Examples of containsTerrain()


Examples of megamek.common.IHex.containsTerrain()

        // Is the infantry in the open?
        if (isPlatoon && !te.isDestroyed()
                && !te.isDoomed() && (((Infantry) te).getDugIn() != Infantry.DUG_IN_COMPLETE)
                && !te.crew.getOptions().booleanOption("dermal_armor")) {
            te_hex = game.getBoard().getHex(te.getPosition());
            if ((te_hex != null) && !te_hex.containsTerrain(Terrains.WOODS) && !te_hex.containsTerrain(Terrains.JUNGLE) && !te_hex.containsTerrain(Terrains.ROUGH) && !te_hex.containsTerrain(Terrains.RUBBLE) && !te_hex.containsTerrain(Terrains.SWAMP) && !te_hex.containsTerrain(Terrains.BUILDING) && !te_hex.containsTerrain(Terrains.FUEL_TANK) && !te_hex.containsTerrain(Terrains.FORTIFIED) && !ammoExplosion) {
                // PBI. Damage is doubled.
                damage *= 2;
                r = new Report(6040);
                r.subject = te_n;
                r.indent(2);
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Examples of megamek.common.IHex.containsTerrain()

        // Is the infantry in the open?
        if (isPlatoon && !te.isDestroyed()
                && !te.isDoomed() && (((Infantry) te).getDugIn() != Infantry.DUG_IN_COMPLETE)
                && !te.crew.getOptions().booleanOption("dermal_armor")) {
            te_hex = game.getBoard().getHex(te.getPosition());
            if ((te_hex != null) && !te_hex.containsTerrain(Terrains.WOODS) && !te_hex.containsTerrain(Terrains.JUNGLE) && !te_hex.containsTerrain(Terrains.ROUGH) && !te_hex.containsTerrain(Terrains.RUBBLE) && !te_hex.containsTerrain(Terrains.SWAMP) && !te_hex.containsTerrain(Terrains.BUILDING) && !te_hex.containsTerrain(Terrains.FUEL_TANK) && !te_hex.containsTerrain(Terrains.FORTIFIED) && !ammoExplosion) {
                // PBI. Damage is doubled.
                damage *= 2;
                r = new Report(6040);
                r.subject = te_n;
                r.indent(2);
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Examples of megamek.common.IHex.containsTerrain()

        // Is the infantry in the open?
        if (isPlatoon && !te.isDestroyed()
                && !te.isDoomed() && (((Infantry) te).getDugIn() != Infantry.DUG_IN_COMPLETE)
                && !te.crew.getOptions().booleanOption("dermal_armor")) {
            te_hex = game.getBoard().getHex(te.getPosition());
            if ((te_hex != null) && !te_hex.containsTerrain(Terrains.WOODS) && !te_hex.containsTerrain(Terrains.JUNGLE) && !te_hex.containsTerrain(Terrains.ROUGH) && !te_hex.containsTerrain(Terrains.RUBBLE) && !te_hex.containsTerrain(Terrains.SWAMP) && !te_hex.containsTerrain(Terrains.BUILDING) && !te_hex.containsTerrain(Terrains.FUEL_TANK) && !te_hex.containsTerrain(Terrains.FORTIFIED) && !ammoExplosion) {
                // PBI. Damage is doubled.
                damage *= 2;
                r = new Report(6040);
                r.subject = te_n;
                r.indent(2);
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Examples of megamek.common.IHex.containsTerrain()

                            r.add(te.getLocationName(blownOffLocation));
                            r.newlines = 0;
                            vDesc.addElement(r);
                            IHex h = game.getBoard().getHex(te.getPosition());
                            if (te instanceof BipedMech) {
                                if (!h.containsTerrain(Terrains.ARMS)) {
                                    h.addTerrain(Terrains.getTerrainFactory().createTerrain(Terrains.ARMS, 1));
                                } else {
                                    h.addTerrain(Terrains.getTerrainFactory().createTerrain(Terrains.ARMS, h.terrainLevel(Terrains.ARMS) + 1));
                                }
                            } else if (!h.containsTerrain(Terrains.LEGS)) {
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Examples of megamek.common.IHex.containsTerrain()

