Package megamek.common

Examples of megamek.common.Report.indent()


        r.addDesc(en);
        r.add(en.engineHitsThisRound);
        vDesc.addElement(r);
        r = new Report(6155);
        r.subject = en.getId();
        r.indent(2);
        r.add(explosionBTH);
        r.add(explosionRoll);
        vDesc.addElement(r);

        if (!didExplode) {
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                en.rolledForEngineExplosion = true;
            }
            // fusion engines only roll 1/phase but ICE roll every time damaged
            r = new Report(6160);
            r.subject = en.getId();
            r.indent(2);
            vDesc.addElement(r);
        } else {
            en.rolledForEngineExplosion = true;
            r = new Report(6165, Report.PUBLIC);
            r.subject = en.getId();
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            vDesc.addElement(r);
        } else {
            en.rolledForEngineExplosion = true;
            r = new Report(6165, Report.PUBLIC);
            r.subject = en.getId();
            r.indent(2);
            vDesc.addElement(r);
            vDesc.addAll(destroyEntity(en, "engine explosion", false, false));
            // kill the crew
            en.getCrew().setDoomed(true);
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            if (engine.isFusion()) {
                int engineRating = en.getEngine().getRating();
                Report.addNewline(vDesc);
                r = new Report(5400, Report.PUBLIC);
                r.subject = en.getId();
                r.indent(2);
                vDesc.add(r);

                if (en instanceof Mech) {
                    Mech mech = (Mech) en;
                    if (mech.isAutoEject()) {
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                doFusionEngineExplosion(engineRating, en.getPosition(), vDesc, null);
                Report.addNewline(vDesc);
                r = new Report(5410, Report.PUBLIC);
                r.subject = en.getId();
                r.indent(2);
                vDesc.add(r);

            }
        }
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            // Since it's taking damage, add it to the list of units hit.
            vUnits.add(entity.getId());

            r = new Report(6175);
            r.subject = entity.getId();
            r.indent(2);
            r.addDesc(entity);
            r.add(damage);
            r.newlines = 0;
            vDesc.addElement(r);
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                // Since it's taking damage, add it to the list of units hit.
                vUnits.add(e.getId());

                r = new Report(6175);
                r.subject = e.getId();
                r.indent(2);
                r.addDesc(e);
                r.add(damage);
                r.newlines = 0;
                vDesc.addElement(r);
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        // First, crater the terrain.
        // All terrain, units, buildings... EVERYTHING in here is just gone.
        // Gotta love nukes.
        Report r = new Report(1215, Report.PUBLIC);

        r.indent();
        r.add(position.getBoardNum(), true);
        vDesc.add(r);

        int curDepth = game.getBoard().getHex(position).floor() - craterDepth;
        int range = 0;
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            applySecondaryNuclearEffects(entity, position, vDesc);
        }

        // All right. We're done.
        r = new Report(1216, Report.PUBLIC);
        r.indent();
        r.newlines = 2;
        vDesc.add(r);
    }

    /**
 
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            r.add(" + 2 (unit is hardened against EMI)");
        } else {
            r.add("");
        }

        r.indent(2);
        vDesc.add(r);

        // Now, compare it to the table, and apply the effects.
        if (roll <= 4) {
            // The unit is destroyed.
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