Add vertical bar chart and use it in battle centre

This commit is contained in:
Cmdr McDonald
2017-03-13 17:07:39 +00:00
parent 964cdd2b9a
commit 0729fc29fa
13 changed files with 699 additions and 229 deletions

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@@ -77,6 +77,7 @@
"less": "^2.5.3",
"less-loader": "^2.2.1",
"react-addons-test-utils": "^15.0.1",
"@types/react-measure": "^0.4.6",
"react-testutils-additions": "^15.1.0",
"rimraf": "^2.4.3",
"rollup": "0.36",

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@@ -9,7 +9,7 @@ import Cargo from './Cargo';
import Movement from './Movement';
import EngagementRange from './EngagementRange';
import ShipPicker from './ShipPicker';
import Shields from './Shields';
import Defence from './Defence';
/**
* Battle centre allows you to pit your current build against another ship,
@@ -113,28 +113,31 @@ export default class BattleCentre extends TranslatedComponent {
const { sys, eng, wep, cargo, fuel, boost, engagementRange, opponent } = this.state;
const { ship } = this.props;
// Markers are used to propagate state changes
const movementMarker = '' + ship.topSpeed + ':' + ship.pitch + ':' + ship.roll + ':' + ship.yaw;
const shieldMarker = '' + ship.shield + ':' + ship.cells + ':' + ship.shieldExplRes + ':' + ship.shieldKinRes + ':' + ship.shieldThermRes;
// Markers are used to propagate state changes without requiring a deep comparison of the ship
const pipsMarker = '' + ship.canBoost();
const movementMarker = '' + ship.topSpeed + ':' + ship.pitch + ':' + ship.roll + ':' + ship.yaw + ':' + ship.canBoost();
const shieldMarker = '' + ship.shield + ':' + ship.shieldCells + ':' + ship.shieldExplRes + ':' + ship.shieldKinRes + ':' + ship.shieldThermRes + ':' + ship.armour;
return (
<span>
<h1>{translate('battle centre')}</h1>
<ShipPicker onChange={this._opponentUpdated}/>
<div className='group third'>
<Pips ship={ship} onChange={this._pipsUpdated}/>
</div>
<div className='group twothirds'>
<h1>{translate('ship management')}</h1>
<Pips marker={pipsMarker} ship={ship} onChange={this._pipsUpdated}/>
<Fuel ship={ship} onChange={this._fuelUpdated}/>
<Cargo ship={ship} onChange={this._cargoUpdated}/>
{ ship.cargoCapacity > 0 ? <Cargo ship={ship} onChange={this._cargoUpdated}/> : null }
<h1>{translate('opponent')}</h1>
<ShipPicker onChange={this._opponentUpdated}/>
<EngagementRange ship={ship} onChange={this._engagementRangeUpdated}/>
</div>
<div className='group third'>
<Shields marker={shieldMarker} ship={ship} opponent={opponent} sys={sys}/>
</div>
<div className='group third'>
<h1>{translate('movement')}</h1>
<Movement marker={movementMarker} ship={ship} boost={boost} eng={eng} cargo={cargo} fuel={fuel}/>
</div>
<div className='group full'>
<h1>{translate('defence')}</h1>
<Defence marker={shieldMarker} ship={ship} opponent={opponent} sys={sys}/>
</div>
</span>
);
}

