int entityAbsHeight = entity.absHeight() + game.getBoard().getHex(entity.getPosition()).surface();
entityAbsHeight += game.getBoard().getHex(entityPosition).surface();
    public boolean canShelter(Entity entity, Coords position) {        // What is the next hex in the direction of the blast?        Coords shelteringCoords = Coords.nextHex(entity.getPosition(), position);        IHex shelteringHex = game.getBoard().getHex(shelteringCoords);        // This is an error condition.  It really shouldn't ever happen.        if (shelteringHex == null)            return false;        // Now figure out the height to which that hex will provide shelter.        // It's worth noting, this assumes that any building in the hex has        // already survived the bomb blast.  In the case where a building        // won't survive the blast but hasn't actually taken the damage        // yet, this will be wrong.        int shelterLevel = shelteringHex.floor();        if (shelteringHex.containsTerrain(Terrains.BUILDING))            shelterLevel = shelteringHex.ceiling();        // Get the absolute height of the unit relative to level 0.        int entityAbsHeight = entity.absHeight() + game.getBoard().getHex(entity.getPosition()).surface();        // Now find the height that needs to be sheltered, and compare.        if (entityAbsHeight < shelterLevel)            return true;        // Well, if the above isn't true...  Give up.        return false;    }