This commit is contained in:
Cmdr McDonald
2017-03-17 18:10:07 +00:00
parent 23c4da55de
commit 369d882354
14 changed files with 695 additions and 404 deletions

View File

@@ -52,7 +52,6 @@ export function weaponComparator(translate, propComparator, desc) {
export default class DamageDealt extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired,
chartWidth: React.PropTypes.number.isRequired,
code: React.PropTypes.string.isRequired
};
@@ -556,7 +555,6 @@ export default class DamageDealt extends TranslatedComponent {
<div className='group half'>
<h1>{translate('sustained dps against standard shields')}</h1>
<LineChart
width={this.props.chartWidth}
xMax={maxRange}
yMax={this.state.maxDps}
xLabel={translate('range')}
@@ -572,7 +570,6 @@ export default class DamageDealt extends TranslatedComponent {
<div className='group half'>
<h1>{translate('sustained dps against standard armour')}</h1>
<LineChart
width={this.props.chartWidth}
xMax={maxRange}
yMax={this.state.maxDps}
xLabel={translate('range')}

View File

@@ -30,7 +30,7 @@ export default class Defence extends TranslatedComponent {
constructor(props) {
super(props);
const { shield, armour, shielddamage, armourdamage } = this._calcMetrics(props.ship, props.opponent, props.sys, props.engagementrange);
const { shield, armour, shielddamage, armourdamage } = Calc.defenceMetrics(props.ship, props.opponent, props.sys, props.engagementrange);
this.state = { shield, armour, shielddamage, armourdamage };
}
@@ -41,10 +41,10 @@ export default class Defence extends TranslatedComponent {
*/
componentWillReceiveProps(nextProps) {
if (this.props.marker != nextProps.marker || this.props.sys != nextProps.sys) {
const { shield, armour, shielddamage, armourdamage } = this._calcMetrics(nextProps.ship, nextProps.opponent, nextProps.sys, nextProps.engagementrange);
const { shield, armour, shielddamage, armourdamage } = Calc.defenceMetrics(nextProps.ship, nextProps.opponent, nextProps.sys, nextProps.engagementrange);
this.setState({ shield, armour, shielddamage, armourdamage });
return true;
}
return true;
}
/**
@@ -104,253 +104,6 @@ export default class Defence extends TranslatedComponent {
return { shieldsdps, armoursdps };
}
/**
* Obtain the recharge rate of the SYS capacitor of a power distributor given pips
* @param {Object} pd The power distributor
* @param {number} sys The number of pips to SYS
* @returns {number} The recharge rate in MJ/s
*/
_calcSysRechargeRate(pd, sys) {
return pd.getSystemsRechargeRate() * Math.pow(sys, 1.1) / Math.pow(4, 1.1);
}
/**
* Calculate shield metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The opponent ship
* @param {int} engagementrange The range between the ship and opponent
* @returns {Object} Shield metrics
*/
_calcMetrics(ship, opponent, sys, engagementrange) {
const sysResistance = this._calcSysResistance(sys);
const maxSysResistance = this._calcSysResistance(4);
// Obtain the opponent's sustained DPS on us for later damage calculations
const { shieldsdps, armoursdps } = this._calcSustainedDps(opponent, ship, engagementrange);
let shielddamage = {};
let shield = {};
const shieldGeneratorSlot = ship.findInternalByGroup('sg');
if (shieldGeneratorSlot && shieldGeneratorSlot.enabled && shieldGeneratorSlot.m) {
const shieldGenerator = shieldGeneratorSlot.m;
// 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;
// Apply diminishing returns
boosterExplDmg = boosterExplDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterExplDmg) / 2;
boosterKinDmg = boosterKinDmg > 0.7 ? boosterKinDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
boosterThermDmg = boosterThermDmg > 0.7 ? boosterThermDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
const generatorStrength = Calc.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
const boostersStrength = generatorStrength * boost;
// Recover time is the time taken to go from 0 to 50%. It includes a 16-second wait before shields start to recover
const shieldToRecover = (generatorStrength + boostersStrength) / 2;
const powerDistributor = ship.standard[4].m;
const sysRechargeRate = this._calcSysRechargeRate(powerDistributor, sys);
// Our initial regeneration comes from the SYS capacitor store, which is replenished as it goes
// 0.6 is a magic number from FD: each 0.6 MW of energy from the power distributor recharges 1 MJ/s of regeneration
let capacitorDrain = (shieldGenerator.getBrokenRegenerationRate() * 0.6) - sysRechargeRate;
let capacitorLifetime = powerDistributor.getSystemsCapacity() / capacitorDrain;
let recover = 16;
if (capacitorDrain <= 0 || shieldToRecover < capacitorLifetime * shieldGenerator.getBrokenRegenerationRate()) {
// We can recover the entire shield from the capacitor store
recover += shieldToRecover / shieldGenerator.getBrokenRegenerationRate();
} else {
// We can recover some of the shield from the capacitor store
recover += capacitorLifetime;
const remainingShieldToRecover = shieldToRecover - capacitorLifetime * shieldGenerator.getBrokenRegenerationRate();
if (sys === 0) {
// No system pips so will never recover shields
recover = Math.Inf;
} else {
// Recover remaining shields at the rate of the power distributor's recharge
recover += remainingShieldToRecover / (sysRechargeRate / 0.6);
}
}
// Recharge time is the time taken to go from 50% to 100%
const shieldToRecharge = (generatorStrength + boostersStrength) / 2;
// Our initial regeneration comes from the SYS capacitor store, which is replenished as it goes
// 0.6 is a magic number from FD: each 0.6 MW of energy from the power distributor recharges 1 MJ/s of regeneration
capacitorDrain = (shieldGenerator.getRegenerationRate() * 0.6) - sysRechargeRate;
capacitorLifetime = powerDistributor.getSystemsCapacity() / capacitorDrain;
let recharge = 0;
if (capacitorDrain <= 0 || shieldToRecharge < capacitorLifetime * shieldGenerator.getRegenerationRate()) {
// We can recharge the entire shield from the capacitor store
recharge += shieldToRecharge / shieldGenerator.getRegenerationRate();
} else {
// We can recharge some of the shield from the capacitor store
recharge += capacitorLifetime;
const remainingShieldToRecharge = shieldToRecharge - capacitorLifetime * shieldGenerator.getRegenerationRate();
if (sys === 0) {
// No system pips so will never recharge shields
recharge = Math.Inf;
} else {
// Recharge remaining shields at the rate of the power distributor's recharge
recharge += remainingShieldToRecharge / (sysRechargeRate / 0.6);
}
}
shield = {
generator: generatorStrength,
boosters: boostersStrength,
cells: ship.shieldCells,
total: generatorStrength + boostersStrength + ship.shieldCells,
recover,
recharge,
};
// Shield resistances have three components: the shield generator, the shield boosters and the SYS pips.
// We re-cast these as damage percentages
shield.absolute = {
generator: 1,
boosters: 1,
sys: 1 - sysResistance,
total: 1 - sysResistance,
max: 1 - maxSysResistance
};
shield.explosive = {
generator: 1 - shieldGenerator.getExplosiveResistance(),
boosters: boosterExplDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - maxSysResistance)
};
shield.kinetic = {
generator: 1 - shieldGenerator.getKineticResistance(),
boosters: boosterKinDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - maxSysResistance)
};
shield.thermal = {
generator: 1 - shieldGenerator.getThermalResistance(),