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@@ -0,0 +1,421 @@
import React from 'react';
import cn from 'classnames';
import TranslatedComponent from './TranslatedComponent';
import * as Calc from '../shipyard/Calculations';
import { DamageAbsolute, DamageExplosive, DamageKinetic, DamageThermal } from './SvgIcons';
import PieChart from './PieChart';
import VerticalBarChart from './VerticalBarChart';
/**
* Defence information
* Shield information consists of four panels:
* - textual information (time to lose shields etc.)
* - breakdown of shield sources (pie chart)
* - comparison of shield resistances (bar chart)
* - effective shield (bar chart)
*/
export default class Defence extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
opponent: React.PropTypes.object.isRequired,
sys: React.PropTypes.number.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
*/
constructor(props) {
super(props);
const { shield, armour, damagetaken } = this._calcMetrics(props.ship, props.opponent, props.sys);
this.state = { shield, armour, damagetaken };
}
/**
* Update the state if our properties change
* @param {Object} nextProps Incoming/Next properties
* @return {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps) {
if (this.props.marker != nextProps.marker || this.props.sys != nextProps.sys) {
const { shield, armour, damagetaken } = this._calcMetrics(nextProps.ship, nextProps.opponent, nextProps.sys);
this.setState({ shield, armour, damagetaken });
return true;
}
}
/**
* Calculate shield metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The opponent ship
* @returns {Object} Shield metrics
*/
_calcMetrics(ship, opponent, sys) {
const sysResistance = this._calcSysResistance(sys);
let shield = {};
const shieldGeneratorSlot = ship.findInternalByGroup('sg');
if (shieldGeneratorSlot && shieldGeneratorSlot.enabled && shieldGeneratorSlot.m) {
const shieldGenerator = shieldGeneratorSlot.m;
// Boosters
let boost = 1;
let boosterExplDmg = 1;
let boosterKinDmg = 1;
let boosterThermDmg = 1;
for (let slot of ship.hardpoints) {
if (slot.enabled && slot.m && slot.m.grp == 'sb') {
boost += slot.m.getShieldBoost();
boosterExplDmg = boosterExplDmg * (1 - slot.m.getExplosiveResistance());
boosterKinDmg = boosterKinDmg * (1 - slot.m.getKineticResistance());
boosterThermDmg = boosterThermDmg * (1 - slot.m.getThermalResistance());
}
}
// Calculate diminishing returns for boosters
boost = Math.min(boost, (1 - Math.pow(Math.E, -0.7 * boost)) * 2.5);
// Remove base shield generator strength
boost -= 1;
// Apply diminishing returns
boosterExplDmg = boosterExplDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterExplDmg) / 2;
boosterKinDmg = boosterKinDmg > 0.7 ? boosterKinDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
boosterThermDmg = boosterThermDmg > 0.7 ? boosterThermDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
const generatorStrength = Calc.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
const boostersStrength = generatorStrength * boost;
shield = {
generator: generatorStrength,
boosters: boostersStrength,
cells: ship.shieldCells,
total: generatorStrength + boostersStrength + ship.shieldCells
};
// Shield resistances have three components: the shield generator, the shield boosters and the SYS pips.
// We re-cast these as damage percentages
shield.absolute = {
generator: 1,
boosters: 1,
sys: 1 - sysResistance,
total: 1 - sysResistance
};
shield.explosive = {
generator: 1 - shieldGenerator.getExplosiveResistance(),
boosters: boosterExplDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - sysResistance)
};
shield.kinetic = {
generator: 1 - shieldGenerator.getKineticResistance(),
boosters: boosterKinDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - sysResistance)
};
shield.thermal = {
generator: 1 - shieldGenerator.getThermalResistance(),
boosters: boosterThermDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - sysResistance)
};
}
// Armour from bulkheads
const armourBulkheads = ship.baseArmour + (ship.baseArmour * ship.bulkheads.m.getHullBoost());
let armourReinforcement = 0
let modulearmour = 0;
let moduleprotection = 1;
let hullExplDmg = 1;
let hullKinDmg = 1;
let hullThermDmg = 1;
// Armour from HRPs and module armour from MRPs
for (let slot of ship.internal) {
if (slot.m && slot.m.grp == 'hr') {
armourReinforcement += slot.m.getHullReinforcement();
// Hull boost for HRPs is applied against the ship's base armour
armourReinforcement += ship.baseArmour * slot.m.getModValue('hullboost') / 10000;
hullExplDmg = hullExplDmg * (1 - slot.m.getExplosiveResistance());
hullKinDmg = hullKinDmg * (1 - slot.m.getKineticResistance());
hullThermDmg = hullThermDmg * (1 - slot.m.getThermalResistance());
}
if (slot.m && slot.m.grp == 'mrp') {
modulearmour += slot.m.getIntegrity();
moduleprotection = moduleprotection * (1 - slot.m.getProtection());
}
}
moduleprotection = 1 - moduleprotection;
// Apply diminishing returns
hullExplDmg = hullExplDmg > 0.7 ? hullExplDmg : 0.7 - (0.7 - hullExplDmg) / 2;
hullKinDmg = hullKinDmg > 0.7 ? hullKinDmg : 0.7 - (0.7 - hullKinDmg) / 2;
hullThermDmg = hullThermDmg > 0.7 ? hullThermDmg : 0.7 - (0.7 - hullThermDmg) / 2;
const armour = {
bulkheads: armourBulkheads,
reinforcement: armourReinforcement,
modulearmour: modulearmour,
moduleprotection: moduleprotection,
total: armourBulkheads + armourReinforcement
};
