private void btnOkayActionPerformed(
     java.awt.event.ActionEvent evt) { // GEN-FIRST:event_btnOkayActionPerformed
   // now round to the nearest increment (up)
   int value = CurAmmo;
   if (value > Ammo.GetMaxLotSize()) {
     value = Ammo.GetMaxLotSize();
   }
   if (value < 1) {
     value = 1;
   }
   Ammo.SetLotSize(CurAmmo);
   result = true;
   setVisible(false);
 } // GEN-LAST:event_btnOkayActionPerformed
 /** Creates new form dlgVariableSize */
 public dlgAmmoLotSize(java.awt.Frame parent, boolean modal, Ammunition a) {
   super(parent, modal);
   initComponents();
   Ammo = a;
   CurAmmo = Ammo.GetLotSize();
   SetState();
 }
 /**
  * Returns the to-hit modifier of the weapon at the given range using the specified ammunition.
  * Some ammunition may affect the to-hit modifiers for a specific weapon, in general ATMs, MMLs,
  * and LB-X ACs. This is only weapon-specific, it does not account for target or firer movement,
  * or other modifiers. If the weapon cannot hit at the given range, we return 12.
  *
  * @param w The weapon in question.
  * @param a The ammunition that the weapon will be using.
  * @param range The range that the weapon will be hitting a target at.
  * @return The to-hit modifier for the weapon at the given range.
  */
 public static int GetToHitAtRange(Ammunition a, int range) {
   if (range > a.GetLongRange()) {
     return 12;
   } else if (range > a.GetMediumRange()) {
     return 4 + a.GetToHitLong();
   } else if (range > a.GetShortRange()) {
     return 2 + a.GetToHitMedium();
   } else {
     if (range <= a.GetMinRange() && a.GetMinRange() > 0) {
       int min = a.GetMinRange() - range + 1;
       return 0 + min + a.GetToHitShort();
     } else {
       return 0 + a.GetToHitShort();
     }
   }
 }
  private void GetWeaponData() {
    ArrayList v = CurMech.GetLoadout().GetNonCore();
    ArrayList<ifWeapon> wep = new ArrayList<ifWeapon>();
    ArrayList<Ammunition> ammo = new ArrayList<Ammunition>();
    ArrayList<WeaponInfo> temp = new ArrayList<WeaponInfo>();
    int cols = 0;
    for (int i = 0; i < v.size(); i++) {
      if (v.get(i) instanceof ifWeapon) {
        ifWeapon w = (ifWeapon) v.get(i);
        // do we already have a weapon of this name in the ArrayList?
        boolean add = true;
        for (int x = 0; x < wep.size(); x++) {
          if (wep.get(x).LookupName().equals(w.LookupName())) {
            add = false;
          }
        }
        if (add) {
          wep.add(w);
          if (w.GetRangeLong() > cols) {
            cols = w.GetRangeLong();
          }
        }
      } else if (v.get(i) instanceof Ammunition) {
        Ammunition a = (Ammunition) v.get(i);
        // do we already have an ammo of this name in the ArrayList?
        boolean add = true;
        for (int x = 0; x < ammo.size(); x++) {
          if (ammo.get(x).LookupName().equals(a.LookupName())) {
            add = false;
          }
        }
        if (add) {
          ammo.add(a);
          if (a.GetLongRange() > cols) {
            cols = a.GetLongRange();
          }
        }
      }
    }

    // construct the data ArrayList
    for (int i = 0; i < wep.size(); i++) {
      ifWeapon w = wep.get(i);
      if (w.HasAmmo()) {
        boolean added = false;
        // search for other ammunition for this weapon.
        for (int x = ammo.size() - 1; x >= 0; x--) {
          Ammunition a = ammo.get(x);
          if (w.GetAmmoIndex() == a.GetAmmoIndex()) {
            temp.add(new WeaponInfo(w, a));
            ammo.remove(a);
            added = true;
          }
        }
        if (!added) {
          // add the weapon in by itself
          temp.add(new WeaponInfo(w));
        }
      } else {
        temp.add(new WeaponInfo(w));
      }
    }

