/*
* Copyright (C) 2016 MegaMek team
*
* This file is part of MekHQ.
*
* MekHQ is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* MekHQ is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with MekHQ. If not, see <http://www.gnu.org/licenses/>.
*/
package mekhq.campaign.event;
import mekhq.campaign.ResolveScenarioTracker.PersonStatus;
import mekhq.campaign.personnel.Person;
/**
* An event fired for every person who just came back from battle, dead or alive.
* <p>
* Event handlers can modify the status before its get passed on to MekHQ. This event
* gets fired for both your own personnel as well as possible prisoners. If
* an event handler sets the prisoner's status to "dead", they will not show
* up in the list of prisoners made; this is a way to "filter out" specific
* people who shouldn't be taken prisoner.
*/
public class PersonBattleFinishedEvent extends PersonChangedEvent {
private PersonStatus status;
public PersonBattleFinishedEvent(Person person, PersonStatus status) {
super(person);
this.status = status;
}
public PersonStatus getStatus() {
return status;
}
public void setStatus(PersonStatus status) {
this.status = status;
}
}