// Armour resistances have two components: bulkheads and HRPs
// We re-cast these as damage percentages
armour.absolute = {
bulkheads: 1,
reinforcement: 1,
total: 1
};
armour.explosive = {
bulkheads: 1 - ship.bulkheads.m.getExplosiveResistance(),
reinforcement: hullExplDmg,
total: (1 - ship.bulkheads.m.getExplosiveResistance()) * hullExplDmg
};
armour.kinetic = {
bulkheads: 1 - ship.bulkheads.m.getKineticResistance(),
reinforcement: hullKinDmg,
total: (1 - ship.bulkheads.m.getKineticResistance()) * hullKinDmg
};
armour.thermal = {
bulkheads: 1 - ship.bulkheads.m.getThermalResistance(),
reinforcement: hullThermDmg,
total: (1 - ship.bulkheads.m.getThermalResistance()) * hullThermDmg
};
// Use the SDPS for each weapon type of the opponent to work out how long the shields and armour will last
// const opponentSDps = Calc.sustainedDps(opponent, range);
const opponentSDps = {
absolute: 62.1,
explosive: 0,
kinetic: 7.4,
thermal: 7.4
};
// Modify according to resistances to see how much damage we actually take
//opponentSDps.absolute *= shield.absolute.total;
//opponentSDps.explosive *= shield.explosive.total;
//opponentSDps.kinetic *= shield.kinetic.total;
//opponentSDps.thermal *= shield.thermal.total;
opponentSDps.total = opponentSDps.absolute + opponentSDps.explosive + opponentSDps.kinetic + opponentSDps.thermal;
const damagetaken = {
absolutesdps: opponentSDps.absolute,
explosivesdps: opponentSDps.explosive,
kineticsdps: opponentSDps.kinetic,
thermalsdps: opponentSDps.thermal,
tts: (shield.total + ship.shieldCells) / opponentSDps.total,
};
return { shield, armour, damagetaken };
}
/**
* Calculate the resistance provided by SYS pips
* @param {integer} sys the value of the SYS pips
* @returns {integer} the resistance for the given pips
*/
_calcSysResistance(sys) {
return Math.pow(sys,0.85) * 0.6 / Math.pow(4,0.85);
}
/**
* Render shields
* @return {React.Component} contents
*/
render() {
const { ship, sys } = this.props;
const { language, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { shield, armour, damagetaken } = this.state;
const shieldSourcesData = [];
const effectiveShieldData = [];
const damageTakenData = [];
const shieldTooltipDetails = [];
const shieldAbsoluteTooltipDetails = [];
const shieldExplosiveTooltipDetails = [];
const shieldKineticTooltipDetails = [];
const shieldThermalTooltipDetails = [];
let effectiveAbsoluteShield = 0;
let effectiveExplosiveShield = 0;
let effectiveKineticShield = 0;
let effectiveThermalShield = 0;
if (shield.total) {
if (Math.round(shield.generator) > 0) shieldSourcesData.push({ value: Math.round(shield.generator), label: translate('generator') });
if (Math.round(shield.boosters) > 0) shieldSourcesData.push({ value: Math.round(shield.boosters), label: translate('boosters') });
if (Math.round(shield.cells) > 0) shieldSourcesData.push({ value: Math.round(shield.cells), label: translate('cells') });
if (Math.round(shield.generator) > 0) shieldTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.int(shield.generator)}{units.MJ}</div>);
if (Math.round(shield.boosters) > 0) shieldTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.int(shield.boosters)}{units.MJ}</div>);
if (Math.round(shield.cells) > 0) shieldTooltipDetails.push(<div key='cells'>{translate('cells') + ' ' + formats.int(shield.cells)}{units.MJ}</div>);
shieldAbsoluteTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.absolute.generator)}</div>);
shieldAbsoluteTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.absolute.boosters)}</div>);
shieldAbsoluteTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.absolute.sys)}</div>);
shieldExplosiveTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.explosive.generator)}</div>);
shieldExplosiveTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.explosive.boosters)}</div>);
shieldExplosiveTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.explosive.sys)}</div>);
shieldKineticTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.kinetic.generator)}</div>);
shieldKineticTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.kinetic.boosters)}</div>);
shieldKineticTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.kinetic.sys)}</div>);
shieldThermalTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.thermal.generator)}</div>);
shieldThermalTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.thermal.boosters)}</div>);
shieldThermalTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.thermal.sys)}</div>);
effectiveAbsoluteShield = shield.total / shield.absolute.total;
effectiveShieldData.push({ value: Math.round(effectiveAbsoluteShield), label: translate('absolute') });
effectiveExplosiveShield = shield.total / shield.explosive.total;
effectiveShieldData.push({ value: Math.round(effectiveExplosiveShield), label: translate('explosive') });
effectiveKineticShield = shield.total / shield.kinetic.total;
effectiveShieldData.push({ value: Math.round(effectiveKineticShield), label: translate('kinetic') });
effectiveThermalShield = shield.total / shield.thermal.total;
effectiveShieldData.push({ value: Math.round(effectiveThermalShield), label: translate('thermal') });
damageTakenData.push({ value: Math.round(shield.absolute.total * 100), label: translate('absolute') });
damageTakenData.push({ value: Math.round(shield.explosive.total * 100), label: translate('explosive') });