boosters: boosterThermDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - maxSysResistance)
};
shielddamage.absolutesdps = shieldsdps.absolute *= shield.absolute.total;
shielddamage.explosivesdps = shieldsdps.explosive *= shield.explosive.total;
shielddamage.kineticsdps = shieldsdps.kinetic *= shield.kinetic.total;
shielddamage.thermalsdps = shieldsdps.thermal *= shield.thermal.total;
shielddamage.totalsdps = shielddamage.absolutesdps + shielddamage.explosivesdps + shielddamage.kineticsdps + shielddamage.thermalsdps;
}
// Armour from bulkheads
const armourBulkheads = ship.baseArmour + (ship.baseArmour * ship.bulkheads.m.getHullBoost());
let armourReinforcement = 0;
let moduleArmour = 0;
let moduleProtection = 1;
let hullExplDmg = 1;
let hullKinDmg = 1;
let hullThermDmg = 1;
// Armour from HRPs and module armour from MRPs
for (let slot of ship.internal) {
if (slot.m && slot.m.grp == 'hr') {
armourReinforcement += slot.m.getHullReinforcement();
// Hull boost for HRPs is applied against the ship's base armour
armourReinforcement += ship.baseArmour * slot.m.getModValue('hullboost') / 10000;
hullExplDmg = hullExplDmg * (1 - slot.m.getExplosiveResistance());
hullKinDmg = hullKinDmg * (1 - slot.m.getKineticResistance());
hullThermDmg = hullThermDmg * (1 - slot.m.getThermalResistance());
}
if (slot.m && slot.m.grp == 'mrp') {
moduleArmour += slot.m.getIntegrity();
moduleProtection = moduleProtection * (1 - slot.m.getProtection());
}
}
moduleProtection = 1 - moduleProtection;
// Apply diminishing returns
hullExplDmg = hullExplDmg > 0.7 ? hullExplDmg : 0.7 - (0.7 - hullExplDmg) / 2;
hullKinDmg = hullKinDmg > 0.7 ? hullKinDmg : 0.7 - (0.7 - hullKinDmg) / 2;
hullThermDmg = hullThermDmg > 0.7 ? hullThermDmg : 0.7 - (0.7 - hullThermDmg) / 2;
const armour = {
bulkheads: armourBulkheads,
reinforcement: armourReinforcement,
modulearmour: moduleArmour,
moduleprotection: moduleProtection,
total: armourBulkheads + armourReinforcement
};
// Armour resistances have two components: bulkheads and HRPs
// We re-cast these as damage percentages
armour.absolute = {
bulkheads: 1,
reinforcement: 1,
total: 1
};
armour.explosive = {
bulkheads: 1 - ship.bulkheads.m.getExplosiveResistance(),
reinforcement: hullExplDmg,
total: (1 - ship.bulkheads.m.getExplosiveResistance()) * hullExplDmg
};
armour.kinetic = {
bulkheads: 1 - ship.bulkheads.m.getKineticResistance(),
reinforcement: hullKinDmg,
total: (1 - ship.bulkheads.m.getKineticResistance()) * hullKinDmg
};
armour.thermal = {
bulkheads: 1 - ship.bulkheads.m.getThermalResistance(),
reinforcement: hullThermDmg,
total: (1 - ship.bulkheads.m.getThermalResistance()) * hullThermDmg
};
const armourdamage = {
absolutesdps: armoursdps.absolute *= armour.absolute.total,
explosivesdps: armoursdps.explosive *= armour.explosive.total,
kineticsdps: armoursdps.kinetic *= armour.kinetic.total,
thermalsdps: armoursdps.thermal *= armour.thermal.total
};
armourdamage.totalsdps = armourdamage.absolutesdps + armourdamage.explosivesdps + armourdamage.kineticsdps + armourdamage.thermalsdps;
return { shield, armour, shielddamage, armourdamage };
}
/**
* 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
@@ -371,13 +124,13 @@ export default class Defence extends TranslatedComponent {
const shieldThermalTooltipDetails = [];
let maxEffectiveShield = 0;
if (shield.total) {
if (Math.round(shield.generator) > 0) shieldSourcesData.push({ value: Math.round(shield.generator), label: translate('generator') });
if (Math.round(shield.boosters) > 0) shieldSourcesData.push({ value: Math.round(shield.boosters), label: translate('boosters') });
if (Math.round(shield.cells) > 0) shieldSourcesData.push({ value: Math.round(shield.cells), label: translate('cells') });
shieldSourcesData.push({ value: Math.round(shield.generator), label: translate('generator') });
shieldSourcesData.push({ value: Math.round(shield.boosters), label: translate('boosters') });
shieldSourcesData.push({ value: Math.round(shield.cells), label: translate('cells') });
if (Math.round(shield.generator) > 0) shieldTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.int(shield.generator)}{units.MJ}</div>);
if (Math.round(shield.boosters) > 0) shieldTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.int(shield.boosters)}{units.MJ}</div>);
if (Math.round(shield.cells) > 0) shieldTooltipDetails.push(<div key='cells'>{translate('cells') + ' ' + formats.int(shield.cells)}{units.MJ}</div>);
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>);
shieldTooltipDetails.push(<div key='cells'>{translate('cells') + ' ' + formats.int(shield.cells)}{units.MJ}</div>);
shieldAbsoluteTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.absolute.generator)}</div>);
shieldAbsoluteTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.absolute.boosters)}</div>);
@@ -413,12 +166,12 @@ export default class Defence extends TranslatedComponent {
}
const armourSourcesData = [];
if (Math.round(armour.bulkheads) > 0) armourSourcesData.push({ value: Math.round(armour.bulkheads), label: translate('bulkheads') });
if (Math.round(armour.reinforcement) > 0) armourSourcesData.push({ value: Math.round(armour.reinforcement), label: translate('reinforcement') });
armourSourcesData.push({ value: Math.round(armour.bulkheads), label: translate('bulkheads') });
armourSourcesData.push({ value: Math.round(armour.reinforcement), label: translate('reinforcement') });
const armourTooltipDetails = [];
if (armour.bulkheads > 0) armourTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.int(armour.bulkheads)}</div>);
if (armour.reinforcement > 0) armourTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.int(armour.reinforcement)}</div>);
armourTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.int(armour.bulkheads)}</div>);
armourTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.int(armour.reinforcement)}</div>);
const armourAbsoluteTooltipDetails = [];
armourAbsoluteTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.absolute.bulkheads)}</div>);
@@ -480,7 +233,7 @@ export default class Defence extends TranslatedComponent {
<div className='group quarter'>
<h2>{translate('armour metrics')}</h2>
<h2 onMouseOver={termtip.bind(null, <div>{armourTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('raw armour strength')}<br/>{formats.int(armour.total)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_LOSE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_LOSE_ARMOUR')}<br/>{armourdamage.totalsdps == 0 ? translate('infinity') : formats.time(armour.total / armourdamage.totalsdps)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_LOSE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_LOSE_ARMOUR')}<br/>{armourdamage.totalsdps == 0 ? translate('ever') : formats.time(armour.total / armourdamage.totalsdps)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_MODULE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('raw module armour')}<br/>{formats.int(armour.modulearmour)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_MODULE_PROTECTION_EXTERNAL'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_MODULE_PROTECTION_EXTERNAL')}<br/>{formats.pct1(armour.moduleprotection / 2)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_MODULE_PROTECTION_INTERNAL'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_MODULE_PROTECTION_INTERNAL')}<br/>{formats.pct1(armour.moduleprotection)}</h2>

