mirror of
https://github.com/EDCD/coriolis.git
synced 2025-12-08 22:33:24 +00:00
dw2 build work
This commit is contained in:
@@ -20,16 +20,25 @@ export default class StandardSlotSection extends SlotSection {
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super(props, context, 'standard', 'core internal');
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this._optimizeStandard = this._optimizeStandard.bind(this);
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this._selectBulkhead = this._selectBulkhead.bind(this);
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this._showDW2Menu = this._showDW2Menu.bind(this);
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this._dw2 = this._dw2.bind(this);
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this.selectedRefId = null;
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this.firstRefId = 'maxjump';
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this.lastRefId = 'racer';
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this.lastRefId = 'dw2';
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this.state = {
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showDW2: false,
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DW2Tier: -1,
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DW2Eng: -1,
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DW2Role: ''
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};
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}
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/**
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* Handle focus if the component updates
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* @param {Object} prevProps React Component properties
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*/
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componentDidUpdate(prevProps) {
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this._handleSectionFocus(prevProps,this.firstRefId, this.lastRefId);
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this._handleSectionFocus(prevProps, this.firstRefId, this.lastRefId);
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}
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/**
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@@ -72,6 +81,91 @@ export default class StandardSlotSection extends SlotSection {
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this._close();
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}
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/**
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* DW2 Build
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* @param tier
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* @param engineeringLevel
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* @param role
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*/
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_dw2() {
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this.selectedRefId = 'dw2';
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this.setState({ showDW2: false });
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ShipRoles.dw2Build(this.props.ship, this.state.DW2Tier, this.state.DW2Eng, this.state.DW2Role);
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this.props.ship.updateModificationsString()
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this.props.onChange();
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this.props.onCargoChange(this.props.ship.cargoCapacity);
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this.props.onFuelChange(this.props.ship.fuelCapacity);
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this._close();
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}
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_showDW2Menu(translate) {
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return (
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<div className='select' onClick={(e) => e.stopPropagation()} onContextMenu={stopCtxPropagation}>
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<div className='select-group cap'>{translate('Tier')}</div>
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<ul id={'tier'}>
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<li className={cn({ active: this.state.DW2Tier === 1 }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Tier: 1 })} onKeyDown={this._keyDown}
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>{translate('1- Hardcore exploration, fully maximize jump range')}</li>
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<li className={cn({ active: this.state.DW2Tier === 2 }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Tier: 2 })} onKeyDown={this._keyDown}
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>{translate('2- Classical shielded exploration')}</li>
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<li className={cn({ active: this.state.DW2Tier === 3 }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Tier: 3 })} onKeyDown={this._keyDown}
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>{translate('3- Surface exploration, improved shield')}</li>
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<li className={cn({ active: this.state.DW2Tier === 4 }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Tier: 4 })} onKeyDown={this._keyDown}
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>{translate('4- Surface flight, improved shield and thrusters')}</li>
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</ul>
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<hr/>
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<div className='select-group cap'>{translate('Engineering Level')}</div>
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<ul id={'engLevel'}>
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<li className={cn({ active: this.state.DW2Eng === 1 }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Eng: 1 })} onKeyDown={this._keyDown}
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>{translate('No engineering')}</li>
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<li className={cn({ active: this.state.DW2Eng === 2 }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Eng: 2 })} onKeyDown={this._keyDown}
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>{translate('Only Felicity Farseer and Elvira Martuuk')}</li>
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<li className={cn({ active: this.state.DW2Eng === 3 }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Eng: 3 })} onKeyDown={this._keyDown}
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>{translate('All exploration related engineers')}</li>
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</ul>
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<hr/>
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<div className='select-group cap'>{translate('Role')}</div>
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<ul id={'role'}>
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<li className={cn({ active: this.state.DW2Role === 'exploration' }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Role: 'exploration' })}
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onKeyDown={this._keyDown}
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>{translate('Exploration')}</li>
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<li className={cn({ active: this.state.DW2Role === 'surface' }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Role: 'surface' })}
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onKeyDown={this._keyDown}
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>{translate('Surface exploration')}</li>
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<li className={cn({ active: this.state.DW2Role === 'fullmining' }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Role: 'fullmining' })}
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onKeyDown={this._keyDown}
