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https://github.com/EDCD/coriolis.git
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Total range, priority management, other tweaks
This commit is contained in:
@@ -9,8 +9,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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*/
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function Ship(id, properties, slots) {
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this.id = id;
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this.incCost = true;
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this.cargoScoop = { enabled: true, c: Components.cargoScoop() };
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this.cargoScoop = { enabled: true, c: Components.cargoScoop(), type: 'SYS' };
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this.bulkheads = { incCost: true, maxClass: 8 };
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for (var p in properties) { this[p] = properties[p]; } // Copy all base properties from shipData
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@@ -22,6 +21,37 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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group.push({id: null, c: null, enabled: true, incCost: true, maxClass: slotGroup[i]});
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}
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}
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this.c = { incCost: true, c: { name: this.name, cost: this.cost } }; // Make a 'Ship' component similar to other components
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this.costList = _.union(this.internal, this.common, this.hardpoints);
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this.costList.push(this.bulkheads); // Add The bulkheads
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this.costList.unshift(this.c); // Add the ship itself to the list
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this.powerList = _.union(this.internal, this.hardpoints);
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this.powerList.unshift(this.cargoScoop);
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this.powerList.unshift(this.common[1]); // Add Thrusters
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this.powerList.unshift(this.common[5]); // Add Sensors
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this.powerList.unshift(this.common[4]); // Add Power Distributor
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this.powerList.unshift(this.common[3]); // Add Life Support
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this.powerList.unshift(this.common[2]); // Add FSD
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this.powerList.unshift(this.common[0]); // Add Power Plant
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this.priorityBands = [
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{deployed: 0, retracted: 0},
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{deployed: 0, retracted: 0},
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{deployed: 0, retracted: 0},
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{deployed: 0, retracted: 0},
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{deployed: 0, retracted: 0}
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];
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// Reset cumulative and aggragate stats
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this.fuelCapacity = 0;
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this.cargoCapacity = 0;
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this.ladenMass = 0;
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this.armourAdded = 0;
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this.shieldMultiplier = 1;
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this.totalCost = this.cost;
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this.unladenMass = this.mass;
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this.armourTotal = this.armour;
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}
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/**
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@@ -32,142 +62,68 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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var internal = this.internal;
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var common = this.common;
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var hps = this.hardpoints;
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var bands = this.priorityBands;
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var i,l;
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this.bulkheads.id = comps.bulkheads || 0;
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this.bulkheads.c = Components.bulkheads(this.id, this.bulkheads.id);
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this.useBulkhead(comps.bulkheads || 0, true);
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this.cargoScoop.priority = 0; // TODO set from comps
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bands[this.cargoScoop.priority].retracted += this.cargoScoop.c.power;
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for(i = 0, l = comps.common.length; i < l; i++) {
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common[i].id = comps.common[i];
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common[i].c = Components.common(i, comps.common[i]);
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common[i].enabled = true; // TODO set enabled from comps
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common[i].priority = 0; // TODO set from comps
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common[i].type = 'SYS';
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this.use(common[i], comps.common[i], Components.common(i, comps.common[i]), true);
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}
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common[1].type = 'ENG'; // Thrusters
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common[2].type = 'ENG'; // FSD
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for(i = 0, l = comps.hardpoints.length; i < l; i++) {
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hps[i].enabled = true; // TODO set enabled from comps
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hps[i].priority = 0; // TODO set from comps
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hps[i].type = hps[i].maxClass? 'WEP' : 'SYS';
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if (comps.hardpoints[i] !== 0) {
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hps[i].id = comps.hardpoints[i];
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hps[i].c = Components.hardpoints(comps.hardpoints[i]);
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this.use(hps[i], comps.hardpoints[i], Components.hardpoints(comps.hardpoints[i]), true);
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} else {
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hps[i].c = hps[i].id = null;
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}
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}
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for(i = 0, l = comps.internal.length; i < l; i++) {
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internal[i].enabled = true; // TODO set enabled from comps
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internal[i].priority = 0; // TODO set from comps
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internal[i].type = 'SYS';
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if (comps.internal[i] !== 0) {
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internal[i].id = comps.internal[i];
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internal[i].c = Components.internal(comps.internal[i]);
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this.use(internal[i], comps.internal[i], Components.internal(comps.internal[i]), true);
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} else {
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internal[i].id = internal[i].c = null;
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internal[i].id = internal[i].c = null;
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}
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}
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this.updateTotals();
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// Update aggragated stats
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this.updatePower();
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this.updateJumpStats();
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this.updateShieldStrength();
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};
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/**
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* Updates the ship totals based on the components for every slot.
