More metrics

This commit is contained in:
Cmdr McDonald
2017-03-19 16:16:00 +00:00
parent 0ff95ed1f1
commit 2736e1df79
6 changed files with 97 additions and 58 deletions

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@@ -129,16 +129,37 @@ export default class Offence extends TranslatedComponent {
* @return {React.Component} contents
*/
render() {
const { ship, wep } = this.props;
const { ship, opponent, wep, engagementrange } = this.props;
const { language, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { damage } = this.state;
const sortOrder = this._sortOrder;
const opponentShields = Calc.shieldMetrics(opponent, 4);
const opponentArmour = Calc.armourMetrics(opponent);
let absoluteShieldsSDps = 0;
let explosiveShieldsSDps = 0;
let kineticShieldsSDps = 0;
let thermalShieldsSDps = 0;
let absoluteArmourSDps = 0;
let explosiveArmourSDps = 0;
let kineticArmourSDps = 0;
let thermalArmourSDps = 0;
const rows = [];
for (let i = 0; i < damage.length; i++) {
const weapon = damage[i];
absoluteShieldsSDps += weapon.sdps.shields.absolute;
explosiveShieldsSDps += weapon.sdps.shields.explosive;
kineticShieldsSDps += weapon.sdps.shields.kinetic;
thermalShieldsSDps += weapon.sdps.shields.thermal;
absoluteArmourSDps += weapon.sdps.armour.absolute;
explosiveArmourSDps += weapon.sdps.armour.explosive;
kineticArmourSDps += weapon.sdps.armour.kinetic;
thermalArmourSDps += weapon.sdps.armour.thermal;
const effectivenessShieldsTooltipDetails = [];
effectivenessShieldsTooltipDetails.push(<div key='range'>{translate('range') + ' ' + formats.pct1(weapon.effectiveness.shields.range)}</div>);
effectivenessShieldsTooltipDetails.push(<div key='resistance'>{translate('resistance') + ' ' + formats.pct1(weapon.effectiveness.shields.resistance)}</div>);
@@ -176,16 +197,25 @@ export default class Offence extends TranslatedComponent {
</tr>);
}
// const armourDamageTakenData = [];
// armourDamageTakenData.push({ value: Math.round(armour.absolute.total * 100), label: translate('absolute') });
// armourDamageTakenData.push({ value: Math.round(armour.explosive.total * 100), label: translate('explosive') });
// armourDamageTakenData.push({ value: Math.round(armour.kinetic.total * 100), label: translate('kinetic') });
// armourDamageTakenData.push({ value: Math.round(armour.thermal.total * 100), label: translate('thermal') });
const totalShieldsSDps = absoluteShieldsSDps + explosiveShieldsSDps + kineticShieldsSDps + thermalShieldsSDps;
const totalArmourSDps = absoluteArmourSDps + explosiveArmourSDps + kineticArmourSDps + thermalArmourSDps;
const shieldsSDpsData = [];
shieldsSDpsData.push({ value: Math.round(absoluteShieldsSDps), label: translate('absolute') });
shieldsSDpsData.push({ value: Math.round(explosiveShieldsSDps), label: translate('explosive') });
shieldsSDpsData.push({ value: Math.round(kineticShieldsSDps), label: translate('kinetic') });
shieldsSDpsData.push({ value: Math.round(thermalShieldsSDps), label: translate('thermal') });
const armourSDpsData = [];
armourSDpsData.push({ value: Math.round(absoluteArmourSDps), label: translate('absolute') });
armourSDpsData.push({ value: Math.round(explosiveArmourSDps), label: translate('explosive') });
armourSDpsData.push({ value: Math.round(kineticArmourSDps), label: translate('kinetic') });
armourSDpsData.push({ value: Math.round(thermalArmourSDps), label: translate('thermal') });
return (
<span id='offence'>
<div className='group half'>
<table width='100%'>
<div className='group full'>
<table>
<thead>
<tr className='main'>
<th rowSpan='2' className='sortable' onClick={sortOrder.bind(this, 'n')}>{translate('weapon')}</th>
@@ -204,6 +234,19 @@ export default class Offence extends TranslatedComponent {
</tbody>
</table>
</div>
<div className='group quarter'>
<h2>{translate('shield damage')}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_REMOVE_SHIELDS'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_REMOVE_SHIELDS')}<br/>{totalShieldsSDps == 0 ? translate('never') : formats.time(opponentShields.total / totalShieldsSDps)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_REMOVE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_REMOVE_ARMOUR')}<br/>{totalArmourSDps == 0 ? translate('never') : formats.time(opponentArmour.total / totalArmourSDps)}</h2>
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('armour metrics'))} onMouseOut={tooltip.bind(null, null)}>{translate('shield damage sources')}</h2>
<PieChart data={shieldsSDpsData} />
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_ARMOUR_DAMAGE'))} onMouseOut={tooltip.bind(null, null)}>{translate('armour damage sources')}</h2>
<PieChart data={armourSDpsData} />
</div>
</span>);
}
}