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@@ -15,7 +15,6 @@ import * as Calc from '../shipyard/Calculations';
export default class EngineProfile extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired,
chartWidth: React.PropTypes.number.isRequired,
cargo: React.PropTypes.number.isRequired,
fuel: React.PropTypes.number.isRequired,
eng: React.PropTypes.number.isRequired,
@@ -87,24 +86,20 @@ export default class EngineProfile extends TranslatedComponent {
// This graph can have a precipitous fall-off so we use lots of points to make it look a little smoother
return (
<span>
<h1>{translate('engine profile')}</h1>
<LineChart
width={this.props.chartWidth}
xMin={minMass}
xMax={maxMass}
yMin={minSpeed}
yMax={maxSpeed}
xMark={mark}
xLabel={translate('mass')}
xUnit={translate('T')}
yLabel={translate('maximum speed')}
yUnit={translate('m/s')}
func={this.state.calcMaxSpeedFunc}
points={1000}
code={code}
/>
</span>
<LineChart
xMin={minMass}
xMax={maxMass}
yMin={minSpeed}
yMax={maxSpeed}
xMark={mark}
xLabel={translate('mass')}
xUnit={translate('T')}
yLabel={translate('maximum speed')}
yUnit={translate('m/s')}
func={this.state.calcMaxSpeedFunc}
points={1000}
code={code}
/>
);
}
}