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*/
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Ship.prototype.updateTotals = function() {
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var c = _.reduce(this.common, optsSum, {cost: 0, power: 0, mass: 0});
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var i = _.reduce(this.internal, optsSum, {cost: 0, power: 0, mass: 0, fuel: 0, cargo: 0, armouradd: 0});
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var h = _.reduce(this.hardpoints, hpSum, {cost: 0, active: 0, passive: 0, mass: 0, shieldmul: 1});
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var fsd = this.common[2].c; // Frame Shift Drive;
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var sgSI = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
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this.totalCost = c.cost + i.cost + h.cost + (this.incCost? this.cost : 0) + (this.bulkheads.incCost? this.bulkheads.c.cost : 0);
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this.unladenMass = c.mass + i.mass + h.mass + this.mass + this.bulkheads.c.mass;
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this.powerAvailable = this.common[0].c.pGen; // Power Plant
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this.fuelCapacity = this.common[6].c.capacity + i.fuel; // Fuel Tank + Internal Fuel Tanks
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this.maxMass = this.common[1].c.maxmass; // Thrusters Max Mass
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this.cargoCapacity = i.cargo;
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this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
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this.powerRetracted = c.power + i.power + h.passive + (this.cargoScoop.enabled? this.cargoScoop.c.power : 0);
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this.powerDeployed = this.powerRetracted + h.active;
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this.armourAdded = i.armouradd;
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this.shieldMultiplier = h.shieldmul;
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this.shieldStrength = sgSI != -1? calcShieldStrength(this.mass, this.shields, this.internal[sgSI].c, this.shieldMultiplier) : 0;
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this.armourTotal = this.armourAdded + this.armour;
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// Jump Range and total range calculations
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var fuelRemaining = this.fuelCapacity % fsd.maxfuel; // Fuel left after making N max jumps
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var jumps = this.fuelCapacity / fsd.maxfuel;
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this.unladenRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd, this.fuelCapacity); // Include fuel weight for jump
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this.fullTankRange = calcJumpRange(this.unladenMass + this.fuelCapacity, fsd, this.fuelCapacity); // Full Tanke
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this.ladenRange = calcJumpRange(this.ladenMass, fsd, this.fuelCapacity);
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this.maxJumpCount = Math.ceil(jumps); // Number of full fuel jumps + final jump to empty tank
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// Going backwards, start with the last jump using the remaining fuel
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this.unladenTotalRange = fuelRemaining > 0? calcJumpRange(this.unladenMass + fuelRemaining, fsd, fuelRemaining): 0;
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this.ladenTotalRange = fuelRemaining > 0? calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd, fuelRemaining): 0;
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// For each max fuel jump, calculate the max jump range based on fuel left in the tank
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for (var j = 0, l = Math.floor(jumps); j < l; j++) {
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fuelRemaining += fsd.maxfuel;
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this.unladenTotalRange += calcJumpRange(this.unladenMass + fuelRemaining, fsd);
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this.ladenTotalRange += calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd);
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}
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// TODO: armor bonus / damage reduction for bulkheads
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// TODO: Damage / DPS total (for all weapons)
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};
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/**
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* Utilify function for summing the components properties
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*
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* @private
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* @param {object} sum Sum of cost, power, mass, capacity
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* @param {object} slot Slot object
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* @return {object} The mutated sum object
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*/
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function optsSum(sum, slot) {
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var c = slot.c;
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if (c) { // The slot has a component installed
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sum.cost += (slot.incCost && c.cost)? c.cost : 0;
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sum.power += (slot.enabled && c.power)? c.power : 0;
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sum.mass += c.mass || 0;
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if (c.grp == 'ft') { // Internal Fuel Tank
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sum.fuel += c.capacity;
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}
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else if (c.grp == 'cr') { // Internal Cargo Rack
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sum.cargo += c.capacity;
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}
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sum.armouradd += c.armouradd || 0;
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}
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return sum;
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}
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/**
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* Utilify function for summing the hardpoint properties
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*
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* @private
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* @param {object} sum Sum of cost, power, etc
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* @param {object} slot Slot object
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* @return {object} The mutated sum object
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*/
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function hpSum(sum, slot) {
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var c = slot.c;
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if (c) { // The slot has a component installed
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sum.cost += (slot.incCost && c.cost)? c.cost : 0;
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sum[c.passive? 'passive': 'active'] += slot.enabled? c.power : 0;
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sum.mass += c.mass || 0;
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sum.shieldmul += c.shieldmul || 0;
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}
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return sum;
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}
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Ship.prototype.useBulkhead = function(index) {
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Ship.prototype.useBulkhead = function(index, preventUpdate) {
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var oldBulkhead = this.bulkheads.c;
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this.bulkheads.id = index;
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this.bulkheads.c = Components.bulkheads(this.id, index);
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this.updateTotals(); // Update mass, range, shield strength, armor
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this.updateStats(this.bulkheads, this.bulkheads.c, oldBulkhead, preventUpdate);
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};
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/**
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* Update a slot with a the component if the id is different from the current id for this slot.
