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