View File

@@ -56,7 +56,9 @@ export default class PieChart extends Component {
const labelTranslate = `translate(${labelX * 1.5}, ${labelY * 1.5})`;
// Put the keys in a line with equal spacing
const keyX = -width / 2 + (width / data.length) * (i + 0.5);
const nonZeroItems = data.filter(d => d.value != 0).length;
const thisItemIndex = data.slice(0, i + 1).filter(d => d.value != 0).length - 1;
const keyX = -width / 2 + (width / nonZeroItems) * (thisItemIndex + 0.5);
const keyTranslate = `translate(${keyX}, ${width * 0.45})`;
return (

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@@ -24,7 +24,7 @@ export default class ShipSummaryTable extends TranslatedComponent {
* @return {React.Component} Summary table
*/
render() {
const { ship, fuel, eng, cargo, boost } = this.props;
const { ship, fuel, eng, wep, cargo, boost } = this.props;
let { language, tooltip, termtip } = this.context;
let translate = language.translate;
let u = language.units;
@@ -40,6 +40,8 @@ export default class ShipSummaryTable extends TranslatedComponent {
sgRecharge = time(ship.calcShieldRecharge());
}
const timeToDrain = Calc.timeToDrainWep(ship, wep);
return <div id='summary'>
<table id='summaryTable'>
<thead>
@@ -74,7 +76,7 @@ export default class ShipSummaryTable extends TranslatedComponent {
<td>{ ship.canBoost() ? <span>{int(ship.calcSpeed(eng, fuel, cargo, true))}{u['m/s']}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td>{f1(ship.totalDps)}</td>
<td>{f1(ship.totalEps)}</td>
<td>{ship.timeToDrain === Infinity ? '∞' : time(ship.timeToDrain)}</td>
<td>{timeToDrain === Infinity ? '∞' : time(timeToDrain)}</td>
<td>{f1(ship.totalHps)}</td>
<td>{int(ship.hardness)}</td>
<td>{int(ship.armour)}</td>

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@@ -48,6 +48,8 @@ export const terms = {
PHRASE_TIME_TO_LOSE_ARMOUR: 'Armour will hold for',
PHRASE_MODULE_PROTECTION_EXTERNAL: 'Protection for hardpoints',
PHRASE_MODULE_PROTECTION_INTERNAL: 'Protection for all other modules',
PHRASE_SHIELD_DAMAGE: 'Breakdown of sources for sustained DPS against shields',
PHRASE_ARMOUR_DAMAGE: 'Breakdown of sources for sustained DPS against armour',
TT_TIME_TO_LOSE_SHIELDS: 'Against sustained fire from all opponent\'s weapons',
TT_TIME_TO_LOSE_ARMOUR: 'Against sustained fire from all opponent\'s weapons',

