Start of shields component

This commit is contained in:
Cmdr McDonald
2017-03-12 17:00:04 +00:00
parent ec4e70326a
commit 340121c6bd
11 changed files with 296 additions and 21 deletions

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@@ -1,5 +1,6 @@
import React from 'react';
import TranslatedComponent from './TranslatedComponent';
import Ship from '../shipyard/Ship';
import { Ships } from 'coriolis-data/dist';
import Slider from './Slider';
import Pips from './Pips';
@@ -8,6 +9,7 @@ import Cargo from './Cargo';
import Movement from './Movement';
import EngagementRange from './EngagementRange';
import ShipPicker from './ShipPicker';
import Shields from './Shields';
/**
* Battle centre allows you to pit your current build against another ship,
@@ -27,26 +29,29 @@ export default class BattleCentre extends TranslatedComponent {
super(props);
const { ship } = this.props;
const opponent = BattleCentre.DEFAULT_OPPONENT;
this._cargoUpdated = this._cargoUpdated.bind(this);
this._fuelUpdated = this._fuelUpdated.bind(this);
this._pipsUpdated = this._pipsUpdated.bind(this);
this._engagementRangeUpdated = this._engagementRangeUpdated.bind(this);
this._targetShipUpdated = this._targetShipUpdated.bind(this);
this._opponentUpdated = this._opponentUpdated.bind(this);
this.state = {
// Pips
sys: 2,
eng: 2,
wep: 2,
fuel: ship.fuelCapacity,
cargo: ship.cargoCapacity,
engagementRange: 1500,
targetShip: Ships['anaconda']
opponent: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots)
};
}
/**
* Update state based on property and context changes
* @param {Object} nextProps Incoming/Next properties
* @returns {boolean} true if an update is required
*/
componentWillReceiveProps(nextProps) {
// Rather than try to keep track of what changes our children require we force an update and let them work it out
this.forceUpdate();
@@ -55,6 +60,9 @@ export default class BattleCentre extends TranslatedComponent {
/**
* Triggered when pips have been updated
* @param {number} sys SYS pips
* @param {number} eng ENG pips
* @param {number} wep WEP pips
*/
_pipsUpdated(sys, eng, wep) {
this.setState({ sys, eng, wep });
@@ -62,6 +70,7 @@ export default class BattleCentre extends TranslatedComponent {
/**
* Triggered when fuel has been updated
* @param {number} fuel the amount of fuel, in T
*/
_fuelUpdated(fuel) {
this.setState({ fuel });
@@ -69,6 +78,7 @@ export default class BattleCentre extends TranslatedComponent {
/**
* Triggered when cargo has been updated
* @param {number} cargo the amount of cargo, in T
*/
_cargoUpdated(cargo) {
this.setState({ cargo });
@@ -76,6 +86,7 @@ export default class BattleCentre extends TranslatedComponent {
/**
* Triggered when engagement range has been updated
* @param {number} engagementRange the engagement range, in m
*/
_engagementRangeUpdated(engagementRange) {
this.setState({ engagementRange });
@@ -83,9 +94,11 @@ export default class BattleCentre extends TranslatedComponent {
/**
* Triggered when target ship has been updated
* @param {object} opponent the opponent's ship
* @param {string} opponentBuild the name of the opponent's build
*/
_targetShipUpdated(targetShip, targetBuild) {
this.setState({ targetShip, targetBuild: targetBuild });
_opponentUpdated(opponent, opponentBuild) {
this.setState({ opponent, opponentBuild });
}
/**
@@ -95,13 +108,17 @@ export default class BattleCentre extends TranslatedComponent {
render() {
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { sys, eng, wep, cargo, fuel, engagementRange } = this.state;
const { sys, eng, wep, cargo, fuel, engagementRange, opponent } = this.state;
const { ship } = this.props;
// Markers are used to propagate state changes
const movementMarker = '' + ship.topSpeed + ':' + ship.pitch + ':' + ship.roll + ':' + ship.yaw;
const shieldMarker = '' + ship.shield + ':' + ship.cells + ':' + ship.shieldExplRes + ':' + ship.shieldKinRes + ':' + ship.shieldThermRes;
return (
<span>
<h1>{translate('battle centre')}</h1>
<ShipPicker onChange={this._targetShipUpdated}/>
<ShipPicker onChange={this._opponentUpdated}/>
<div className='group third'>
<Pips ship={ship} onChange={this._pipsUpdated}/>
</div>
@@ -111,7 +128,10 @@ export default class BattleCentre extends TranslatedComponent {
<EngagementRange ship={ship} onChange={this._engagementRangeUpdated}/>
</div>
<div className='group third'>
<Movement ship={ship} eng={eng} cargo={cargo} fuel={fuel}/>
<Shields marker={shieldMarker} ship={ship} opponent={opponent} sys={sys}/>
</div>
<div className='group third'>
<Movement marker={movementMarker} ship={ship} eng={eng} cargo={cargo} fuel={fuel}/>
</div>
</span>
);