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>{translate('Big Rig, full mining')}</li>
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<li className={cn({ active: this.state.DW2Role === 'prospector' }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Role: 'prospector' })}
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onKeyDown={this._keyDown}
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>{translate('Saper / Prospector mining')}</li>
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<li className={cn({ active: this.state.DW2Role === 'rat' }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Role: 'rat' })} onKeyDown={this._keyDown}
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>{translate('Fuel rat')}</li>
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<li className={cn({ active: this.state.DW2Role === 'repair' }, 'lc')} tabIndex="0"
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onClick={() => this.setState({ DW2Role: 'repair' })} onKeyDown={this._keyDown}
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>{translate('Repair rat')}</li>
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</ul>
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<hr/>
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<ul>
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<li onClick={this._dw2} className={cn('lc')} tabIndex="0"
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onKeyDown={this._keyDown}>
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<button className="button">Apply</button>
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</li>
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</ul>
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</div>
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);
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}
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/**
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* Miner Build
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* @param {Boolean} shielded True if shield generator should be included
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@@ -232,7 +326,7 @@ export default class StandardSlotSection extends SlotSection {
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selected={currentMenu == st[6]}
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onChange={this.props.onChange}
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ship={ship}
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warning= {m => m.fuel < st[2].m.maxfuel} // Show warning when fuel tank is smaller than FSD Max Fuel
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warning={m => m.fuel < st[2].m.maxfuel} // Show warning when fuel tank is smaller than FSD Max Fuel
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/>;
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return slots;
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@@ -245,19 +339,34 @@ export default class StandardSlotSection extends SlotSection {
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*/
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_getSectionMenu(translate) {
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let planetaryDisabled = this.props.ship.internal.length < 4;
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if (this.state.showDW2 === true) {
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return this._showDW2Menu(translate);
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}
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return <div className='select' onClick={(e) => e.stopPropagation()} onContextMenu={stopCtxPropagation}>
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<ul>
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<li className='lc' tabIndex="0" onClick={this._optimizeStandard} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['maxjump'] = smRef}>{translate('Maximize Jump Range')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeStandard} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['maxjump'] = smRef}>{translate('Maximize Jump Range')}</li>
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</ul>
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<div className='select-group cap'>{translate('roles')}</div>
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<ul>
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<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, false, 0)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['multipurpose'] = smRef}>{translate('Multi-purpose')}</li>
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<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, true, 2)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['combat'] = smRef}>{translate('Combat')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeCargo.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['trader'] = smRef}>{translate('Trader')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeExplorer.bind(this, false)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['explorer'] = smRef}>{translate('Explorer')}</li>
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<li className={cn('lc', { disabled: planetaryDisabled })} tabIndex={planetaryDisabled ? '' : '0'} onClick={!planetaryDisabled && this._optimizeExplorer.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['planetary'] = smRef}>{translate('Planetary Explorer')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeMiner.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['miner'] = smRef}>{translate('Miner')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeRacer.bind(this)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['racer'] = smRef}>{translate('Racer')}</li>
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<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, false, 0)} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['multipurpose'] = smRef}>{translate('Multi-purpose')}</li>
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<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, true, 2)} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['combat'] = smRef}>{translate('Combat')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeCargo.bind(this, true)} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['trader'] = smRef}>{translate('Trader')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeExplorer.bind(this, false)} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['explorer'] = smRef}>{translate('Explorer')}</li>
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<li className={cn('lc', { disabled: planetaryDisabled })} tabIndex={planetaryDisabled ? '' : '0'}
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onClick={!planetaryDisabled && this._optimizeExplorer.bind(this, true)} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['planetary'] = smRef}>{translate('Planetary Explorer')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeMiner.bind(this, true)} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['miner'] = smRef}>{translate('Miner')}</li>
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<li className='lc' tabIndex="0" onClick={this._optimizeRacer.bind(this)} onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['racer'] = smRef}>{translate('Racer')}</li>
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<li className='lc' tabIndex="0" onClick={() => this.setState({ showDW2: !this.state.showDW2 })}
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onKeyDown={this._keyDown}
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ref={smRef => this.sectionRefArr['dw2'] = smRef}>{translate('DW2')}</li>
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</ul>
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</div>;
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}
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@@ -1,5 +1,8 @@