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* Has logic handling components that you may only have 1 of (Shield Generator or Refinery).
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*
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* @param {object} slot The component slot
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* @param {string} id Unique ID for the selected component
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* @param {object} component Properties for the selected component
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* @param {object} slot The component slot
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* @param {string} id Unique ID for the selected component
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* @param {object} component Properties for the selected component
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* @param {boolean} preventUpdate If true, do not update aggregated stats
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*/
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Ship.prototype.use = function(slot, id, component) {
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Ship.prototype.use = function(slot, id, component, preventUpdate) {
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if (slot.id != id) { // Selecting a different component
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var slotIndex = this.internal.indexOf(slot);
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// Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique
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@@ -177,17 +133,20 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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// If another slot has an installed component with of the same type
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if (similarSlotIndex != -1 && similarSlotIndex != slotIndex) {
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// Empty the slot
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this.internal[similarSlotIndex].id = null;
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this.internal[similarSlotIndex].c = null;
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var similarSlot = this.internal[similarSlotIndex];
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this.updateStats(similarSlot, null, similarSlot.c, true); // Update stats but don't trigger a global update
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similarSlot.id = null;
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similarSlot.c = null;
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}
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}
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// Update slot with selected component (or empty)
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var oldComponent = slot.c;
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slot.id = id;
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slot.c = component;
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this.updateTotals();
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this.updateStats(slot, component, oldComponent, preventUpdate);
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}
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};
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/**
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* Calculate jump range using the installed FSD and the
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* specified mass which can be more or less than ships actual mass
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@@ -205,11 +164,179 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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* @param {string} group Component group/type
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* @return {number} The index of the slot in ship.internal
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*/
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Ship.prototype.findInternalByGroup = function(group) {
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Ship.prototype.findInternalByGroup = function (group) {
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return _.findIndex(this.internal, function (slot) {
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return slot.c && slot.c.grp == group;
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});
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};
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Ship.prototype.changePriority = function (slot, newPriority) {
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if(newPriority >= 0 && newPriority < this.priorityBands.length) {
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var oldPriority = slot.priority;
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slot.priority = newPriority;
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if (slot.enabled) {
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var usage = (slot.c.passive || this.hardpoints.indexOf(slot) == -1)? 'retracted' : 'deployed';
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this.priorityBands[oldPriority][usage] -= slot.c.power;
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this.priorityBands[newPriority][usage] += slot.c.power;
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this.updatePower();
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return true;
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}
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}
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return false;
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}
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Ship.prototype.setCostIncluded = function (item, included) {
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if (item.incCost != included && item.c) {
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this.totalCost += included? item.c.cost : -item.c.cost;
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}
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item.incCost = included;
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}
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Ship.prototype.setSlotEnabled = function (slot, enabled) {
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if (slot.enabled != enabled && slot.c) { // Enabled state is changing
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var usage = (slot.c.passive || this.hardpoints.indexOf(slot) == -1)? 'retracted' : 'deployed';
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this.priorityBands[slot.priority][usage] += enabled? slot.c.power : -slot.c.power;
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this.updatePower();
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}
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slot.enabled = enabled;
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}
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Ship.prototype.getSlotStatus = function (slot, deployed) {
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if(!slot.c) { // Empty Slot
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return 0; // No Status (Not possible)
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}
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else if (!slot.enabled) {
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return 1; // Disabled
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}
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else if (deployed) {
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return this.priorityBands[slot.priority].deployedSum > this.powerAvailable? 2 : 3; // Offline : Online
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}
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else if (this.hardpoints.indexOf(slot) != -1 && !slot.c.passive) { // Active hardpoints have no retracted status
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return 0; // No Status (Not possible)
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}
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return this.priorityBands[slot.priority].retractedSum > this.powerAvailable? 2 : 3; // Offline : Online
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}
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/**
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* Updates the ship's cumulative and aggregated stats based on the component change.
