private void toggleStealth(){
  initialize();
  int total_bv, known_bv, known_range, known_count, trigger_range;
  int new_stealth;
  for (  Entity check_ent : game.getEntitiesVector()) {
    if ((check_ent.getOwnerId() == localPlayerNumber) && (check_ent instanceof Mech)) {
      if (check_ent.hasStealth() && (check_ent.getPosition() != null)) {
        for (        Mounted mEquip : check_ent.getMisc()) {
          MiscType mtype=(MiscType)mEquip.getType();
          if (mtype.hasFlag(MiscType.F_STEALTH)) {
            trigger_range=13 + Compute.randomInt(7);
            if (check_ent.heat > trigger_range) {
              new_stealth=0;
            }
 else {
              total_bv=0;
              known_bv=0;
              known_range=0;
              known_count=0;
              for (              Entity test_ent : game.getEntitiesVector()) {
                if (check_ent.isEnemyOf(test_ent)) {
                  total_bv+=test_ent.calculateBattleValue();
                  if (test_ent.isVisibleToEnemy()) {
                    known_count++;
                    known_bv+=test_ent.calculateBattleValue();
                    known_range+=Compute.effectiveDistance(game,check_ent,test_ent);
                  }
                }
              }
              if ((known_count == 0) || (known_bv < (total_bv / 2))) {
                new_stealth=1;
              }
 else {
                if ((known_range / known_count) <= (5 + Compute.randomInt(5))) {
                  new_stealth=0;
                }
 else {
                  new_stealth=1;
                }
              }
            }
            mEquip.setMode(new_stealth);
            sendModeChange(check_ent.getId(),check_ent.getEquipmentNum(mEquip),new_stealth);
            break;
          }
        }
      }
    }
  }
}

private void toggleStealth ( ) { initialize ( ) ; int total_bv , known_bv , known_range , known_count , trigger_range ; int new_stealth ; for ( Entity check_ent : game . getEntitiesVector ( ) ) { if ( ( check_ent . getOwnerId ( ) == localPlayerNumber ) && ( check_ent instanceof Mech ) ) { if ( check_ent . hasStealth ( ) && ( check_ent . getPosition ( ) != null ) ) { for ( Mounted mEquip : check_ent . getMisc ( ) ) { MiscType mtype = ( MiscType ) mEquip . getType ( ) ; if ( mtype . hasFlag ( MiscType . F_STEALTH ) ) { trigger_range = 13 + Compute . randomInt ( 7 ) ; if ( check_ent . heat > trigger_range ) { new_stealth = 0 ; } else { total_bv = 0 ; known_bv = 0 ; known_range = 0 ; known_count = 0 ; for ( Entity test_ent : game . getEntitiesVector ( ) ) { if ( check_ent . isEnemyOf ( test_ent ) ) { total_bv += test_ent . calculateBattleValue ( ) ; if ( test_ent . isVisibleToEnemy ( ) ) { known_count ++ ; known_bv += test_ent . calculateBattleValue ( ) ; known_range += Compute . effectiveDistance ( game , check_ent , test_ent ) ; } } } if ( ( known_count == 0 ) || ( known_bv < ( total_bv / 2 ) ) ) { new_stealth = 1 ; } else { if ( ( known_range / known_count ) <= ( 5 + Compute . randomInt ( 5 ) ) ) { new_stealth = 0 ; } else { new_stealth = 1 ; } } } mEquip . setMode ( new_stealth ) ; sendModeChange ( check_ent . getId ( ) , check_ent . getEquipmentNum ( mEquip ) , new_stealth ) ; break ; } } } } } }
if the unit has stealth armor , turning it off is probably a good idea if most of the enemy force is at ' short ' range or if in danger of overheating
