dw2 build work

This commit is contained in:
William Blythe
2018-11-20 12:18:16 +11:00
parent 1f3c3726f2
commit 318d06d9f9
3 changed files with 646 additions and 444 deletions

View File

@@ -20,10 +20,19 @@ export default class StandardSlotSection extends SlotSection {
super(props, context, 'standard', 'core internal');
this._optimizeStandard = this._optimizeStandard.bind(this);
this._selectBulkhead = this._selectBulkhead.bind(this);
this._showDW2Menu = this._showDW2Menu.bind(this);
this._dw2 = this._dw2.bind(this);
this.selectedRefId = null;
this.firstRefId = 'maxjump';
this.lastRefId = 'racer';
this.lastRefId = 'dw2';
this.state = {
showDW2: false,
DW2Tier: -1,
DW2Eng: -1,
DW2Role: ''
};
}
/**
* Handle focus if the component updates
* @param {Object} prevProps React Component properties
@@ -72,6 +81,91 @@ export default class StandardSlotSection extends SlotSection {
this._close();
}
/**
* DW2 Build
* @param tier
* @param engineeringLevel
* @param role
*/
_dw2() {
this.selectedRefId = 'dw2';
this.setState({ showDW2: false });
ShipRoles.dw2Build(this.props.ship, this.state.DW2Tier, this.state.DW2Eng, this.state.DW2Role);
this.props.ship.updateModificationsString()
this.props.onChange();
this.props.onCargoChange(this.props.ship.cargoCapacity);
this.props.onFuelChange(this.props.ship.fuelCapacity);
this._close();
}
_showDW2Menu(translate) {
return (
<div className='select' onClick={(e) => e.stopPropagation()} onContextMenu={stopCtxPropagation}>
<div className='select-group cap'>{translate('Tier')}</div>
<ul id={'tier'}>
<li className={cn({ active: this.state.DW2Tier === 1 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 1 })} onKeyDown={this._keyDown}
>{translate('1- Hardcore exploration, fully maximize jump range')}</li>
<li className={cn({ active: this.state.DW2Tier === 2 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 2 })} onKeyDown={this._keyDown}
>{translate('2- Classical shielded exploration')}</li>
<li className={cn({ active: this.state.DW2Tier === 3 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 3 })} onKeyDown={this._keyDown}
>{translate('3- Surface exploration, improved shield')}</li>
<li className={cn({ active: this.state.DW2Tier === 4 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 4 })} onKeyDown={this._keyDown}
>{translate('4- Surface flight, improved shield and thrusters')}</li>
</ul>
<hr/>
<div className='select-group cap'>{translate('Engineering Level')}</div>
<ul id={'engLevel'}>
<li className={cn({ active: this.state.DW2Eng === 1 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Eng: 1 })} onKeyDown={this._keyDown}
>{translate('No engineering')}</li>
<li className={cn({ active: this.state.DW2Eng === 2 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Eng: 2 })} onKeyDown={this._keyDown}
>{translate('Only Felicity Farseer and Elvira Martuuk')}</li>
<li className={cn({ active: this.state.DW2Eng === 3 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Eng: 3 })} onKeyDown={this._keyDown}
>{translate('All exploration related engineers')}</li>
</ul>
<hr/>
<div className='select-group cap'>{translate('Role')}</div>
<ul id={'role'}>
<li className={cn({ active: this.state.DW2Role === 'exploration' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'exploration' })}
onKeyDown={this._keyDown}
>{translate('Exploration')}</li>
<li className={cn({ active: this.state.DW2Role === 'surface' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'surface' })}
onKeyDown={this._keyDown}
>{translate('Surface exploration')}</li>
<li className={cn({ active: this.state.DW2Role === 'fullmining' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'fullmining' })}
onKeyDown={this._keyDown}
>{translate('Big Rig, full mining')}</li>
<li className={cn({ active: this.state.DW2Role === 'prospector' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'prospector' })}
onKeyDown={this._keyDown}
>{translate('Saper / Prospector mining')}</li>
<li className={cn({ active: this.state.DW2Role === 'rat' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'rat' })} onKeyDown={this._keyDown}
>{translate('Fuel rat')}</li>
<li className={cn({ active: this.state.DW2Role === 'repair' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'repair' })} onKeyDown={this._keyDown}
>{translate('Repair rat')}</li>
</ul>
<hr/>
<ul>
<li onClick={this._dw2} className={cn('lc')} tabIndex="0"
onKeyDown={this._keyDown}>
<button className="button">Apply</button>
</li>
</ul>
</div>
);
}
/**
* Miner Build
* @param {Boolean} shielded True if shield generator should be included
@@ -245,19 +339,34 @@ export default class StandardSlotSection extends SlotSection {
*/
_getSectionMenu(translate) {
let planetaryDisabled = this.props.ship.internal.length < 4;
if (this.state.showDW2 === true) {
return this._showDW2Menu(translate);
}
return <div className='select' onClick={(e) => e.stopPropagation()} onContextMenu={stopCtxPropagation}>
<ul>
<li className='lc' tabIndex="0" onClick={this._optimizeStandard} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['maxjump'] = smRef}>{translate('Maximize Jump Range')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeStandard} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['maxjump'] = smRef}>{translate('Maximize Jump Range')}</li>
</ul>
<div className='select-group cap'>{translate('roles')}</div>
<ul>
<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>
<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, true, 2)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['combat'] = smRef}>{translate('Combat')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeCargo.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['trader'] = smRef}>{translate('Trader')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeExplorer.bind(this, false)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['explorer'] = smRef}>{translate('Explorer')}</li>
<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>
<li className='lc' tabIndex="0" onClick={this._optimizeMiner.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['miner'] = smRef}>{translate('Miner')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeRacer.bind(this)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['racer'] = smRef}>{translate('Racer')}</li>
<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>
<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, true, 2)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['combat'] = smRef}>{translate('Combat')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeCargo.bind(this, true)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['trader'] = smRef}>{translate('Trader')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeExplorer.bind(this, false)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['explorer'] = smRef}>{translate('Explorer')}</li>
<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>
<li className='lc' tabIndex="0" onClick={this._optimizeMiner.bind(this, true)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['miner'] = smRef}>{translate('Miner')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeRacer.bind(this)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['racer'] = smRef}>{translate('Racer')}</li>
<li className='lc' tabIndex="0" onClick={() => this.setState({ showDW2: !this.state.showDW2 })}
onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['dw2'] = smRef}>{translate('DW2')}</li>
</ul>
</div>;
}