damageTakenData.push({ value: Math.round(shield.kinetic.total * 100), label: translate('kinetic') });
damageTakenData.push({ value: Math.round(shield.thermal.total * 100), label: translate('thermal') });
}
const armourData = [];
if (Math.round(armour.bulkheads) > 0) armourData.push({ value: Math.round(armour.bulkheads), label: translate('bulkheads') });
if (Math.round(armour.reinforcement) > 0) armourData.push({ value: Math.round(armour.reinforcement), label: translate('reinforcement') });
const armourTooltipDetails = [];
if (armour.bulkheads > 0) armourTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.int(armour.bulkheads)}</div>);
if (armour.reinforcement > 0) armourTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.int(armour.reinforcement)}</div>);
const armourAbsoluteTooltipDetails = [];
armourAbsoluteTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.absolute.bulkheads)}</div>);
armourAbsoluteTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.absolute.reinforcement)}</div>);
const armourExplosiveTooltipDetails = [];
armourExplosiveTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.explosive.bulkheads)}</div>);
armourExplosiveTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.explosive.reinforcement)}</div>);
const armourKineticTooltipDetails = [];
armourKineticTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.kinetic.bulkheads)}</div>);
armourKineticTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.kinetic.reinforcement)}</div>);
const armourThermalTooltipDetails = [];
armourThermalTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.thermal.bulkheads)}</div>);
armourThermalTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.thermal.reinforcement)}</div>);
return (
<span id='defence'>
{shield.total ? <span>
<div className='group half'>
<div className='group half'>
<h2 onMouseOver={termtip.bind(null, <div>{shieldTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('shields')}: {formats.int(shield.total)}{units.MJ}</h2>
<table>
<tbody>
<tr>
<td className='le'>{translate('damage type')}</td>
<td className='ce'>
<span className='icon' onMouseOver={termtip.bind(null, 'absolute')} onMouseOut={tooltip.bind(null, null)}><DamageAbsolute /></span>&nbsp;
</td>
<td className='ce'>
<span className='icon' onMouseOver={termtip.bind(null, 'explosive')} onMouseOut={tooltip.bind(null, null)}><DamageExplosive /></span>&nbsp;
</td>
<td className='ce'>
<span className='icon' onMouseOver={termtip.bind(null, 'kinetic')} onMouseOut={tooltip.bind(null, null)}><DamageKinetic /></span>&nbsp;
</td>
<td className='ce'>
<span className='icon' onMouseOver={termtip.bind(null, 'thermal')} onMouseOut={tooltip.bind(null, null)}><DamageThermal /></span>&nbsp;
</td>
</tr>
<tr>
<td className='le'>{translate('damage taken')}</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{shieldAbsoluteTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(shield.absolute.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{shieldExplosiveTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(shield.explosive.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{shieldKineticTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(shield.kinetic.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{shieldThermalTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(shield.thermal.total)}</span>
</td>
</tr>
<tr>
<td className='le'>{translate('effective shield')}</td>
<td className='ri'>
<span>{formats.int(effectiveAbsoluteShield)}{units.MJ}</span>
</td>
<td className='ri'>
<span>{formats.int(effectiveExplosiveShield)}{units.MJ}</span>
</td>
<td className='ri'>
<span>{formats.int(effectiveKineticShield)}{units.MJ}</span>
</td>
<td className='ri'>
<span>{formats.int(effectiveThermalShield)}{units.MJ}</span>
</td>
</tr>
<tr>
<td colSpan='5' className='summary'>{translate('shields will hold against opponent for')} {formats.time(damagetaken.tts)}</td>
</tr>
</tbody>
</table>
</div>
<div className='group half'>
<h2>{translate('shield sources')}</h2>
<PieChart data={shieldSourcesData} />
</div>
</div>
<div className='group half'>
<div className='group half'>
<h2>{translate('effective shield')}(MJ)</h2>
<VerticalBarChart data={effectiveShieldData} />
</div>
<div className='group half'>
<h2>{translate('damage taken')}(%)</h2>
<VerticalBarChart data={damageTakenData} />
</div>
</div></span> : null }
<div className='group twothirds'>
<h2 onMouseOver={termtip.bind(null, <div>{armourTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('armour')}: {formats.int(armour.total)}</h2>
<table>
<tbody>
<tr>
<td className='le'>{translate('damage taken')}</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{armourAbsoluteTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(armour.absolute.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{armourExplosiveTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(armour.explosive.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{armourKineticTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(armour.kinetic.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, <div>{armourThermalTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(armour.thermal.total)}</span>
</td>
</tr>
</tbody>
</table>
</div>
<div className='group third'>
<h2>{translate('armour sources')}</h2>
<PieChart data={armourData} />
</div>
</span>);
}
}