View File

@@ -15,7 +15,6 @@ import * as Calc from '../shipyard/Calculations';
export default class FSDProfile extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired,
chartWidth: React.PropTypes.number.isRequired,
cargo: React.PropTypes.number.isRequired,
fuel: React.PropTypes.number.isRequired,
marker: React.PropTypes.string.isRequired
@@ -85,24 +84,20 @@ export default class FSDProfile extends TranslatedComponent {
const code = ship.name + ship.toString() + '.' + fuel;
return (
<span>
<h1>{translate('fsd profile')}</h1>
<LineChart
width={this.props.chartWidth}
xMin={minMass}
xMax={maxMass}
yMin={minRange}
yMax={maxRange}
xMark={mark}
xLabel={translate('mass')}
xUnit={translate('T')}
yLabel={translate('maximum range')}
yUnit={translate('LY')}
func={this.state.calcMaxRangeFunc}
points={200}
code={code}
/>
</span>
<LineChart
xMin={minMass}
xMax={maxMass}
yMin={minRange}
yMax={maxRange}
xMark={mark}
xLabel={translate('mass')}
xUnit={translate('T')}
yLabel={translate('maximum range')}
yUnit={translate('LY')}
func={this.state.calcMaxRangeFunc}
points={200}
code={code}
/>
);
}
}

View File

@@ -15,7 +15,6 @@ import * as Calc from '../shipyard/Calculations';
export default class JumpRange extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired,
chartWidth: React.PropTypes.number.isRequired,
code: React.PropTypes.string.isRequired
};
@@ -91,7 +90,6 @@ export default class JumpRange extends TranslatedComponent {
<span>
<h1>{translate('jump range')}</h1>
<LineChart
width={this.props.chartWidth}
xMax={ship.cargoCapacity}
yMax={ship.unladenRange}
xLabel={translate('cargo')}