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import * as ModuleUtils from './ModuleUtils';
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import {Modifications} from 'coriolis-data/dist';
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import { canMount } from '../utils/SlotFunctions';
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import { getBlueprint, setPercent } from '../utils/BlueprintFunctions';
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/**
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* Standard / typical role for multi-purpose or combat (if shielded with better bulkheads)
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@@ -14,7 +17,7 @@ export function multiPurpose(ship, shielded, bulkheadIndex) {
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.useBulkhead(bulkheadIndex);
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if (shielded) {
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ship.internal.some(function(slot) {
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ship.internal.some(function (slot) {
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if (canMount(ship, slot, 'sg')) { // Assuming largest slot can hold an eligible shield
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ship.use(slot, ModuleUtils.findInternal('sg', slot.maxClass, 'A'));
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ship.setSlotEnabled(slot, true);
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@@ -24,6 +27,96 @@ export function multiPurpose(ship, shielded, bulkheadIndex) {
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}
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}
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/**
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* Distant Worlds 2 role
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* Tiers:
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* 1- Hardcore exploration, fully maximize jump range
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* 2- Classical shielded exploration
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* 3- Surface exploration, improved shield
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* 4- Surface flight, improved shield and thrusters
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*
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* Engineering level:
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* No engineering
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* Only Felicity Farseer and Elvira Martuuk
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* All exploration related engineers
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*
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* Role
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* Exploration
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* Surface exploration
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* Big Rig, full mining
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* Saper / Prospector mining
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* Fuel rat
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* Repair rat
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*
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* @param ship {Ship} Ship instance
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* @param tier {Number}
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* @param engineeringLevel {Number}
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* @param role {String}
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*/
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export function dw2Build(ship, tier, engineeringLevel, role) {
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let standardOpts = { ppRating: 'D', pd: 'd3' };
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ship
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.emptyInternal()
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.emptyHardpoints()
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.emptyUtility();
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ship.use(ship.standard[2], ModuleUtils.findStandard('fsd', ship.standard[2].maxClass, 'A'))
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ship.use(ship.standard[3], ModuleUtils.findStandard('ls', ship.standard[3].maxClass, 'D'))
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ship.use(ship.standard[4], ModuleUtils.findStandard('pd', 1, 'D'))
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ship.use(ship.standard[5], ModuleUtils.findStandard('s', ship.standard[5].maxClass, 'D'))
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const fuelNeeded = ship.standard[2].m.maxfuel * 2;
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const fuelTank = ship.availCS.standard[6]
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.filter(e => e.fuel)
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.filter(e => e.fuel >= fuelNeeded)
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ship.use(ship.standard[6], fuelTank[0])
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if (engineeringLevel === 2) {
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const bp = getBlueprint('FSD_LongRange', ship.standard[2]);
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bp.grade = 5
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bp.special = Modifications.specials['special_fsd_heavy']
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ship.standard[2].m.blueprint = bp;
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setPercent(ship, ship.standard[2].m, 100);
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} else if (engineeringLevel === 3) {
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// Armour G5 HD + Deep Plating
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const armourBP = getBlueprint('Armour_HeavyDuty', ship.bulkheads);
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armourBP.grade = 5
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armourBP.special = Modifications.specials['special_armour_chunky']
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ship.bulkheads.m.blueprint = armourBP;
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setPercent(ship, ship.bulkheads.m, 100);
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// FSD G5 IR + Mass Manager
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const fsdBP = getBlueprint('FSD_LongRange', ship.standard[2]);
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fsdBP.grade = 5
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fsdBP.special = Modifications.specials['special_fsd_heavy']
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ship.standard[2].m.blueprint = fsdBP;
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setPercent(ship, ship.standard[2].m, 100);
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// LS G4 LW
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const lsBP = getBlueprint('LifeSupport_LightWeight', ship.standard[3]);
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lsBP.grade = 4
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ship.standard[3].m.blueprint = lsBP;
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setPercent(ship, ship.standard[3].m, 100);
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// Sensors G5 LW
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const sBP = getBlueprint('Sensor_Sensor_LightWeight', ship.standard[5]);
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sBP.grade = 5
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ship.standard[5].m.blueprint = sBP;
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setPercent(ship, ship.standard[5].m, 100);
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}
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ship.useBulkhead(0, false);