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@@ -27,10 +27,18 @@ export default class Range extends TranslatedComponent {
this.state = {
maxRange,
rangeLevel: 1,
rangeLevel: 0.5,
};
}
/**
*
*/
componentWillMount() {
// Pass initial state
this.props.onChange(this.state.maxRange * this.state.rangeLevel);
}
/**
* Update the state if our ship changes
* @param {Object} nextProps Incoming/Next properties

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@@ -0,0 +1,78 @@
import React, { Component } from 'react';
import Measure from 'react-measure';
import * as d3 from 'd3';
const CORIOLIS_COLOURS = [ '#FF8C0D', '#1FB0FF', '#519032', '#D5420D' ];
const LABEL_COLOUR = '#FFFFFF';
/**
* A pie chart
*/
export default class PieChart extends Component {
/**
* Constructor
* @param {Object} props React Component properties
* @param {Object} context React Component context
*/
constructor(props, context) {
super(props);
this.pie = d3.pie().value((d) => d.value);
this.colors = CORIOLIS_COLOURS;
this.arc = d3.arc();
this.arc.innerRadius(0);
this.state = {
dimensions: {
width: 100,
height: 100
}
}
}
/**
* Generate a slice of the pie chart
*/
sliceGenerator(d, i) {
const { width, height } = this.state.dimensions;
const { data } = this.props;
// Push the labels further out from the centre of the slice
let [labelX, labelY] = this.arc.centroid(d);
const labelTranslate = `translate(${labelX * 1.5}, ${labelY * 1.5})`;
// Put the keys in a line with equal spacing
const keyX = -width / 2 + (width / data.length) * (i + 0.5);
const keyTranslate = `translate(${keyX}, ${width * 0.45})`;
return (
<g key={`group-${i}`}>
<path key={`arc-${i}`} d={this.arc(d)} style={{fill: this.colors[i]}} />
<text key={`label-${i}`} transform={labelTranslate} stroke={LABEL_COLOUR} strokeWidth='1px' fill='None' textAnchor='middle'>{d.value}</text>
<text key={`key-${i}`} transform={keyTranslate} style={{stroke: this.colors[i], strokeWidth:'1px', fill:'None'}} textAnchor='middle'>{d.data.label}</text>
</g>
);
}
render() {
const { width, height } = this.state.dimensions;
const pie = this.pie(this.props.data),
translate = `translate(${width / 2}, ${width * 0.4})`;
this.arc.outerRadius(width * 0.4);
return (
<Measure width='100%' whitelist={[ 'width', 'top' ]} onMeasure={(dimensions) => { this.setState({dimensions}) }}>
<div width={width} height={width}>
<svg style={{stroke: 'None' }} width={width} height={width * 0.9}>
<g transform={translate}>
{pie.map((d, i) => this.sliceGenerator(d, i))}
</g>
</svg>
</div>
</Measure>
);
}
}