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@@ -25,7 +25,7 @@ export default class Cargo extends TranslatedComponent {
this.state = {
cargoCapacity: ship.cargoCapacity,
cargoLevel: 1,
cargoLevel: 0,
};
}

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@@ -26,7 +26,7 @@ export default class Range extends TranslatedComponent {
const maxRange = this._calcMaxRange(ship);
this.state = {
maxRange: maxRange,
maxRange,
rangeLevel: 1,
};
}
@@ -75,7 +75,7 @@ export default class Range extends TranslatedComponent {
/**
* Update range
* @param {number} range percentage level from 0 to 1
* @param {number} rangeLevel percentage level from 0 to 1
*/
_rangeChange(rangeLevel) {
const { maxRange } = this.state;

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@@ -7,6 +7,7 @@ import TranslatedComponent from './TranslatedComponent';
*/
export default class Movement extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
eng: React.PropTypes.number.isRequired,
fuel: React.PropTypes.number.isRequired,
@@ -44,7 +45,6 @@ export default class Movement extends TranslatedComponent {
const { formats, translate, units } = language;
const { boost } = this.state;
//<svg style={{ width: '100%', height: '100%', stroke: '#FF8C0D', fill: '#FF8C0D' }} viewBox='0 0 600 600' fillRule="evenodd" clipRule="evenodd">
return (
<span id='movement'>
<svg viewBox='0 0 600 600' fillRule="evenodd" clipRule="evenodd">
@@ -73,13 +73,13 @@ export default class Movement extends TranslatedComponent {
// Speed
<text x="500" y="80" strokeWidth='1'>{formats.int(ship.calcSpeed(eng, fuel, cargo, boost))}m/s</text>
// Pitch
<text x="355" y="410" strokeWidth='1'>{formats.f1(ship.calcPitch(eng, fuel, cargo, boost))}°/s</text>
<text x="355" y="410" strokeWidth='1'>{formats.int(ship.calcPitch(eng, fuel, cargo, boost))}°/s</text>
// Roll
<text x="450" y="100" strokeWidth='1'>{formats.f1(ship.calcRoll(eng, fuel, cargo, boost))}°/s</text>
<text x="450" y="100" strokeWidth='1'>{formats.int(ship.calcRoll(eng, fuel, cargo, boost))}°/s</text>
// Yaw
<text x="160" y="430" strokeWidth='1'>{formats.f1(ship.calcYaw(eng, fuel, cargo, boost))}°/s</text>
<text x="160" y="430" strokeWidth='1'>{formats.int(ship.calcYaw(eng, fuel, cargo, boost))}°/s</text>
</svg>
<button className={boost ? 'boost' : 'noboost'} onClick={this._toggleBoost}>Boost</button>
{ ship.canBoost() ? <button className={boost ? 'boost' : 'noboost'} onClick={this._toggleBoost}>Boost</button> : null }
</span>);
}
}