View File

@@ -1,5 +1,8 @@
import * as ModuleUtils from './ModuleUtils';
import {Modifications} from 'coriolis-data/dist';
import { canMount } from '../utils/SlotFunctions';
import { getBlueprint, setPercent } from '../utils/BlueprintFunctions';
/**
* Standard / typical role for multi-purpose or combat (if shielded with better bulkheads)
@@ -24,6 +27,96 @@ export function multiPurpose(ship, shielded, bulkheadIndex) {
}
}
/**
* Distant Worlds 2 role
* Tiers:
* 1- Hardcore exploration, fully maximize jump range
* 2- Classical shielded exploration
* 3- Surface exploration, improved shield
* 4- Surface flight, improved shield and thrusters
*
* Engineering level:
* No engineering
* Only Felicity Farseer and Elvira Martuuk
* All exploration related engineers
*
* Role
* Exploration
* Surface exploration
* Big Rig, full mining
* Saper / Prospector mining
* Fuel rat
* Repair rat
*
* @param ship {Ship} Ship instance
* @param tier {Number}
* @param engineeringLevel {Number}
* @param role {String}
*/
export function dw2Build(ship, tier, engineeringLevel, role) {
let standardOpts = { ppRating: 'D', pd: 'd3' };
ship
.emptyInternal()
.emptyHardpoints()
.emptyUtility();
ship.use(ship.standard[2], ModuleUtils.findStandard('fsd', ship.standard[2].maxClass, 'A'))
ship.use(ship.standard[3], ModuleUtils.findStandard('ls', ship.standard[3].maxClass, 'D'))
ship.use(ship.standard[4], ModuleUtils.findStandard('pd', 1, 'D'))
ship.use(ship.standard[5], ModuleUtils.findStandard('s', ship.standard[5].maxClass, 'D'))
const fuelNeeded = ship.standard[2].m.maxfuel * 2;
const fuelTank = ship.availCS.standard[6]
.filter(e => e.fuel)
.filter(e => e.fuel >= fuelNeeded)
ship.use(ship.standard[6], fuelTank[0])
if (engineeringLevel === 2) {
const bp = getBlueprint('FSD_LongRange', ship.standard[2]);
bp.grade = 5
bp.special = Modifications.specials['special_fsd_heavy']
ship.standard[2].m.blueprint = bp;
setPercent(ship, ship.standard[2].m, 100);
} else if (engineeringLevel === 3) {
// Armour G5 HD + Deep Plating
const armourBP = getBlueprint('Armour_HeavyDuty', ship.bulkheads);
armourBP.grade = 5
armourBP.special = Modifications.specials['special_armour_chunky']
ship.bulkheads.m.blueprint = armourBP;
setPercent(ship, ship.bulkheads.m, 100);
// FSD G5 IR + Mass Manager
const fsdBP = getBlueprint('FSD_LongRange', ship.standard[2]);
fsdBP.grade = 5
fsdBP.special = Modifications.specials['special_fsd_heavy']
ship.standard[2].m.blueprint = fsdBP;
setPercent(ship, ship.standard[2].m, 100);
// LS G4 LW
const lsBP = getBlueprint('LifeSupport_LightWeight', ship.standard[3]);
lsBP.grade = 4
ship.standard[3].m.blueprint = lsBP;
setPercent(ship, ship.standard[3].m, 100);
// Sensors G5 LW
const sBP = getBlueprint('Sensor_Sensor_LightWeight', ship.standard[5]);
sBP.grade = 5
ship.standard[5].m.blueprint = sBP;
setPercent(ship, ship.standard[5].m, 100);
}
ship.useBulkhead(0, false);
ship.use(ship.standard[0], ship.availCS.lightestPowerPlant(Math.max(ship.powerRetracted, ship.powerDeployed), 'D'))
// ship.useLightestStandard(standardOpts);
ship.updatePowerGenerated()
.updatePowerUsed()
.recalculateMass()
.updateJumpStats()
.recalculateShield()
.recalculateShieldCells()
.recalculateArmour()
.recalculateDps()
.recalculateEps()
.recalculateHps()
.updateMovement()
.updateModificationsString();
}
/**
* Trader Role
* @param {Ship} ship Ship instance