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@@ -15,6 +15,7 @@ import Module from '../shipyard/Module';
*/
export default class Pips extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
onChange: React.PropTypes.func.isRequired
};
@@ -68,9 +69,9 @@ export default class Pips extends TranslatedComponent {
* @returns {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps) {
const { sysCap, engCap, wepCap, sysRate, engRate, wepRate } = this.state;
const ship = nextProps.ship;
const pd = ship.standard[4].m;
const { sysCap, engCap, wepCap, sysRate, engRate, wepRate, boost } = this.state;
const nextShip = nextProps.ship;
const pd = nextShip.standard[4].m;
const nextSysCap = pd.getSystemsCapacity();
const nextEngCap = pd.getEnginesCapacity();
@@ -78,19 +79,22 @@ export default class Pips extends TranslatedComponent {
const nextSysRate = pd.getSystemsRechargeRate();
const nextEngRate = pd.getEnginesRechargeRate();
const nextWepRate = pd.getWeaponsRechargeRate();
const nextBoost = nextShip.canBoost() ? boost : false;
if (nextSysCap != sysCap ||
nextEngCap != engCap ||
nextWepCap != wepCap ||
nextSysRate != sysRate ||
nextEngRate != engRate ||
nextWepRate != wepRate) {
nextWepRate != wepRate ||
nextBoost != boost) {
this.setState({
sysCap: nextSysCap,
engCap: nextEngCap,
wepCap: nextWepCap,
sysRate: nextSysRate,
engRate: nextEngRate,
wepRate: nextWepRate
wepRate: nextWepRate,
boost: nextBoost
});
}
@@ -104,8 +108,10 @@ export default class Pips extends TranslatedComponent {
_keyDown(e) {
switch (e.keyCode) {
case 9: // Tab == boost
e.preventDefault();
this._toggleBoost();
if (this.props.ship.canBoost()) {
e.preventDefault();
this._toggleBoost();
}
break;
case 37: // Left arrow == increase SYS
e.preventDefault();
@@ -364,21 +370,21 @@ export default class Pips extends TranslatedComponent {
<td className='clickable' onClick={onRstClicked}>{translate('RST')}</td>
<td className='clickable' onClick={onWepClicked}>{translate('WEP')}</td>
</tr>
<tr>
<td>{translate('capacity')} ({units.MJ})</td>
<td>{formats.f1(sysCap)}</td>
<td>{formats.f1(engCap)}</td>
<td>{formats.f1(wepCap)}</td>
</tr>
<tr>
<td>{translate('recharge')} ({units.MW})</td>
<td>{formats.f1(sysRate * (sys / 4))}</td>
<td>{formats.f1(engRate * (eng / 4))}</td>
<td>{formats.f1(wepRate * (wep / 4))}</td>
</tr>
</tbody>
</table>
</div>
);
}
}
// <tr>
// <td>{translate('capacity')} ({units.MJ})</td>
// <td>{formats.f1(sysCap)}</td>
// <td>{formats.f1(engCap)}</td>
// <td>{formats.f1(wepCap)}</td>
// </tr>
// <tr>
// <td>{translate('recharge')} ({units.MW})</td>
// <td>{formats.f1(sysRate * (sys / 4))}</td>
// <td>{formats.f1(engRate * (eng / 4))}</td>
// <td>{formats.f1(wepRate * (wep / 4))}</td>
// </tr>