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ship.use(ship.standard[0], ship.availCS.lightestPowerPlant(Math.max(ship.powerRetracted, ship.powerDeployed), 'D'))
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// ship.useLightestStandard(standardOpts);
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ship.updatePowerGenerated()
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.updatePowerUsed()
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.recalculateMass()
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.updateJumpStats()
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.recalculateShield()
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.recalculateShieldCells()
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.recalculateArmour()
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.recalculateDps()
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.recalculateEps()
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.recalculateHps()
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.updateMovement()
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.updateModificationsString();
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}
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/**
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* Trader Role
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* @param {Ship} ship Ship instance
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@@ -45,7 +138,7 @@ export function trader(ship, shielded, standardOpts) {
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.filter(a => (!a.eligible) || a.eligible.sg)
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.filter(a => a.maxClass >= sg.class)
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.sort((a, b) => shieldOrder.indexOf(a.maxClass) - shieldOrder.indexOf(b.maxClass));
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shieldInternals.some(function(slot) {
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shieldInternals.some(function (slot) {
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if (canMount(ship, slot, 'sg')) { // Assuming largest slot can hold an eligible shield
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const shield = ModuleUtils.findInternal('sg', slot.maxClass, 'A');
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if (shield && shield.maxmass > ship.hullMass) {
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@@ -87,11 +180,11 @@ export function trader(ship, shielded, standardOpts) {
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*/
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export function explorer(ship, planetary) {
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let standardOpts = { ppRating: 'A' },
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heatSinkCount = 2, // Fit 2 heat sinks if possible
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usedSlots = [],
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sgSlot,
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fuelScoopSlot,
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sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
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heatSinkCount = 2, // Fit 2 heat sinks if possible
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usedSlots = [],
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sgSlot,
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fuelScoopSlot,
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sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
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if (!planetary) { // Non-planetary explorers don't really need to boost
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standardOpts.pd = '1D';
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@@ -216,9 +309,9 @@ export function explorer(ship, planetary) {
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export function miner(ship, shielded) {
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shielded = true;
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let standardOpts = { ppRating: 'A' },
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miningLaserCount = 2,
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usedSlots = [],
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sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
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miningLaserCount = 2,
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usedSlots = [],
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sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
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// Cargo hatch should be enabled
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ship.setSlotEnabled(ship.cargoHatch, true);
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@@ -269,7 +362,7 @@ export function miner(ship, shielded) {
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// Dual mining lasers of highest possible class; remove anything else
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const miningLaserOrder = [2, 3, 4, 1, 0];
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const miningLaserHardpoints = ship.hardpoints.concat().sort(function(a, b) {
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const miningLaserHardpoints = ship.hardpoints.concat().sort(function (a, b) {
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return miningLaserOrder.indexOf(a.maxClass) - miningLaserOrder.indexOf(b.maxClass);
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});
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for (let s of miningLaserHardpoints) {
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@@ -283,7 +376,7 @@ export function miner(ship, shielded) {
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// Number of collector limpets required to be active is a function of the size of the ship and the power of the lasers
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const miningLaserDps = ship.hardpoints.filter(h => h.m != null)
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.reduce(function(a, b) {
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.reduce(function (a, b) {
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return a + b.m.getDps();
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}, 0);
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// Find out how many internal slots we have, and their potential cargo size
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@@ -314,7 +407,7 @@ export function miner(ship, shielded) {
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// Power distributor to power the mining lasers indefinitely
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const wepRateRequired = ship.hardpoints.filter(h => h.m != null)
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.reduce(function(a, b) {
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.reduce(function (a, b) {
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return a + b.m.getEps();
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}, 0);
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standardOpts.pd = ship.getAvailableModules().matchingPowerDist({ weprate: wepRateRequired }).id;
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@@ -336,9 +429,9 @@ export function miner(ship, shielded) {
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*/
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export function racer(ship) {
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let standardOpts = {},
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usedSlots = [],
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sgSlot,
|
||||
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
|
||||
usedSlots = [],
|
||||
sgSlot,
|
||||
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
|
||||
|
||||
// Cargo hatch can be disabled
|
||||
ship.setSlotEnabled(ship.cargoHatch, false);
|
||||
|