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@@ -242,6 +242,7 @@ export default class Pips extends TranslatedComponent {
/**
* Handle a click
* @param {string} which Which item was clicked
*/
onClick(which) {
if (which == 'SYS') {

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@@ -0,0 +1,194 @@
import React from 'react';
import cn from 'classnames';
import TranslatedComponent from './TranslatedComponent';
import * as Calc from '../shipyard/Calculations';
import { DamageAbsolute, DamageExplosive, DamageKinetic, DamageThermal } from './SvgIcons';
/**
* Shields
* Effective shield strength (including SCBs)
* Time for opponent to down shields
* - need sustained DPS for each type of damage (K/T/E/R)
* - turn in to % of shields removed per second
*/
export default class Shields extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
opponent: React.PropTypes.object.isRequired,
sys: React.PropTypes.number.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
*/
constructor(props) {
super(props);
const { shield, absolute, explosive, kinetic, thermal } = this._calcMetrics(props.ship, props.opponent, props.sys);
this.state = { shield, absolute, explosive, kinetic, thermal };
}
/**
* Update the state if our properties change
* @param {Object} nextProps Incoming/Next properties
* @return {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps) {
if (this.props.marker != nextProps.marker || this.props.sys != nextProps.sys) {
const { shield, absolute, explosive, kinetic, thermal } = this._calcMetrics(nextProps.ship, nextProps.opponent, nextProps.sys);
this.setState({ shield, absolute, explosive, kinetic, thermal });
return true;
}
}
/**
* Calculate shield metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The opponent ship
* @returns {Object} Shield metrics
*/
_calcMetrics(ship, opponent, sys) {
const sysResistance = this._calcSysResistance(sys);
const shieldGenerator = ship.findShieldGenerator();
// Boosters
let boost = 1;
let boosterExplDmg = 1;
let boosterKinDmg = 1;
let boosterThermDmg = 1;
for (let slot of ship.hardpoints) {
if (slot.enabled && slot.m && slot.m.grp == 'sb') {
boost += slot.m.getShieldBoost();
boosterExplDmg = boosterExplDmg * (1 - slot.m.getExplosiveResistance());
boosterKinDmg = boosterKinDmg * (1 - slot.m.getKineticResistance());
boosterThermDmg = boosterThermDmg * (1 - slot.m.getThermalResistance());
}
}
// Calculate diminishing returns for boosters
boost = Math.min(boost, (1 - Math.pow(Math.E, -0.7 * boost)) * 2.5);
// Remove base shield generator strength
boost -= 1;
boosterExplDmg = boosterExplDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterExplDmg) / 2;
boosterKinDmg = boosterKinDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
boosterThermDmg = boosterThermDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
const generatorStrength = Calc.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
const boostersStrength = generatorStrength * boost;
const shield = {
generator: generatorStrength,
boosters: boostersStrength,
total: generatorStrength + boostersStrength
};
// Resistances have three components: the shield generator, the shield boosters and the SYS pips.
// We re-cast these as damage percentages
const absolute = {
generator: 1,
boosters: 1,
sys: 1 - sysResistance,
total: 1 - sysResistance
};
const explosive = {
generator: 1 - shieldGenerator.getExplosiveResistance(),
boosters: boosterExplDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - sysResistance)
};
const kinetic = {
generator: 1 - shieldGenerator.getKineticResistance(),
boosters: boosterKinDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - sysResistance)
};
const thermal = {
generator: 1 - shieldGenerator.getThermalResistance(),
boosters: boosterThermDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - sysResistance)
};
return { shield, absolute, explosive, kinetic, thermal };
}
/**
* Calculate the resistance provided by SYS pips
* @param {integer} sys the value of the SYS pips
* @returns {integer} the resistance for the given pips
*/
_calcSysResistance(sys) {
return Math.pow(sys,0.85) * 0.6 / Math.pow(4,0.85);
}
/**
* Render shields
* @return {React.Component} contents
*/
render() {
const { ship, sys } = this.props;
const { language, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { shield, absolute, explosive, kinetic, thermal } = this.state;
const shieldTooltipDetails = [];
shieldTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.int(shield.generator)}{units.MJ}</div>);
shieldTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.int(shield.boosters)}{units.MJ}</div>);
const absoluteTooltipDetails = [];
absoluteTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(absolute.generator)}</div>);
absoluteTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(absolute.boosters)}</div>);
absoluteTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(absolute.sys)}</div>);
const explosiveTooltipDetails = [];
explosiveTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(explosive.generator)}</div>);
explosiveTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(explosive.boosters)}</div>);
explosiveTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(explosive.sys)}</div>);
const kineticTooltipDetails = [];
kineticTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(kinetic.generator)}</div>);
kineticTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(kinetic.boosters)}</div>);
kineticTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(kinetic.sys)}</div>);
const thermalTooltipDetails = [];
thermalTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(thermal.generator)}</div>);
thermalTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(thermal.boosters)}</div>);
thermalTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(thermal.sys)}</div>);
return (
<span id='shields'>
<table>
<tbody>
<tr>
<td colSpan='5' onMouseOver={termtip.bind(null, <div>{shieldTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('shields')}: {formats.int(shield.total)}{units.MJ}</td>
</tr>
<tr>
<td className='le'>{translate('damage from')}</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'absolute')} onMouseOut={tooltip.bind(null, null)}><DamageAbsolute /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{absoluteTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(absolute.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'explosive')} onMouseOut={tooltip.bind(null, null)}><DamageExplosive /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{explosiveTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(explosive.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'kinetic')} onMouseOut={tooltip.bind(null, null)}><DamageKinetic /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{kineticTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(kinetic.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'thermal')} onMouseOut={tooltip.bind(null, null)}><DamageThermal /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{thermalTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(thermal.total)}</span>
</td>
</tr>
</tbody>
</table>
</span>);
}
}