                                if (!h.containsTerrain(Terrains.ARMS)) {
                                    h.addTerrain(Terrains.getTerrainFactory().createTerrain(Terrains.ARMS, 1));
                                } else {
                                    h.addTerrain(Terrains.getTerrainFactory().createTerrain(Terrains.ARMS, h.terrainLevel(Terrains.ARMS) + 1));
                                }
                            } else if (!h.containsTerrain(Terrains.LEGS)) {
                                h.addTerrain(Terrains.getTerrainFactory().createTerrain(Terrains.LEGS, 1));
                            } else {
                                h.addTerrain(Terrains.getTerrainFactory().createTerrain(Terrains.LEGS, h.terrainLevel(Terrains.LEGS) + 1));
                            }
                            sendChangedHex(te.getPosition());
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Examples of megamek.common.IHex.containsTerrain()

        // It's worth noting, this assumes that any building in the hex has
        // already survived the bomb blast. In the case where a building
        // won't survive the blast but hasn't actually taken the damage
        // yet, this will be wrong.
        int shelterLevel = shelteringHex.floor();
        if (shelteringHex.containsTerrain(Terrains.BUILDING)) {
            shelterLevel = shelteringHex.ceiling();
        }

        // Get the absolute height of the unit relative to level 0.
        entityAbsHeight += game.getBoard().getHex(entityPosition).surface();
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Examples of megamek.common.IHex.containsTerrain()

                myHex.setElevation(myHex.getElevation() - craterDepth + (range / 2));

                // Then, remove ANY terrains here.
                // I mean ALL of them; they're all just gone.
                // No ruins, no water, no rough, no nothing.
                if (myHex.containsTerrain(Terrains.WATER)) {
                    myHex.setElevation(myHex.floor());
                }
                myHex.removeAllTerrains();
                myHex.clearExits();
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Examples of megamek.common.IHex.containsTerrain()

            r.add(tmpB.getName());
            addReport(r);
            tmpB.setCurrentCF(0, position);
        }
        IHex gzHex = game.getBoard().getHex(position);
        if (gzHex.containsTerrain(Terrains.WATER)) {
            gzHex.setElevation(gzHex.floor());
        }
        gzHex.removeAllTerrains();

        // Next, for whatever's left, do terrain effects
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Examples of megamek.common.IHex.containsTerrain()

                while (hexSet.hasMoreElements()) {
                    Coords myHexCoords = hexSet.nextElement();
                    IHex myHex = game.getBoard().getHex(myHexCoords);

                    // For each 3000 damage, water level is reduced by 1.
                    if ((damageAtRange >= 3000) && (myHex.containsTerrain(Terrains.WATER))) {
                        int numCleared = damageAtRange / 3000;
                        int oldLevel = myHex.terrainLevel(Terrains.WATER);
                        myHex.removeTerrain(Terrains.WATER);
                        if (oldLevel > numCleared) {
                            myHex.addTerrain(new Terrain(Terrains.WATER, oldLevel - numCleared));
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Examples of megamek.common.IHex.containsTerrain()

                            myHex.addTerrain(new Terrain(Terrains.WATER, oldLevel - numCleared));
                        }
                    }

                    // ANY non-water hex that takes 200 becomes rough.
                    if ((damageAtRange >= 200) && (!myHex.containsTerrain(Terrains.WATER))) {
                        myHex.removeAllTerrains();
                        myHex.clearExits();
                        myHex.addTerrain(new Terrain(Terrains.ROUGH, 1));
                    } else if ((damageAtRange >= 20) && ((myHex.containsTerrain(Terrains.WOODS)) || (myHex.containsTerrain(Terrains.JUNGLE)))) {
                        // Each 20 clears woods by 1 level.
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