||||
@@ -1,417 +1,417 @@
|
||||
import React from 'react';
|
||||
import { Modifications } from 'coriolis-data/dist';
|
||||
|
||||
/**
|
||||
* Generate a tooltip with details of a blueprint's specials
|
||||
* @param {Object} translate The translate object
|
||||
* @param {Object} blueprint The blueprint at the required grade
|
||||
* @param {string} grp The group of the module
|
||||
* @param {Object} m The module to compare with
|
||||
* @param {string} specialName The name of the special
|
||||
* @returns {Object} The react components
|
||||
*/
|
||||
export function specialToolTip(translate, blueprint, grp, m, specialName) {
|
||||
const effects = [];
|
||||
if (!blueprint || !blueprint.features) {
|
||||
return undefined;
|
||||
}
|
||||
if (m) {
|
||||
// We also add in any benefits from specials that aren't covered above
|
||||
if (m.blueprint) {
|
||||
for (const feature in Modifications.modifierActions[specialName]) {
|
||||
// if (!blueprint.features[feature] && !m.mods.feature) {
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (featureDef && !featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let current = m.getModValue(feature) - m.getModValue(feature, true);
|
||||
if (featureDef.type === 'percentage') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
|
||||
effects.push(
|
||||
<tr key={feature + '_specialTT'}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td> </td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'}
|
||||
style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td> </td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div>
|
||||
<table width='100%'>
|
||||
<tbody>
|
||||
{effects}
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a tooltip with details of a blueprint's effects
|
||||
* @param {Object} translate The translate object
|
||||
* @param {Object} blueprint The blueprint at the required grade
|
||||
* @param {Array} engineers The engineers supplying this blueprint
|
||||
* @param {string} grp The group of the module
|
||||
* @param {Object} m The module to compare with
|
||||
* @returns {Object} The react components
|
||||
*/
|
||||
export function blueprintTooltip(translate, blueprint, engineers, grp, m) {
|
||||
const effects = [];
|
||||
if (!blueprint || !blueprint.features) {
|
||||
return undefined;
|
||||
}
|
||||
for (const feature in blueprint.features) {
|
||||
const featureIsBeneficial = isBeneficial(feature, blueprint.features[feature]);
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (!featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let lowerBound = blueprint.features[feature][0];
|
||||
let upperBound = blueprint.features[feature][1];
|
||||
if (featureDef.type === 'percentage') {
|
||||
lowerBound = Math.round(lowerBound * 1000) / 10;
|
||||
upperBound = Math.round(upperBound * 1000) / 10;
|
||||
}
|
||||
const lowerIsBeneficial = isValueBeneficial(feature, lowerBound);
|
||||
const upperIsBeneficial = isValueBeneficial(feature, upperBound);
|
||||
if (m) {
|
||||
// We have a module - add in the current value
|
||||
let current = m.getModValue(feature);
|
||||
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
|
||||
</tr>
|
||||
);
|
||||
} else {
|
||||
// We do not have a module, no value
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
|
||||
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m) {
|
||||
// Because we have a module add in any benefits that aren't part of the primary blueprint
|
||||
for (const feature in m.mods) {
|
||||
if (!blueprint.features[feature]) {
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (featureDef && !featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let current = m.getModValue(feature);
|
||||
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td> </td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td> </td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We also add in any benefits from specials that aren't covered above
|
||||
if (m.blueprint && m.blueprint.special) {
|
||||
for (const feature in Modifications.modifierActions[m.blueprint.special.edname]) {
|
||||
if (!blueprint.features[feature] && !m.mods.feature) {
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (featureDef && !featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let current = m.getModValue(feature);
|
||||
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td> </td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td> </td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let components;
|
||||
if (!m) {
|
||||
components = [];
|
||||
for (const component in blueprint.components) {
|
||||
components.push(
|
||||
<tr key={component}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(component)}</td>
|
||||
<td style={{ textAlign: 'right' }}>{blueprint.components[component]}</td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
let engineersList;
|
||||
if (engineers) {
|
||||
engineersList = [];
|
||||
for (const engineer of engineers) {
|
||||
engineersList.push(
|
||||
<tr key={engineer}>
|
||||
<td style={{ textAlign: 'left' }}>{engineer}</td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div>
|
||||
<table width='100%'>
|
||||
<thead>
|
||||
<tr>
|
||||
<td>{translate('feature')}</td>
|
||||
<td>{translate('worst')}</td>
|
||||
{m ? <td>{translate('current')}</td> : null }
|
||||
<td>{translate('best')}</td>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{effects}
|
||||
</tbody>
|
||||
</table>
|
||||
{ components ? <table width='100%'>
|
||||
<thead>
|
||||
<tr>
|
||||
<td>{translate('component')}</td>
|
||||
<td>{translate('amount')}</td>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{components}
|
||||
</tbody>
|
||||
</table> : null }
|
||||
{ engineersList ? <table width='100%'>
|
||||
<thead>
|
||||
<tr>
|
||||
<td>{translate('engineers')}</td>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{engineersList}
|
||||
</tbody>
|
||||
</table> : null }
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Is this blueprint feature beneficial?
|
||||
* @param {string} feature The name of the feature
|
||||
* @param {array} values The value of the feature
|
||||
* @returns {boolean} True if this feature is beneficial
|
||||
*/
|
||||
export function isBeneficial(feature, values) {
|
||||
const fact = (values[0] < 0 || (values[0] === 0 && values[1] < 0));
|
||||
if (Modifications.modifications[feature].higherbetter) {
|
||||
return !fact;
|
||||
} else {
|
||||
return fact;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Is this feature value beneficial?
|
||||
* @param {string} feature The name of the feature
|
||||
* @param {number} value The value of the feature
|
||||
* @returns {boolean} True if this value is beneficial
|
||||
*/
|
||||
export function isValueBeneficial(feature, value) {
|
||||
if (Modifications.modifications[feature].higherbetter) {
|
||||
return value > 0;
|
||||
} else {
|
||||
return value < 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a blueprint with a given name and an optional module
|
||||
* @param {string} name The name of the blueprint
|
||||
* @param {Object} module The module for which to obtain this blueprint
|
||||
* @returns {Object} The matching blueprint
|
||||
*/
|
||||
export function getBlueprint(name, module) {
|
||||
// Start with a copy of the blueprint
|
||||
const findMod = val => Object.keys(Modifications.blueprints).find(elem => elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_|persecond)/igm, '')) >= 0);
|
||||
const found = Modifications.blueprints[findMod(name)];
|
||||
if (!found || !found.fdname) {
|
||||
return {};
|
||||
}
|
||||
const blueprint = JSON.parse(JSON.stringify(found));
|
||||
return blueprint;
|
||||
}
|
||||
|
||||
/**
|
||||
* Provide 'percent' primary modifications
|
||||
* @param {Object} ship The ship for which to perform the modifications
|
||||
* @param {Object} m The module for which to perform the modifications
|
||||
* @param {Number} percent The percent to set values to of full.