View File

@@ -1,194 +0,0 @@
import React from 'react';
import cn from 'classnames';
import TranslatedComponent from './TranslatedComponent';
import * as Calc from '../shipyard/Calculations';
import { DamageAbsolute, DamageExplosive, DamageKinetic, DamageThermal } from './SvgIcons';
/**
* Shields
* Effective shield strength (including SCBs)
* Time for opponent to down shields
* - need sustained DPS for each type of damage (K/T/E/R)
* - turn in to % of shields removed per second
*/
export default class Shields extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
opponent: React.PropTypes.object.isRequired,
sys: React.PropTypes.number.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
*/
constructor(props) {
super(props);
const { shield, absolute, explosive, kinetic, thermal } = this._calcMetrics(props.ship, props.opponent, props.sys);
this.state = { shield, absolute, explosive, kinetic, thermal };
}
/**
* Update the state if our properties change
* @param {Object} nextProps Incoming/Next properties
* @return {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps) {
if (this.props.marker != nextProps.marker || this.props.sys != nextProps.sys) {
const { shield, absolute, explosive, kinetic, thermal } = this._calcMetrics(nextProps.ship, nextProps.opponent, nextProps.sys);
this.setState({ shield, absolute, explosive, kinetic, thermal });
return true;
}
}
/**
* Calculate shield metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The opponent ship
* @returns {Object} Shield metrics
*/
_calcMetrics(ship, opponent, sys) {
const sysResistance = this._calcSysResistance(sys);
const shieldGenerator = ship.findShieldGenerator();
// Boosters
let boost = 1;
let boosterExplDmg = 1;
let boosterKinDmg = 1;
let boosterThermDmg = 1;
for (let slot of ship.hardpoints) {
if (slot.enabled && slot.m && slot.m.grp == 'sb') {
boost += slot.m.getShieldBoost();
boosterExplDmg = boosterExplDmg * (1 - slot.m.getExplosiveResistance());
boosterKinDmg = boosterKinDmg * (1 - slot.m.getKineticResistance());
boosterThermDmg = boosterThermDmg * (1 - slot.m.getThermalResistance());
}
}
// Calculate diminishing returns for boosters
boost = Math.min(boost, (1 - Math.pow(Math.E, -0.7 * boost)) * 2.5);
// Remove base shield generator strength
boost -= 1;
boosterExplDmg = boosterExplDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterExplDmg) / 2;
boosterKinDmg = boosterKinDmg > 0.7 ? boosterKinDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
boosterThermDmg = boosterThermDmg > 0.7 ? boosterThermDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
const generatorStrength = Calc.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
const boostersStrength = generatorStrength * boost;
const shield = {
generator: generatorStrength,
boosters: boostersStrength,
total: generatorStrength + boostersStrength
};
// Resistances have three components: the shield generator, the shield boosters and the SYS pips.
// We re-cast these as damage percentages
const absolute = {
generator: 1,
boosters: 1,
sys: 1 - sysResistance,
total: 1 - sysResistance
};
const explosive = {
generator: 1 - shieldGenerator.getExplosiveResistance(),
boosters: boosterExplDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - sysResistance)
};
const kinetic = {
generator: 1 - shieldGenerator.getKineticResistance(),
boosters: boosterKinDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - sysResistance)
};
const thermal = {
generator: 1 - shieldGenerator.getThermalResistance(),
boosters: boosterThermDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - sysResistance)
};
return { shield, absolute, explosive, kinetic, thermal };
}
/**
* Calculate the resistance provided by SYS pips
* @param {integer} sys the value of the SYS pips
* @returns {integer} the resistance for the given pips
*/
_calcSysResistance(sys) {
return Math.pow(sys,0.85) * 0.6 / Math.pow(4,0.85);
}
/**
* Render shields
* @return {React.Component} contents
*/
render() {
const { ship, sys } = this.props;
const { language, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { shield, absolute, explosive, kinetic, thermal } = this.state;
const shieldTooltipDetails = [];
shieldTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.int(shield.generator)}{units.MJ}</div>);
shieldTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.int(shield.boosters)}{units.MJ}</div>);
const absoluteTooltipDetails = [];
absoluteTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(absolute.generator)}</div>);
absoluteTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(absolute.boosters)}</div>);
absoluteTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(absolute.sys)}</div>);
const explosiveTooltipDetails = [];
explosiveTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(explosive.generator)}</div>);
explosiveTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(explosive.boosters)}</div>);
explosiveTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(explosive.sys)}</div>);
const kineticTooltipDetails = [];
kineticTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(kinetic.generator)}</div>);
kineticTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(kinetic.boosters)}</div>);
kineticTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(kinetic.sys)}</div>);
const thermalTooltipDetails = [];
thermalTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(thermal.generator)}</div>);
thermalTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(thermal.boosters)}</div>);
thermalTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(thermal.sys)}</div>);
return (
<span id='shields'>
<table>
<tbody>
<tr>
<td colSpan='5' onMouseOver={termtip.bind(null, <div>{shieldTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('shields')}: {formats.int(shield.total)}{units.MJ}</td>
</tr>
<tr>
<td className='le'>{translate('damage from')}</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'absolute')} onMouseOut={tooltip.bind(null, null)}><DamageAbsolute /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{absoluteTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(absolute.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'explosive')} onMouseOut={tooltip.bind(null, null)}><DamageExplosive /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{explosiveTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(explosive.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'kinetic')} onMouseOut={tooltip.bind(null, null)}><DamageKinetic /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{kineticTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(kinetic.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'thermal')} onMouseOut={tooltip.bind(null, null)}><DamageThermal /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{thermalTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(thermal.total)}</span>
</td>
</tr>
</tbody>
</table>
</span>);
}
}