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@@ -56,7 +56,8 @@ export default class ShipPicker extends TranslatedComponent {
/**
* Update ship
* @param {object} ship the ship
* @param {object} shipId the ship
* @param {string} build the build, if present
*/
_shipChange(shipId, build) {
const ship = new Ship(shipId, Ships[shipId].properties, Ships[shipId].slots);
@@ -71,6 +72,7 @@ export default class ShipPicker extends TranslatedComponent {
/**
* Render the menu for the picker
* @returns {object} the picker menu
*/
_renderPickerMenu() {
const { ship, build } = this.state;

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@@ -174,6 +174,20 @@ function normValues(minMass, optMass, maxMass, minMul, optMul, maxMul, mass, bas
res];
}
/**
* Calculate a single value
* @param {number} minMass the minimum mass of the thrusters
* @param {number} optMass the optimum mass of the thrusters
* @param {number} maxMass the maximum mass of the thrusters
* @param {number} minMul the minimum multiplier of the thrusters
* @param {number} optMul the optimum multiplier of the thrusters
* @param {number} maxMul the maximum multiplier of the thrusters
* @param {number} mass the mass of the ship
* @param {base} base the base value from which to calculate
* @param {number} engpip the multiplier per pip to engines
* @param {number} eng the pips to engines
* @returns {number} the resultant value
*/
function calcValue(minMass, optMass, maxMass, minMul, optMul, maxMul, mass, base, engpip, eng) {
const xnorm = Math.min(1, (maxMass - mass) / (maxMass - minMass));
const exponent = Math.log((optMul - minMul) / (maxMul - minMul)) / Math.log(Math.min(1, (maxMass - optMass) / (maxMass - minMass)));
@@ -184,6 +198,17 @@ function calcValue(minMass, optMass, maxMass, minMul, optMul, maxMul, mass, base
return res * (1 - (engpip * (4 - eng)));
}
/**
* Calculate speed for a given setup
* @param {number} mass the mass of the ship
* @param {number} baseSpeed the base speed of the ship
* @param {ojbect} thrusters the thrusters of the ship
* @param {number} engpip the multiplier per pip to engines
* @param {number} eng the pips to engines
* @param {number} boostFactor the boost factor for ths ship
* @param {boolean} boost true if the boost is activated
* @returns {number} the resultant speed
*/
export function calcSpeed(mass, baseSpeed, thrusters, engpip, eng, boostFactor, boost) {
// thrusters might be a module or a template; handle either here
const minMass = thrusters instanceof Module ? thrusters.getMinMass() : thrusters.minmass;
@@ -201,6 +226,17 @@ export function calcSpeed(mass, baseSpeed, thrusters, engpip, eng, boostFactor,
return result;
}
/**
* Calculate pitch for a given setup
* @param {number} mass the mass of the ship
* @param {number} basePitch the base pitch of the ship
* @param {ojbect} thrusters the thrusters of the ship
* @param {number} engpip the multiplier per pip to engines