|
||||
*/
|
||||
export function setPercent(ship, m, percent) {
|
||||
ship.clearModifications(m);
|
||||
// Pick given value as multiplier
|
||||
const mult = percent / 100;
|
||||
const features = m.blueprint.grades[m.blueprint.grade].features;
|
||||
for (const featureName in features) {
|
||||
let value;
|
||||
if (Modifications.modifications[featureName].higherbetter) {
|
||||
// Higher is better, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * mult);
|
||||
} else {
|
||||
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
|
||||
}
|
||||
} else {
|
||||
// Higher is worse, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
|
||||
} else {
|
||||
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * mult);
|
||||
}
|
||||
}
|
||||
|
||||
_setValue(ship, m, featureName, value);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Provide 'random' primary modifications
|
||||
* @param {Object} ship The ship for which to perform the modifications
|
||||
* @param {Object} m The module for which to perform the modifications
|
||||
*/
|
||||
export function setRandom(ship, m) {
|
||||
// Pick a single value for our randomness
|
||||
setPercent(ship, m, Math.random() * 100);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a modification feature value
|
||||
* @param {Object} ship The ship for which to perform the modifications
|
||||
* @param {Object} m The module for which to perform the modifications
|
||||
* @param {string} featureName The feature being set
|
||||
* @param {number} value The value being set for the feature
|
||||
*/
|
||||
function _setValue(ship, m, featureName, value) {
|
||||
if (Modifications.modifications[featureName].type == 'percentage') {
|
||||
ship.setModification(m, featureName, value * 10000);
|
||||
} else if (Modifications.modifications[featureName].type == 'numeric') {
|
||||
ship.setModification(m, featureName, value * 100);
|
||||
} else {
|
||||
ship.setModification(m, featureName, value);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Provide 'percent' primary query
|
||||
* @param {Object} m The module for which to perform the query
|
||||
* @returns {Number} percent The percentage indicator of current applied values.
|
||||
*/
|
||||
export function getPercent(m) {
|
||||
let result = null;
|
||||
const features = m.blueprint.grades[m.blueprint.grade].features;
|
||||
for (const featureName in features) {
|
||||
if (features[featureName][0] === features[featureName][1]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let value = _getValue(m, featureName);
|
||||
let mult;
|
||||
if (featureName == 'shieldboost') {
|
||||
mult = ((1 + value) * (1 + m.shieldboost)) - 1 - m.shieldboost;
|
||||
} else if (Modifications.modifications[featureName].higherbetter) {
|
||||
// Higher is better, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
|
||||
} else {
|
||||
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
|
||||
}
|
||||
} else {
|
||||
// Higher is worse, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
|
||||
} else {
|
||||
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
|
||||
}
|
||||
}
|
||||
|
||||
if (result && result != mult) {
|
||||
return null;
|
||||
} else if (result != mult) {
|
||||
result = mult;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Query a feature value
|
||||
* @param {Object} m The module for which to perform the query
|
||||
* @param {string} featureName The feature being queried
|
||||
* @returns {number} The value of the modification as a %
|
||||
*/
|
||||
function _getValue(m, featureName) {
|
||||
if (Modifications.modifications[featureName].type == 'percentage') {
|
||||
return m.getModValue(featureName, true) / 10000;
|
||||
} else if (Modifications.modifications[featureName].type == 'numeric') {
|
||||
return m.getModValue(featureName, true) / 100;
|
||||
} else {
|
||||
return m.getModValue(featureName, true);
|
||||
}
|
||||
}
|
||||
import React from 'react';
|
||||
import { Modifications } from 'coriolis-data/dist';
|
||||
|
||||
/**
|
||||
* Generate a tooltip with details of a blueprint's specials
|
||||
* @param {Object} translate The translate object
|
||||
* @param {Object} blueprint The blueprint at the required grade
|
||||
* @param {string} grp The group of the module
|
||||
* @param {Object} m The module to compare with
|
||||
* @param {string} specialName The name of the special
|
||||
* @returns {Object} The react components
|
||||
*/
|
||||
export function specialToolTip(translate, blueprint, grp, m, specialName) {
|
||||
const effects = [];
|
||||
if (!blueprint || !blueprint.features) {
|
||||
return undefined;
|
||||
}
|
||||
if (m) {
|
||||
// We also add in any benefits from specials that aren't covered above
|
||||
if (m.blueprint) {
|
||||
for (const feature in Modifications.modifierActions[specialName]) {
|
||||
// if (!blueprint.features[feature] && !m.mods.feature) {
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (featureDef && !featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let current = m.getModValue(feature) - m.getModValue(feature, true);
|
||||
if (featureDef.type === 'percentage') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
|
||||
effects.push(
|
||||
<tr key={feature + '_specialTT'}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td> </td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'}
|
||||
style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td> </td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div>