    // sort the weapon info by range
    SortWeapons(temp);

    // turn the temporary ArrayList into an array
    cols += 1;
    data = new String[temp.size() * 2][cols];
    for (int i = 0; i < temp.size(); i++) {
      WeaponInfo w = temp.get(i);
      for (int x = 0; x < cols; x++) {
        if (x == 0) {
          data[i * 2][x] = w.GetName();
          data[i * 2 + 1][x] = "";
        } else {
          int tohit = w.GetToHit(x);
          if (CurMech.UsingTC()) {
            if (tohit != 12 && w.CanUseTC()) {
              tohit -= 1;
            }
          }
          if (tohit >= 0) {
            data[i * 2][x] = "+" + tohit;
          } else {
            data[i * 2][x] = "" + tohit;
          }
          data[i * 2 + 1][x] = "" + w.GetDamage(x);
        }
      }
    }
  }
 public int GetLongRange() {
   if (HasAmmo()) {
     return ammo.GetLongRange();
   }
   return wep.GetRangeLong();
 }
 public String GetName() {
   if (HasAmmo()) {
     return ammo.CritName().replace("@", "");
   }
   return wep.CritName();
 }
 private void SetState() {
   spnTonnage.setModel(
       new javax.swing.SpinnerNumberModel(Ammo.GetLotSize(), 1, Ammo.GetMaxLotSize(), 1));
   setTitle("Setting ammo tonnage.");
 }
 /**
  * Returns the average damage of the given weapon at the given range using the ammunition
  * specified. This routine is provided to support LB-X ACs, ATMs, and MMLs. We say "average" here
  * as some weapons use a clustered system and may only do partial damage, otherwise we return the
  * maximum damage. If the range specified is less than 0 or greater than the maximum range of the
  * weapon we return -1.
  *
  * @param w The weapon in question.
  * @param a The ammunition that the weapon will use.
  * @param range The range that the weapon will be hitting a target at.
  * @return The average damage of the weapon at that range.
  */
 public static int GetAverageDamageAtRange(ifWeapon w, Ammunition a, int range) {
   if (a.IsCluster()) {
     boolean Streak = w.IsStreak();
     boolean Ultra = w.IsUltra();
     boolean Rotary = w.IsRotary();
     boolean Ballistic = false;
     if (w.GetWeaponClass() == ifWeapon.W_BALLISTIC && a.IsCluster()) {
       Ballistic = true;
     }
     if (range > a.GetLongRange()) {
       return 0;
     } else if (range > a.GetMediumRange()) {
       if (Streak) {
         return a.GetDamageLong() * a.ClusterSize();
       } else if (Ultra) {
         // don't even bother with the cluster table, it'll always
         // return 1 in this case.
         return a.GetDamageLong();
       } else if (Ballistic & !Rotary) {
         // this covers LB-X cannons in general
         return GetAverageClusterHits(w, w.ClusterModLong());
       } else {
         return a.GetDamageLong() * GetAverageClusterHits(w, w.ClusterModLong());
       }
     } else if (range > a.GetShortRange()) {
       if (Streak) {
         return a.GetDamageMedium() * a.ClusterSize();
       } else if (Ultra) {
         return a.GetDamageMedium();
       } else if (Ballistic & !Rotary) {
         return GetAverageClusterHits(w, w.ClusterModMedium());
       } else {
         return a.GetDamageMedium() * GetAverageClusterHits(w, w.ClusterModMedium());
       }
     } else {
       if (Streak) {
         return a.GetDamageShort() * a.ClusterSize();
       } else if (Ultra) {
         return a.GetDamageShort();
       } else if (Ballistic & !Rotary) {
         return GetAverageClusterHits(w, w.ClusterModShort());
       } else {
         return a.GetDamageShort() * GetAverageClusterHits(w, w.ClusterModShort());
       }
     }
   } else {
     if (range > a.GetLongRange()) {
       return 0;
     } else if (range > a.GetMediumRange()) {
       return a.GetDamageLong();
     } else if (range > a.GetShortRange()) {
       return a.GetDamageMedium();
     } else {
       return a.GetDamageShort();
     }
   }
 }