View File

@@ -710,6 +710,7 @@ export function _sustainedDps(ship, opponent, opponentShields, opponentArmour, e
* @returns {Object} Sustained DPS for shield and armour
*/
export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour, engagementrange) {
const opponentHasShields = opponentShields.generator ? true : false;
const weapon = {
damage: {
shields: {
@@ -730,7 +731,7 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
effectiveness: {
shields: {
range: 1,
sys: opponentShields.absolute.sys,
sys: opponentHasShields ? opponentShields.absolute.sys : 1,
resistance: 1
},
armour: {
@@ -761,27 +762,27 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
let shieldsResistance = 0;
let armourResistance = 0;
if (m.getDamageDist().A) {
weapon.damage.shields.absolute += sDps * m.getDamageDist().A * opponentShields.absolute.total;
weapon.damage.shields.absolute += sDps * m.getDamageDist().A * (opponentHasShields ? opponentShields.absolute.total : 1);
weapon.damage.armour.absolute += sDps * m.getDamageDist().A * armourMultiple * opponentArmour.absolute.total;
shieldsResistance += m.getDamageDist().A * opponentShields.absolute.generator * opponentShields.absolute.boosters;
shieldsResistance += m.getDamageDist().A * (opponentHasShields ? opponentShields.absolute.generator * opponentShields.absolute.boosters : 1);
armourResistance += m.getDamageDist().A * opponentArmour.absolute.bulkheads * opponentArmour.absolute.reinforcement;
}
if (m.getDamageDist().E) {
weapon.damage.shields.explosive += sDps * m.getDamageDist().E * opponentShields.explosive.total;
weapon.damage.shields.explosive += sDps * m.getDamageDist().E * (opponentHasShields ? opponentShields.explosive.total : 1);
weapon.damage.armour.explosive += sDps * m.getDamageDist().E * armourMultiple * opponentArmour.explosive.total;
shieldsResistance += m.getDamageDist().E * opponentShields.explosive.generator * opponentShields.explosive.boosters;
shieldsResistance += m.getDamageDist().E * (opponentHasShields ? opponentShields.explosive.generator * opponentShields.explosive.boosters : 1);
armourResistance += m.getDamageDist().E * opponentArmour.explosive.bulkheads * opponentArmour.explosive.reinforcement;
}
if (m.getDamageDist().K) {
weapon.damage.shields.kinetic += sDps * m.getDamageDist().K * opponentShields.kinetic.total;
weapon.damage.shields.kinetic += sDps * m.getDamageDist().K * (opponentHasShields ? opponentShields.kinetic.total : 1);
weapon.damage.armour.kinetic += sDps * m.getDamageDist().K * armourMultiple * opponentArmour.kinetic.total;
shieldsResistance += m.getDamageDist().K * opponentShields.kinetic.generator * opponentShields.kinetic.boosters;
shieldsResistance += m.getDamageDist().K * (opponentHasShields ? opponentShields.kinetic.generator * opponentShields.kinetic.boosters : 1);
armourResistance += m.getDamageDist().K * opponentArmour.kinetic.bulkheads * opponentArmour.kinetic.reinforcement;
}
if (m.getDamageDist().T) {
weapon.damage.shields.thermal += sDps * m.getDamageDist().T * opponentShields.thermal.total;
weapon.damage.shields.thermal += sDps * m.getDamageDist().T * (opponentHasShields ? opponentShields.thermal.total : 1);
weapon.damage.armour.thermal += sDps * m.getDamageDist().T * armourMultiple * opponentArmour.thermal.total;
shieldsResistance += m.getDamageDist().T * opponentShields.thermal.generator * opponentShields.thermal.boosters;
shieldsResistance += m.getDamageDist().T * (opponentHasShields ? opponentShields.thermal.generator * opponentShields.thermal.boosters : 1);
armourResistance += m.getDamageDist().T * opponentArmour.thermal.bulkheads * opponentArmour.thermal.reinforcement;
}
weapon.damage.shields.total = weapon.damage.shields.absolute + weapon.damage.shields.explosive + weapon.damage.shields.kinetic + weapon.damage.shields.thermal;
@@ -794,3 +795,30 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
weapon.effectiveness.armour.total = weapon.effectiveness.armour.range * weapon.effectiveness.armour.resistance * weapon.effectiveness.armour.hardness;
return weapon;
}
/**
* Calculate time to drain WEP capacitor
* @param {object} ship The ship
* @param {number} wep Pips to WEP
* @return The time to drain the WEP capacitor, in seconds
*/
export function timeToDrainWep(ship, wep) {
let totalSEps = 0;
for (let slotNum in ship.hardpoints) {
const slot = ship.hardpoints[slotNum];
if (slot.maxClass > 0 && slot.m && slot.enabled && slot.type === 'WEP' && slot.m.getDps()) {
totalSEps += slot.m.getClip() ? (slot.m.getClip() * slot.m.getEps() / slot.m.getRoF()) / ((slot.m.getClip() / slot.m.getRoF()) + slot.m.getReload()) : slot.m.getEps();
}
}
// Calculate the drain time
const drainPerSecond = totalSEps - ship.standard[4].m.getWeaponsRechargeRate() * wep / 4;
if (drainPerSecond <= 0) {
// Can fire forever
return Infinity;
} else {
const initialCharge = ship.standard[4].m.getWeaponsCapacity();
return initialCharge / drainPerSecond;
}
}