|
||||
<table width='100%'>
|
||||
<tbody>
|
||||
{effects}
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a tooltip with details of a blueprint's effects
|
||||
* @param {Object} translate The translate object
|
||||
* @param {Object} blueprint The blueprint at the required grade
|
||||
* @param {Array} engineers The engineers supplying this blueprint
|
||||
* @param {string} grp The group of the module
|
||||
* @param {Object} m The module to compare with
|
||||
* @returns {Object} The react components
|
||||
*/
|
||||
export function blueprintTooltip(translate, blueprint, engineers, grp, m) {
|
||||
const effects = [];
|
||||
if (!blueprint || !blueprint.features) {
|
||||
return undefined;
|
||||
}
|
||||
for (const feature in blueprint.features) {
|
||||
const featureIsBeneficial = isBeneficial(feature, blueprint.features[feature]);
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (!featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let lowerBound = blueprint.features[feature][0];
|
||||
let upperBound = blueprint.features[feature][1];
|
||||
if (featureDef.type === 'percentage') {
|
||||
lowerBound = Math.round(lowerBound * 1000) / 10;
|
||||
upperBound = Math.round(upperBound * 1000) / 10;
|
||||
}
|
||||
const lowerIsBeneficial = isValueBeneficial(feature, lowerBound);
|
||||
const upperIsBeneficial = isValueBeneficial(feature, upperBound);
|
||||
if (m) {
|
||||
// We have a module - add in the current value
|
||||
let current = m.getModValue(feature);
|
||||
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
|
||||
</tr>
|
||||
);
|
||||
} else {
|
||||
// We do not have a module, no value
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
|
||||
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m) {
|
||||
// Because we have a module add in any benefits that aren't part of the primary blueprint
|
||||
for (const feature in m.mods) {
|
||||
if (!blueprint.features[feature]) {
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (featureDef && !featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let current = m.getModValue(feature);
|
||||
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td> </td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td> </td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We also add in any benefits from specials that aren't covered above
|
||||
if (m.blueprint && m.blueprint.special) {
|
||||
for (const feature in Modifications.modifierActions[m.blueprint.special.edname]) {
|
||||
if (!blueprint.features[feature] && !m.mods.feature) {
|
||||
const featureDef = Modifications.modifications[feature];
|
||||
if (featureDef && !featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
||||
symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
||||
symbol = '%';
|
||||
}
|
||||
let current = m.getModValue(feature);
|
||||
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
|
||||
current = Math.round(current / 10) / 10;
|
||||
} else if (featureDef.type === 'numeric') {
|
||||
current /= 100;
|
||||
}
|
||||
const currentIsBeneficial = isValueBeneficial(feature, current);
|
||||
effects.push(
|
||||
<tr key={feature}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
|
||||
<td> </td>
|
||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
|
||||
<td> </td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let components;
|
||||
if (!m) {
|
||||
components = [];
|
||||
for (const component in blueprint.components) {
|
||||
components.push(
|
||||
<tr key={component}>
|
||||
<td style={{ textAlign: 'left' }}>{translate(component)}</td>
|
||||
<td style={{ textAlign: 'right' }}>{blueprint.components[component]}</td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
let engineersList;
|
||||
if (engineers) {
|
||||
engineersList = [];
|
||||
for (const engineer of engineers) {
|
||||
engineersList.push(
|
||||
<tr key={engineer}>
|
||||
<td style={{ textAlign: 'left' }}>{engineer}</td>
|
||||
</tr>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div>
|
||||
<table width='100%'>
|
||||
<thead>
|
||||
<tr>
|
||||
<td>{translate('feature')}</td>
|
||||
<td>{translate('worst')}</td>
|
||||
{m ? <td>{translate('current')}</td> : null }
|
||||
<td>{translate('best')}</td>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{effects}
|
||||
</tbody>
|
||||
</table>
|
||||
{ components ? <table width='100%'>
|
||||
<thead>
|
||||
<tr>
|
||||
<td>{translate('component')}</td>
|
||||
<td>{translate('amount')}</td>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{components}
|
||||
</tbody>
|
||||
</table> : null }
|
||||
{ engineersList ? <table width='100%'>
|
||||
<thead>
|
||||
<tr>
|
||||
<td>{translate('engineers')}</td>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{engineersList}
|
||||
</tbody>
|
||||
</table> : null }
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Is this blueprint feature beneficial?
|
||||
* @param {string} feature The name of the feature
|
||||
* @param {array} values The value of the feature
|
||||
* @returns {boolean} True if this feature is beneficial
|
||||
*/
|
||||
export function isBeneficial(feature, values) {
|
||||
const fact = (values[0] < 0 || (values[0] === 0 && values[1] < 0));
|
||||
if (Modifications.modifications[feature].higherbetter) {
|
||||
return !fact;
|
||||
} else {
|
||||
return fact;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Is this feature value beneficial?