* @param {number} eng the pips to engines
* @param {number} boostFactor the boost factor for ths ship
* @param {boolean} boost true if the boost is activated
* @returns {number} the resultant pitch
*/
export function calcPitch(mass, basePitch, thrusters, engpip, eng, boostFactor, boost) {
// thrusters might be a module or a template; handle either here
let minMass = thrusters instanceof Module ? thrusters.getMinMass() : thrusters.minmass;
@@ -218,6 +254,17 @@ export function calcPitch(mass, basePitch, thrusters, engpip, eng, boostFactor,
return result;
}
/**
* Calculate roll for a given setup
* @param {number} mass the mass of the ship
* @param {number} baseRoll the base roll of the ship
* @param {ojbect} thrusters the thrusters of the ship
* @param {number} engpip the multiplier per pip to engines
* @param {number} eng the pips to engines
* @param {number} boostFactor the boost factor for ths ship
* @param {boolean} boost true if the boost is activated
* @returns {number} the resultant roll
*/
export function calcRoll(mass, baseRoll, thrusters, engpip, eng, boostFactor, boost) {
// thrusters might be a module or a template; handle either here
let minMass = thrusters instanceof Module ? thrusters.getMinMass() : thrusters.minmass;
@@ -235,6 +282,17 @@ export function calcRoll(mass, baseRoll, thrusters, engpip, eng, boostFactor, bo
return result;
}
/**
* Calculate yaw for a given setup
* @param {number} mass the mass of the ship
* @param {number} baseYaw the base yaw of the ship
* @param {ojbect} thrusters the thrusters of the ship
* @param {number} engpip the multiplier per pip to engines
* @param {number} eng the pips to engines
* @param {number} boostFactor the boost factor for ths ship
* @param {boolean} boost true if the boost is activated
* @returns {number} the resultant yaw
*/
export function calcYaw(mass, baseYaw, thrusters, engpip, eng, boostFactor, boost) {
// thrusters might be a module or a template; handle either here
let minMass = thrusters instanceof Module ? thrusters.getMinMass() : thrusters.minmass;

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@@ -1286,13 +1286,13 @@ export default class Ship {
shield = Calc.shieldStrength(this.hullMass, this.baseShieldStrength, sgSlot.m, 1);
shieldExplRes = 1 - sgSlot.m.getExplosiveResistance();
shieldExplDRStart = shieldExplRes * 0.7;
shieldExplDREnd = shieldExplRes * 0; // Currently don't know where this is
shieldExplDREnd = 0;
shieldKinRes = 1 - sgSlot.m.getKineticResistance();
shieldKinDRStart = shieldKinRes * 0.7;
shieldKinDREnd = shieldKinRes * 0; // Currently don't know where this is
shieldKinDREnd = 0;
shieldThermRes = 1 - sgSlot.m.getThermalResistance();
shieldThermDRStart = shieldThermRes * 0.7;
shieldThermDREnd = shieldThermRes * 0; // Currently don't know where this is
shieldThermDREnd = 0;
// Shield from boosters
for (let slot of this.hardpoints) {