View File

@@ -1,4 +1,5 @@
import React from 'react';
import Measure from 'react-measure';
import * as d3 from 'd3';
import TranslatedComponent from './TranslatedComponent';
@@ -18,7 +19,6 @@ export default class LineChart extends TranslatedComponent {
};
static propTypes = {
width: React.PropTypes.number.isRequired,
func: React.PropTypes.func.isRequired,
xLabel: React.PropTypes.string.isRequired,
xMin: React.PropTypes.number,
@@ -63,7 +63,11 @@ export default class LineChart extends TranslatedComponent {
xScale,
xAxisScale,
yScale,
tipHeight: 2 + (1.2 * (series ? series.length : 0.8))
tipHeight: 2 + (1.2 * (series ? series.length : 0.8)),
dimensions: {
width: 100,
height: 100
}
};
}
@@ -73,13 +77,14 @@ export default class LineChart extends TranslatedComponent {
*/
_tooltip(xPos) {
let { xLabel, yLabel, xUnit, yUnit, func, series } = this.props;
let { xScale, yScale, innerWidth } = this.state;
let { xScale, yScale } = this.state;
let { width } = this.state.dimensions;
let { formats, translate } = this.context.language;
let x0 = xScale.invert(xPos),
y0 = func(x0),
tips = this.tipContainer,
yTotal = 0,
flip = (xPos / innerWidth > 0.60),
flip = (xPos / width > 0.60),
tipWidth = 0,
tipHeightPx = tips.selectAll('rect').node().getBoundingClientRect().height;
@@ -110,19 +115,21 @@ export default class LineChart extends TranslatedComponent {
/**
* Update dimensions based on properties and scale
* @param {Object} props React Component properties
* @param {Object} props React Component properties
* @param {number} scale size ratio / scale
* @returns {Object} calculated dimensions
*/
_updateDimensions(props, scale) {
let { width, xMax, xMin, yMin, yMax } = props;
let innerWidth = width - MARGIN.left - MARGIN.right;
let outerHeight = Math.round(width * 0.8 * scale);
let innerHeight = outerHeight - MARGIN.top - MARGIN.bottom;
const { xMax, xMin, yMin, yMax } = props;
const { width, height } = this.state.dimensions;
const innerWidth = width - MARGIN.left - MARGIN.right;
const outerHeight = Math.round(width * 2 / 3); // TODO make this an aspect property
const innerHeight = outerHeight - MARGIN.top - MARGIN.bottom;
this.state.xScale.range([0, innerWidth]).domain([xMin, xMax || 1]).clamp(true);
this.state.xAxisScale.range([0, innerWidth]).domain([xMin, xMax]).clamp(true);
this.state.yScale.range([innerHeight, 0]).domain([yMin, yMax + (yMax - yMin) * 0.1]); // 10% higher than maximum value for tooltip visibility
this.setState({ innerWidth, outerHeight, innerHeight });
return { innerWidth, outerHeight, innerHeight };
}
/**
@@ -183,7 +190,7 @@ export default class LineChart extends TranslatedComponent {
for (let i = 0, l = series ? series.length : 1; i < l; i++) {
const yAccessor = series ? function(d) { return state.yScale(d[1][this]); }.bind(series[i]) : (d) => state.yScale(d[1]);
seriesLines.push(d3.line().x((d, i) => this.state.xScale(d[0])).y(yAccessor));
detailElems.push(<text key={i} className='text-tip y' stroke={props.colors[i]} y={1.25 * (i + 2) + 'em'}/>);
detailElems.push(<text key={i} className='text-tip y' strokeWidth={0} fill={props.colors[i]} y={1.25 * (i + 2) + 'em'}/>);
markerElems.push(<circle key={i} className='marker' r='4' />);
}
@@ -196,7 +203,6 @@ export default class LineChart extends TranslatedComponent {
* Update dimensions and series data based on props and context.
*/
componentWillMount() {
this._updateDimensions(this.props, this.context.sizeRatio);
this._updateSeries(this.props, this.state);
}
@@ -206,14 +212,7 @@ export default class LineChart extends TranslatedComponent {
* @param {Object} nextContext Incoming/Next conext
*/
componentWillReceiveProps(nextProps, nextContext) {
let { func, xMin, xMax, yMin, yMax, width } = nextProps;
let props = this.props;
let domainChanged = xMax != props.xMax || xMin != props.xMin || yMax != props.yMax || yMin != props.yMin || func != props.func;
if (width != props.width || domainChanged || this.context.sizeRatio != nextContext.sizeRatio) {
this._updateDimensions(nextProps, nextContext.sizeRatio);
}
const props = this.props;
if (props.code != nextProps.code) {
this._updateSeries(nextProps, this.state);
@@ -225,53 +224,57 @@ export default class LineChart extends TranslatedComponent {
* @return {React.Component} Chart SVG
*/
render() {
if (!this.props.width) {
return null;
}
let { xMin, xMax, xLabel, yLabel, xUnit, yUnit, xMark, colors } = this.props;
let { innerWidth, outerHeight, innerHeight, tipHeight, detailElems, markerElems, seriesData, seriesLines } = this.state;
let line = this.line;
let lines = seriesLines.map((line, i) => <path key={i} className='line' fill='none' stroke={colors[i]} strokeWidth='1' d={line(seriesData)} />).reverse();
const { innerWidth, outerHeight, innerHeight } = this._updateDimensions(this.props, this.context.sizeRatio);
const { width, height } = this.state.dimensions;
const { xMin, xMax, xLabel, yLabel, xUnit, yUnit, xMark, colors } = this.props;
const { tipHeight, detailElems, markerElems, seriesData, seriesLines } = this.state;
const line = this.line;
const lines = seriesLines.map((line, i) => <path key={i} className='line' fill='none' stroke={colors[i]} strokeWidth='1' d={line(seriesData)} />).reverse();
const markX = xMark ? innerWidth * (xMark - xMin) / (xMax - xMin) : 0;
const xmark = xMark ? <path key={'mark'} className='line' fill='none' strokeDasharray='5,5' stroke={colors[0]} strokeWidth='1' d={'M ' + markX + ' ' + innerHeight + ' L ' + markX + ' 0'} /> : '';
return <svg style={{ width: '100%', height: outerHeight }}>
<g transform={`translate(${MARGIN.left},${MARGIN.top})`}>
<g>{xmark}</g>
<g>{lines}</g>
<g className='x axis' ref={(elem) => d3.select(elem).call(this.xAxis)} transform={`translate(0,${innerHeight})`}>
<text className='cap' y='30' dy='.1em' x={innerWidth / 2} style={{ textAnchor: 'middle' }}>
<tspan>{xLabel}</tspan>
<tspan className='metric'> ({xUnit})</tspan>
</text>
</g>
<g className='y axis' ref={(elem) => d3.select(elem).call(this.yAxis)}>
<text className='cap' transform='rotate(-90)' y='-50' dy='.1em' x={innerHeight / -2} style={{ textAnchor: 'middle' }}>
<tspan>{yLabel}</tspan>
{ yUnit && <tspan className='metric'> ({yUnit})</tspan> }
</text>
</g>
<g ref={(g) => this.tipContainer = d3.select(g)} style={{ display: 'none' }}>
<rect className='tooltip' height={tipHeight + 'em'}></rect>
{detailElems}
</g>
<g ref={(g) => this.markersContainer = d3.select(g)} style={{ display: 'none' }}>
{markerElems}
</g>
<rect
fillOpacity='0'
height={innerHeight}
width={innerWidth + 1}
onMouseEnter={this._showTip}
onTouchStart={this._showTip}
onMouseLeave={this._hideTip}
onTouchEnd={this._hideTip}
onMouseMove={this._moveTip}
onTouchMove={this._moveTip}
/>
</g>
</svg>;
return (
<Measure width='100%' whitelist={['width', 'top']} onMeasure={ (dimensions) => { this.setState({ dimensions }); }}>
<div width={width} height={height}>
<svg style={{ width: '100%', height: outerHeight }}>
<g transform={`translate(${MARGIN.left},${MARGIN.top})`}>
<g>{xmark}</g>
<g>{lines}</g>
<g className='x axis' ref={(elem) => d3.select(elem).call(this.xAxis)} transform={`translate(0,${innerHeight})`}>
<text className='cap' y='30' dy='.1em' x={innerWidth / 2} style={{ textAnchor: 'middle' }}>
<tspan>{xLabel}</tspan>
<tspan className='metric'> ({xUnit})</tspan>
</text>
</g>
<g className='y axis' ref={(elem) => d3.select(elem).call(this.yAxis)}>
<text className='cap' transform='rotate(-90)' y='-50' dy='.1em' x={innerHeight / -2} style={{ textAnchor: 'middle' }}>
<tspan>{yLabel}</tspan>
{ yUnit && <tspan className='metric'> ({yUnit})</tspan> }
</text>
</g>
<g ref={(g) => this.tipContainer = d3.select(g)} style={{ display: 'none' }}>
<rect className='tooltip' height={tipHeight + 'em'}></rect>
{detailElems}
</g>
<g ref={(g) => this.markersContainer = d3.select(g)} style={{ display: 'none' }}>
{markerElems}
</g>
<rect
fillOpacity='0'
height={innerHeight}
width={innerWidth + 1}
onMouseEnter={this._showTip}
onTouchStart={this._showTip}
onMouseLeave={this._hideTip}
onTouchEnd={this._hideTip}
onMouseMove={this._moveTip}
onTouchMove={this._moveTip}
/>
</g>
</svg>
</div>
</Measure>
);
}
}

