explosions
                r = new Report(6065);
                r.subject = te_n;
                r.indent(2);
                r.newlines = 0;
                r.addDesc(te);
                r.add(damage);
                if (damageIS) {
                    r.messageId = 6070;
                }
                r.add(te.getLocationAbbr(hit));
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                if (!ammoExplosion && (null != passenger) && (Compute.d6() >= 5) && !passenger.isDoomed() && (bFrag != DamageType.IGNORE_PASSENGER)) {
                    // Yup. Roll up some hit data for that passenger.
                    r = new Report(6075);
                    r.subject = passenger.getId();
                    r.indent(3);
                    r.addDesc(passenger);
                    vDesc.addElement(r);

                    HitData passHit = passenger.getTrooperAtLocation(hit, te);

                    // How much damage will the passenger absorb?
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                        damage -= absorb;
                        r = new Report(6080);
                        r.subject = te_n;
                        r.indent(1);
                        r.add(damage);
                        r.addDesc(te);
                        vDesc.addElement(r);
                    } else {
                        // Nope. Return our description.
                        return vDesc;
                    }
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                    Entity swarm = game.getEntity(swarmer);
                    // Yup. Roll up some hit data for that passenger.
                    r = new Report(6076);
                    r.subject = swarmer;
                    r.indent(3);
                    r.addDesc(swarm);
                    vDesc.addElement(r);

                    HitData passHit = swarm.rollHitLocation(ToHitData.HIT_NORMAL, ToHitData.SIDE_FRONT);

                    // How much damage will the swarm absorb?
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                        damage -= absorb;
                        r = new Report(6080);
                        r.subject = te_n;
                        r.indent(1);
                        r.add(damage);
                        r.addDesc(te);
                        vDesc.addElement(r);
                    } else {
                        // Nope. Return our description.
                        return vDesc;
                    }
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                            damage = Math.min(damage, te.getArmor(new_loc));
                            r = new Report(6065);
                            r.subject = te_n;
                            r.indent(2);
                            r.newlines = 0;
                            r.addDesc(te);
                            r.add(damage);
                            r.add(te.getLocationAbbr(new_loc));
                            vDesc.addElement(r);
                            te.setArmor(te.getArmor(new_loc) - damage, new_loc);
                            if((te instanceof Warship) || (te instanceof Jumpship)) {
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                // any rolls needed?
                if (rolls.size() > 0) {
                    // loop thru rolls we do have to make...
                    r = new Report(9310);
                    r.subject = e.getId();
                    r.addDesc(e);
                    r.add(rolls.size());
                    r.add(reasons.toString()); // international issue
                    vReport.add(r);
                    r = new Report(2285);
                    r.subject = e.getId();
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