|
||||
* @param {string} feature The name of the feature
|
||||
* @param {number} value The value of the feature
|
||||
* @returns {boolean} True if this value is beneficial
|
||||
*/
|
||||
export function isValueBeneficial(feature, value) {
|
||||
if (Modifications.modifications[feature].higherbetter) {
|
||||
return value > 0;
|
||||
} else {
|
||||
return value < 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a blueprint with a given name and an optional module
|
||||
* @param {string} name The name of the blueprint
|
||||
* @param {Object} module The module for which to obtain this blueprint
|
||||
* @returns {Object} The matching blueprint
|
||||
*/
|
||||
export function getBlueprint(name, module) {
|
||||
// Start with a copy of the blueprint
|
||||
const findMod = val => Object.keys(Modifications.blueprints).find(elem => elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_|persecond)/igm, '')) >= 0);
|
||||
const found = Modifications.blueprints[findMod(name)];
|
||||
if (!found || !found.fdname) {
|
||||
return {};
|
||||
}
|
||||
const blueprint = JSON.parse(JSON.stringify(found));
|
||||
return blueprint;
|
||||
}
|
||||
|
||||
/**
|
||||
* Provide 'percent' primary modifications
|
||||
* @param {Object} ship The ship for which to perform the modifications
|
||||
* @param {Object} m The module for which to perform the modifications
|
||||
* @param {Number} percent The percent to set values to of full.
|
||||
*/
|
||||
export function setPercent(ship, m, percent) {
|
||||
ship.clearModifications(m);
|
||||
// Pick given value as multiplier
|
||||
const mult = percent / 100;
|
||||
const features = m.blueprint.grades[m.blueprint.grade].features;
|
||||
for (const featureName in features) {
|
||||
let value;
|
||||
if (Modifications.modifications[featureName].higherbetter) {
|
||||
// Higher is better, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * mult);
|
||||
} else {
|
||||
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
|
||||
}
|
||||
} else {
|
||||
// Higher is worse, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
|
||||
} else {
|
||||
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * mult);
|
||||
}
|
||||
}
|
||||
|
||||
_setValue(ship, m, featureName, value);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Provide 'random' primary modifications
|
||||
* @param {Object} ship The ship for which to perform the modifications
|
||||
* @param {Object} m The module for which to perform the modifications
|
||||
*/
|
||||
export function setRandom(ship, m) {
|
||||
// Pick a single value for our randomness
|
||||
setPercent(ship, m, Math.random() * 100);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a modification feature value
|
||||
* @param {Object} ship The ship for which to perform the modifications
|
||||
* @param {Object} m The module for which to perform the modifications
|
||||
* @param {string} featureName The feature being set
|
||||
* @param {number} value The value being set for the feature
|
||||
*/
|
||||
function _setValue(ship, m, featureName, value) {
|
||||
if (Modifications.modifications[featureName].type == 'percentage') {
|
||||
ship.setModification(m, featureName, value * 10000);
|
||||
} else if (Modifications.modifications[featureName].type == 'numeric') {
|
||||
ship.setModification(m, featureName, value * 100);
|
||||
} else {
|
||||
ship.setModification(m, featureName, value);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Provide 'percent' primary query
|
||||
* @param {Object} m The module for which to perform the query
|
||||
* @returns {Number} percent The percentage indicator of current applied values.
|
||||
*/
|
||||
export function getPercent(m) {
|
||||
let result = null;
|
||||
const features = m.blueprint.grades[m.blueprint.grade].features;
|
||||
for (const featureName in features) {
|
||||
if (features[featureName][0] === features[featureName][1]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let value = _getValue(m, featureName);
|
||||
let mult;
|
||||
if (featureName == 'shieldboost') {
|
||||
mult = ((1 + value) * (1 + m.shieldboost)) - 1 - m.shieldboost;
|
||||
} else if (Modifications.modifications[featureName].higherbetter) {
|
||||
// Higher is better, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
|
||||
} else {
|
||||
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
|
||||
}
|
||||
} else {
|
||||
// Higher is worse, but is this making it better or worse?
|
||||
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
|
||||
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
|
||||
} else {
|
||||
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
|
||||
}
|
||||
}
|
||||
|
||||
if (result && result != mult) {
|
||||
return null;
|
||||
} else if (result != mult) {
|
||||
result = mult;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Query a feature value
|
||||
* @param {Object} m The module for which to perform the query
|
||||
* @param {string} featureName The feature being queried
|
||||
* @returns {number} The value of the modification as a %
|
||||
*/
|
||||
function _getValue(m, featureName) {
|
||||
if (Modifications.modifications[featureName].type == 'percentage') {
|
||||
return m.getModValue(featureName, true) / 10000;
|
||||
} else if (Modifications.modifications[featureName].type == 'numeric') {
|
||||
return m.getModValue(featureName, true) / 100;
|
||||
} else {
|
||||
return m.getModValue(featureName, true);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user