View File

@@ -33,7 +33,6 @@ export default class Movement extends TranslatedComponent {
return (
<span id='movement'>
<h1>{translate('movement profile')}</h1>
<svg viewBox='0 0 600 600' fillRule="evenodd" clipRule="evenodd">
// Axes
<path d="M150 250v300" strokeWidth='1'/>

View File

@@ -11,6 +11,7 @@ import EngineProfile from './EngineProfile';
import FSDProfile from './FSDProfile';
import Movement from './Movement';
import Defence from './Defence';
import WeaponDamageChart from './WeaponDamageChart';
/**
* Outfitting subpages
@@ -21,7 +22,6 @@ export default class OutfittingSubpages extends TranslatedComponent {
ship: React.PropTypes.object.isRequired,
code: React.PropTypes.string.isRequired,
onChange: React.PropTypes.func.isRequired,
chartWidth: React.PropTypes.number.isRequired,
buildName: React.PropTypes.string,
sys: React.PropTypes.number.isRequired,
eng: React.PropTypes.number.isRequired,
@@ -73,25 +73,40 @@ export default class OutfittingSubpages extends TranslatedComponent {
* @return {React.Component} Tab contents
*/
_profilesTab() {
const { ship, code, chartWidth, cargo, fuel, eng, boost } = this.props;
const { ship, opponent, cargo, fuel, eng, boost, engagementRange } = this.props;
const { translate } = this.context.language;
let realBoost = boost && ship.canBoost();
const engineProfileMarker = `${ship.toString()}:${cargo}:${fuel}:${eng}:${realBoost}`;
const fsdProfileMarker = `${ship.toString()}:${cargo}:${fuel}`;
const movementMarker = `${ship.topSpeed}:${ship.pitch}:${ship.roll}:${ship.yaw}:${ship.canBoost()}`;
const damageMarker = `${ship.toString()}:${opponent.toString()}:${engagementRange}`;
return <div>
<div className='group third'>
<EngineProfile ship={ship} marker={engineProfileMarker} chartWidth={chartWidth} fuel={fuel} cargo={cargo} eng={eng} boost={realBoost} />
<h1>{translate('engine profile')}</h1>
<EngineProfile ship={ship} marker={engineProfileMarker} fuel={fuel} cargo={cargo} eng={eng} boost={realBoost} />
</div>
<div className='group third'>
<FSDProfile ship={ship} marker={fsdProfileMarker} fuel={fuel} cargo={cargo} chartWidth={chartWidth} />
<h1>{translate('fsd profile')}</h1>
<FSDProfile ship={ship} marker={fsdProfileMarker} fuel={fuel} cargo={cargo} />
</div>
<div className='group third'>
<h1>{translate('movement profile')}</h1>
<Movement marker={movementMarker} ship={ship} boost={boost} eng={eng} cargo={cargo} fuel={fuel}/>
</div>
<div className='group half'>
<h1>{translate('damage to opponent\'s shields')}</h1>
<WeaponDamageChart marker={damageMarker} ship={ship} opponent={opponent} hull={false} engagementRange={engagementRange} />
</div>
<div className='group half'>
<h1>{translate('damage to opponent\'s hull')}</h1>
<WeaponDamageChart marker={damageMarker} ship={ship} opponent={opponent} hull={true} engagementRange={engagementRange} />
</div>
</div>;
}
@@ -114,7 +129,7 @@ export default class OutfittingSubpages extends TranslatedComponent {
_defenceTab() {
const { ship, sys, eng, wep, cargo, fuel, boost, engagementRange, opponent, opponentBuild } = this.props;
const marker = `${ship.shield}:${ship.shieldCells}:${ship.shieldExplRes}:${ship.shieldKinRes}:${ship.shieldThermRes}:${ship.armour}:${ship.standard[4].m.getSystemsCapacity()}:${ship.standard[4].m.getSystemsRechargeRate()}:${opponent.name}:${opponentBuild}:${engagementRange}`;
const marker = `${ship.toString()}:${opponent.name}:${opponentBuild}:${engagementRange}`;
return <div>
<Defence marker={marker} ship={ship} opponent={opponent} sys={sys} engagementrange={engagementRange}/>

