( mfCoord, playerId, (damage/2 + damage%2) );
( mfCoord, playerId, damage / 2 + damage % 2 );
    private void deliverThunderAugMinefield( Coords coords,                                             int playerId, int damage ) {        Coords mfCoord = null;        for (int dir=0; dir < 7; dir++) {            switch (dir) {            case 6:                // The targeted hex.                mfCoord = new Coords(coords);                break;            default:                // The hex in the dir direction from the targeted hex.                mfCoord = coords.translated(dir);                break;            }            // Only if this is on the board...            if ( game.getBoard().contains(mfCoord) ) {                Minefield minefield = null;                Enumeration minefields = game.getMinefields(mfCoord).elements();                // Check if there already are Thunder minefields in the hex.                while (minefields.hasMoreElements()) {                    Minefield mf = (Minefield) minefields.nextElement();                    if (mf.getType() == Minefield.TYPE_THUNDER) {                        minefield = mf;                        break;                    }                }                // Did we find a Thunder minefield in the hex?                // N.B. damage Thunder minefields equals the number of                //      missiles, divided by two, rounded up.                if (minefield == null) {                    // Nope.  Create a new Thunder minefield                    minefield = Minefield.createThunderMF                        ( mfCoord, playerId, (damage/2 + damage%2) );                    game.addMinefield(minefield);                    revealMinefield(minefield);                } else if (minefield.getDamage() < Minefield.MAX_DAMAGE) {                    // Yup.  Replace the old one.                    removeMinefield(minefield);                    int newDamage = (damage/2 + damage%2);                    newDamage += minefield.getDamage();                    // Damage from Thunder minefields are capped.                    if ( newDamage > Minefield.MAX_DAMAGE ) {                        newDamage = Minefield.MAX_DAMAGE;                    }                    minefield.setDamage(newDamage);                    game.addMinefield(minefield);                    revealMinefield(minefield);                }            } // End coords-on-board        } // Handle the next coords    }