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@@ -453,7 +453,6 @@ export default class Ship {
.recalculateDps()
.recalculateEps()
.recalculateHps()
.recalculateTtd()
.updateMovement();
}
@@ -522,15 +521,11 @@ export default class Ship {
this.recalculateDps();
this.recalculateHps();
this.recalculateEps();
this.recalculateTtd();
} else if (name === 'explres' || name === 'kinres' || name === 'thermres') {
m.setModValue(name, value, sentfromui);
// Could be for shields or armour
this.recalculateArmour();
this.recalculateShield();
} else if (name === 'wepcap' || name === 'weprate') {
m.setModValue(name, value, sentfromui);
this.recalculateTtd();
} else if (name === 'engcap') {
m.setModValue(name, value, sentfromui);
// Might have resulted in a change in boostability
@@ -668,7 +663,6 @@ export default class Ship {
.recalculateDps()
.recalculateEps()
.recalculateHps()
.recalculateTtd()
.updateMovement();
}
@@ -850,7 +844,6 @@ export default class Ship {
if (slot.m.getEps()) {
this.recalculateEps();
this.recalculateTtd();
}
}
}
@@ -926,7 +919,6 @@ export default class Ship {
}
if (epsChanged) {
this.recalculateEps();
this.recalculateTtd();
}
if (hpsChanged) {
this.recalculateHps();
@@ -934,9 +926,6 @@ export default class Ship {
if (powerGeneratedChange) {
this.updatePowerGenerated();
}
if (powerDistributorChange) {
this.recalculateTtd();
}
if (powerUsedChange) {
this.updatePowerUsed();
}
@@ -974,33 +963,6 @@ export default class Ship {
return val;
}
/**
* Calculate time to drain WEP capacitor
* @return {this} The ship instance (for chaining operations)
*/
recalculateTtd() {
let totalSEps = 0;
for (let slotNum in this.hardpoints) {
const slot = this.hardpoints[slotNum];
if (slot.m && slot.enabled && slot.type === 'WEP' && slot.m.getDps()) {
totalSEps += slot.m.getClip() ? (slot.m.getClip() * slot.m.getEps() / slot.m.getRoF()) / ((slot.m.getClip() / slot.m.getRoF()) + slot.m.getReload()) : slot.m.getEps();
}
}
// Calculate the drain time
const drainPerSecond = totalSEps - this.standard[4].m.getWeaponsRechargeRate();
if (drainPerSecond <= 0) {
// Can fire forever
this.timeToDrain = Infinity;
} else {
const initialCharge = this.standard[4].m.getWeaponsCapacity();
this.timeToDrain = initialCharge / drainPerSecond;
}
return this;
}
/**
* Calculate damage per second and related items for weapons
* @return {this} The ship instance (for chaining operations)