View File

@@ -43,6 +43,11 @@ export default class PieChart extends Component {
* @returns {Object} the SVG for the slice
*/
sliceGenerator(d, i) {
if (!d || d.value == 0) {
// Ignore 0 values
return null;
}
const { width, height } = this.state.dimensions;
const { data } = this.props;

View File

@@ -0,0 +1,250 @@
import React from 'react';
import TranslatedComponent from './TranslatedComponent';
import { Ships } from 'coriolis-data/dist';
import ShipSelector from './ShipSelector';
import { nameComparator } from '../utils/SlotFunctions';
import { CollapseSection, ExpandSection, MountFixed, MountGimballed, MountTurret } from './SvgIcons';
import LineChart from '../components/LineChart';
import Slider from '../components/Slider';
import * as Calc from '../shipyard/Calculations';
import Module from '../shipyard/Module';
const DAMAGE_DEALT_COLORS = ['#FFFFFF', '#FF0000', '#00FF00', '#7777FF', '#FFFF00', '#FF00FF', '#00FFFF', '#777777'];
/**
* Weapon damage chart
*/
export default class WeaponDamageChart extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired,
opponent: React.PropTypes.object.isRequired,
hull: React.PropTypes.bool.isRequired,
engagementRange: React.PropTypes.number.isRequired,
marker: React.PropTypes.string.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
* @param {Object} context React Component context
*/
constructor(props, context) {
super(props);
const { ship, opponent, hull } = this.props;
const maxRange = this._calcMaxRange(ship);
// We take whichever is the higher for shields and hull to ensure same Y axis for both
const maxDps = Math.max(this._calcMaxSDps(ship, opponent, true), this._calcMaxSDps(ship, opponent, false));
this.state = {
maxRange,
maxDps
};
}
/**
* Set the initial weapons state
*/
componentWillMount() {
const weaponNames = this._weaponNames(this.props.ship, this.context);
this.setState({ weaponNames, calcSDpsFunc: this._calcSDps.bind(this, this.props.ship, weaponNames, this.props.opponent, this.props.hull) });
}
/**
* Set the updated weapons state if our ship changes
* @param {Object} nextProps Incoming/Next properties
* @param {Object} nextContext Incoming/Next conext
* @return {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps, nextContext) {
if (nextProps.marker != this.props.marker) {
const weaponNames = this._weaponNames(nextProps.ship, nextContext);
const maxRange = this._calcMaxRange(nextProps.ship);
// We take whichever is the higher for shields and hull to ensure same Y axis for both
const maxDps = Math.max(this._calcMaxSDps(nextProps.ship, nextProps.opponent, true), this._calcMaxSDps(nextProps.ship, nextProps.opponent, false));
this.setState({ weaponNames,
maxRange,
maxDps,
calcSDpsFunc: this._calcSDps.bind(this, nextProps.ship, weaponNames, nextProps.opponent, nextProps.hull)
});
}
return true;
}
/**
* Calculate the maximum range of a ship's weapons
* @param {Object} ship The ship
* @returns {int} The maximum range, in metres
*/
_calcMaxRange(ship) {
let maxRange = 1000; // Minimum
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const thisRange = ship.hardpoints[i].m.getRange();
if (thisRange > maxRange) {
maxRange = thisRange;
}
}
}
return maxRange;
}
/**
* Calculate the maximum sustained single-weapon DPS for this ship
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {bool} hull True if against hull
* @return {number} The maximum sustained single-weapon DPS
*/
_calcMaxSDps(ship, opponent, hull) {
// Additional information to allow effectiveness calculations
const { shield, armour, shielddamage, armourdamage } = Calc.defenceMetrics(opponent, ship, 4, 0);
let maxSDps = 0;
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const m = ship.hardpoints[i].m;
const thisSDps = this._calcWeaponSDps(ship, m, opponent, hull, shield, armour, 0);
if (thisSDps > maxSDps) {
maxSDps = thisSDps;
}
}
}
return maxSDps;
}
/**
* Obtain the weapon names for this ship
* @param {Object} ship The ship
* @param {Object} context The context
* @return {array} The weapon names
*/
_weaponNames(ship, context) {
const translate = context.language.translate;
let names = [];
let num = 1;
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const m = ship.hardpoints[i].m;
let name = '' + num++ + ': ' + m.class + m.rating + (m.missile ? '/' + m.missile : '') + ' ' + translate(m.name || m.grp);
let engineering;
if (m.blueprint && m.blueprint.name) {
engineering = translate(m.blueprint.name) + ' ' + translate('grade') + ' ' + m.blueprint.grade;
if (m.blueprint.special && m.blueprint.special.id) {
engineering += ', ' + translate(m.blueprint.special.name);
}
}
if (engineering) {
name = name + ' (' + engineering + ')';
}
names.push(name);
}
}
return names;
}
/**
* Calculate the per-weapon sustained DPS for this ship against another ship at a given range
* @param {Object} ship The ship
* @param {Object} weaponNames The names of the weapons for which to calculate DPS
* @param {Object} opponent The target
* @param {bool} hull true if to calculate against hull, false if to calculate against shields
* @param {Object} engagementRange The engagement range
* @return {array} The array of weapon DPS
*/
_calcSDps(ship, weaponNames, opponent, hull, engagementRange) {
// Additional information to allow effectiveness calculations
const { shield, armour, shielddamage, armourdamage } = Calc.defenceMetrics(opponent, ship, 4, engagementRange);
let results = {};
let weaponNum = 0;
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const m = ship.hardpoints[i].m;
results[weaponNames[weaponNum++]] = this._calcWeaponSDps(ship, m, opponent, hull, shield, armour, engagementRange);
}
}
return results;
}
/**
* Calculate the sustained DPS for a particular weapon for this ship against another ship at a given range
* @param {Object} ship The ship that will deal the damage
* @param {Object} m The weapon that will deal the damage
* @param {Object} opponent The ship against which damage will be dealt
* @param {boolean} hull True if hitting hull
* @param {Object} shield Shield defence metrics
* @param {Object} armour Armour defence metrics
* @param {Object} engagementRange The engagement range
* @return {object} Returns the sustained DPS for the weapon
*/
_calcWeaponSDps(ship, m, opponent, hull, shield, armour, engagementRange) {
let falloff = 1;
if (m.getFalloff()) {
// Calculate the falloff % due to range
if (engagementRange > m.getRange()) {
// Weapon is out of range
falloff = 0;
} else {
const falloffPoint = m.getFalloff();
if (engagementRange > falloffPoint) {
const falloffRange = m.getRange() - falloffPoint;
// Assuming straight-line falloff
falloff = 1 - (engagementRange - falloffPoint) / falloffRange;
}
}
}
let effectiveness = 0;
if (m.getDamageDist().E) {
effectiveness += m.getDamageDist().E * (hull ? armour.explosive.total : shield.explosive.total);
}
if (m.getDamageDist().K) {
effectiveness += m.getDamageDist().K * (hull ? armour.kinetic.total : shield.kinetic.total);
}
if (m.getDamageDist().T) {
effectiveness += m.getDamageDist().T * (hull ? armour.thermal.total : shield.thermal.total);
}
if (m.getDamageDist().A) {
effectiveness += m.getDamageDist().A * (hull ? armour.absolute.total : shield.absolute.total);
}
// Return the final effective SDPS
return (m.getClip() ? (m.getClip() * m.getDps() / m.getRoF()) / ((m.getClip() / m.getRoF()) + m.getReload()) : m.getDps()) * falloff * effectiveness;
}
/**
* Render damage dealt
* @return {React.Component} contents
*/
render() {
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { maxRange } = this.state;
const { ship, opponent } = this.props;
const sortOrder = this._sortOrder;
const onCollapseExpand = this._onCollapseExpand;
const code = `${ship.toString()}:${opponent.toString()}`;
return (
<span>
<LineChart
xMax={maxRange}
yMax={this.state.maxDps}
xLabel={translate('range')}
xUnit={translate('m')}
yLabel={translate('sdps')}
series={this.state.weaponNames}
colors={DAMAGE_DEALT_COLORS}
func={this.state.calcSDpsFunc}
points={200}
code={code}
/>
</span>
);
}
}