View File

@@ -0,0 +1,122 @@
import React, { Component } from 'react';
import Measure from 'react-measure';
import * as d3 from 'd3';
const CORIOLIS_COLOURS = [ '#FF8C0D', '#1FB0FF', '#519032', '#D5420D' ];
const LABEL_COLOUR = '#FFFFFF';
var margin = {top: 10, right: 0, bottom: 0, left: 50};
const ASPECT = 1;
const merge = function(one, two) {
return Object.assign({}, one, two);
};
/**
* A vertical bar chart
*/
export default class VerticalBarChart extends Component {
static propTypes = {
data : React.PropTypes.array.isRequired,
ylabel : React.PropTypes.string
};
/**
* Constructor
* @param {Object} props React Component properties
* @param {Object} context React Component context
*/
constructor(props, context) {
super(props);
this.state = {
dimensions: {
width: 300,
height: 300
}
}
}
_renderGraph(props){
let { width, height } = this.state.dimensions;
width = width - margin.left - margin.right,
height = width * ASPECT - margin.top - margin.bottom;
// X axis is a band scale with values being 'label'
this.x = d3.scaleBand();
this.x.domain(this.props.data.map(d => d.label)).padding(0.2);
this.xAxis = d3.axisBottom(this.x).tickValues(this.props.data.map(d => d.label));
this.x.range([0, width]);
// Y axis is a numeric scale with values being 'value'
this.y = d3.scaleLinear();
this.y.domain([0, d3.max(this.props.data, d => d.value)]);
this.yAxis = d3.axisLeft(this.y);
this.y.range([height, 0]);
let svg = d3.select(this.svg).select('g');
svg.selectAll('rect').remove();
svg.selectAll('text').remove();
svg.select('.x.axis').remove();
svg.select('.y.axis').remove();
svg.append('g')
.attr('class', 'x axis')
.attr('transform', `translate(0, ${height})`)
.call(this.xAxis);
svg.append('g')
.attr('class', 'y axis')
.call(this.yAxis)
.attr('fill', CORIOLIS_COLOURS[0])
svg.selectAll('rect.bar')
.data(props.data)
.enter().append('rect')
.attr('class', 'bar')
.attr('x', d => this.x(d.label))
.attr('width', this.x.bandwidth())
.attr('y', d => this.y(d.value))
.attr('height', d => height - this.y(d.value))
.attr('fill', CORIOLIS_COLOURS[0]);
svg.selectAll('text.bar')
.data(props.data)
.enter().append('text')
.attr('class', 'bar')
.attr('text-anchor', 'middle')
.attr('x', 100)
.attr('y', 100)
.attr('stroke', '#ffffff')
.attr('stroke-width', '1px')
.attr('x', d => this.x(d.label) + this.x.bandwidth() / 2)
.attr('y', d => this.y(d.value) + 15)
.text(d => d.value);
}
render() {
const { width } = this.state.dimensions;
const translate = `translate(${margin.left}, ${margin.top})`;
this._renderGraph(this.props);
return (
<Measure width='100%' whitelist={[ 'width', 'top' ]} onMeasure={(dimensions) => { this.setState({dimensions}) }}>
<div width={width} height={width * ASPECT}>
{ this.x ?
<svg ref={ref => this.svg = ref} width={width} height={width * ASPECT} transform={translate}>
<g transform={translate}></g>
</svg> : null }
</div>
</Measure>
);
}
}

View File

@@ -1348,13 +1348,13 @@ export default class Ship {
let moduleprotection = 1;
let hullExplRes = 1 - bulkhead.getExplosiveResistance();
const hullExplResDRStart = hullExplRes * 0.7;
const hullExplResDREnd = hullExplRes * 0; // Currently don't know where this is
const hullExplResDREnd = hullExplRes * 0;
let hullKinRes = 1 - bulkhead.getKineticResistance();
const hullKinResDRStart = hullKinRes * 0.7;
const hullKinResDREnd = hullKinRes * 0; // Currently don't know where this is
const hullKinResDREnd = hullKinRes * 0;
let hullThermRes = 1 - bulkhead.getThermalResistance();
const hullThermResDRStart = hullThermRes * 0.7;
const hullThermResDREnd = hullThermRes * 0; // Currently don't know where this is
const hullThermResDREnd = hullThermRes * 0;
// Armour from HRPs and module armour from MRPs
for (let slot of this.internal) {

View File

@@ -22,6 +22,7 @@
@import 'pips';
@import 'movement';
@import 'shippicker';
@import 'defence';
html, body {
height: 100%;

14
src/less/defence.less Executable file
View File

@@ -0,0 +1,14 @@
#defence {
table {
background-color: @bgBlack;
color: @primary;
margin: 0 auto;
}
.icon {
stroke: @primary;
stroke-width: 20;
fill: transparent;
}
}

View File

@@ -206,6 +206,14 @@
});
}
&.full {
width: 100%;
.smallTablet({
width: 100% !important;
});
}
.smallScreen({
.axis.x {
g.tick:nth-child(2n + 1) text {

View File

@@ -1,8 +1,10 @@
// The pips table - keep the background black
#pips {
table {
background-color: @bgBlack;
color: @primary;
margin: 0 auto;
}
// A clickable entity in the pips table