/* * 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; } }