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*/
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Ship.prototype.updateStats = function(slot, n, old, preventUpdate) {
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var isHardPoint = this.hardpoints.indexOf(slot) != -1;
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var powerChange = slot == this.common[0];
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if (old) { // Old component now being removed
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switch (old.grp) {
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case 'ft':
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this.fuelCapacity -= old.capacity;
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break;
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case 'cr':
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this.cargoCapacity -= old.capacity;
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break;
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case 'hr':
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this.armourAdded -= old.armouradd;
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break;
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case 'sb':
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this.shieldMultiplier -= old.shieldmul;
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break;
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}
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if (slot.incCost && old.cost) {
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this.totalCost -= old.cost;
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}
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if(old.power) {
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this.priorityBands[slot.priority][(isHardPoint && !old.passive)? 'deployed' : 'retracted'] -= old.power;
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powerChange = true;
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}
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this.unladenMass -= old.mass || 0;
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}
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if (n) {
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switch (n.grp) {
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case 'ft':
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this.fuelCapacity += n.capacity;
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break;
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case 'cr':
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this.cargoCapacity += n.capacity;
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break;
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case 't':
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this.maxMass = n.maxmass;
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break;
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case 'hr':
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this.armourAdded += n.armouradd;
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break;
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case 'sb':
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this.shieldMultiplier += n.shieldmul;
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break;
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}
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if (slot.incCost && n.cost) {
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this.totalCost += n.cost;
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}
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if (n.power) {
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this.priorityBands[slot.priority][(isHardPoint && !n.passive)? 'deployed' : 'retracted'] += n.power;
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powerChange = true;
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}
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this.unladenMass += n.mass || 0;
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}
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this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
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this.armourTotal = this.armourAdded + this.armour;
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if(!preventUpdate) {
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if (powerChange) {
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this.updatePower();
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}
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this.updateJumpStats();
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this.updateShieldStrength();
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}
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};
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Ship.prototype.updatePower = function() {
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var bands = this.priorityBands;
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var prevRetracted = 0, prevDeployed = 0;
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for(var i = 0, l = bands.length; i < l; i++) {
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var band = bands[i];
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prevRetracted = band.retractedSum = prevRetracted + band.retracted;
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prevDeployed = band.deployedSum = prevDeployed + band.deployed + band.retracted;
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}
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this.powerAvailable = this.common[0].c.pGen;
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this.powerRetracted = prevRetracted;
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this.powerDeployed = prevDeployed;
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};
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Ship.prototype.updateShieldStrength = function() {
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var sgSI = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
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this.shieldStrength = sgSI != -1? calcShieldStrength(this.mass, this.shields, this.internal[sgSI].c, this.shieldMultiplier) : 0;
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};
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/**
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* Jump Range and total range calculations
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||||
*/
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Ship.prototype.updateJumpStats = function() {
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var fsd = this.common[2].c; // Frame Shift Drive;
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||||
var fuelRemaining = this.fuelCapacity % fsd.maxfuel; // Fuel left after making N max jumps
|
||||
var jumps = this.fuelCapacity / fsd.maxfuel;
|
||||
this.unladenRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd, this.fuelCapacity); // Include fuel weight for jump
|
||||
this.fullTankRange = calcJumpRange(this.unladenMass + this.fuelCapacity, fsd, this.fuelCapacity); // Full Tanke
|
||||
this.ladenRange = calcJumpRange(this.ladenMass, fsd, this.fuelCapacity);
|
||||
this.maxJumpCount = Math.ceil(jumps); // Number of full fuel jumps + final jump to empty tank
|
||||
|
||||
// Going backwards, start with the last jump using the remaining fuel
|
||||
this.unladenTotalRange = fuelRemaining > 0? calcJumpRange(this.unladenMass + fuelRemaining, fsd, fuelRemaining): 0;
|
||||
this.ladenTotalRange = fuelRemaining > 0? calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd, fuelRemaining): 0;
|
||||
|
||||
// For each max fuel jump, calculate the max jump range based on fuel left in the tank
|
||||
for (var j = 0, l = Math.floor(jumps); j < l; j++) {
|
||||
fuelRemaining += fsd.maxfuel;
|
||||
this.unladenTotalRange += calcJumpRange(this.unladenMass + fuelRemaining, fsd);
|
||||
this.ladenTotalRange += calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd);
|
||||
}
|
||||
};
|
||||
|
||||
return Ship;
|
||||
}]);
|
||||
|
||||
Reference in New Issue
Block a user