View File

@@ -14,9 +14,6 @@ import StandardSlotSection from '../components/StandardSlotSection';
import HardpointsSlotSection from '../components/HardpointsSlotSection';
import InternalSlotSection from '../components/InternalSlotSection';
import UtilitySlotSection from '../components/UtilitySlotSection';
import OffenceSummary from '../components/OffenceSummary';
import DefenceSummary from '../components/DefenceSummary';
import MovementSummary from '../components/MovementSummary';
import Pips from '../components/Pips';
import Boost from '../components/Boost';
import Fuel from '../components/Fuel';
@@ -92,7 +89,6 @@ export default class OutfittingPage extends Page {
title: this._getTitle(buildName),
costTab: Persist.getCostTab() || 'costs',
buildName,
thirdChartWidth: 400,
newBuildName: buildName,
shipId,
ship,
@@ -268,20 +264,6 @@ export default class OutfittingPage extends Page {
Router.replace(outfitURL(shipId, code, buildName));
}
/**
* Update dimenions from rendered DOM
*/
_updateDimensions() {
let elem = findDOMNode(this.refs.chartThird);
if (elem) {
this.setState({
thirdChartWidth: findDOMNode(this.refs.chartThird).offsetWidth,
halfChartWidth: findDOMNode(this.refs.chartThird).offsetWidth * 3 / 2
});
}
}
/**
* Update state based on context changes
* @param {Object} nextProps Incoming/Next properties
@@ -297,22 +279,14 @@ export default class OutfittingPage extends Page {
* Add listeners when about to mount
*/
componentWillMount() {
this.resizeListener = this.context.onWindowResize(this._updateDimensions);
document.addEventListener('keydown', this._keyDown);
}
/**
* Trigger DOM updates on mount
*/
componentDidMount() {
this._updateDimensions();
}
/**
* Remove listeners on unmount
*/
componentWillUnmount() {
this.resizeListener.remove();
document.removeEventListener('keydown', this._keyDown);
}
/**
@@ -360,7 +334,7 @@ export default class OutfittingPage extends Page {
let state = this.state,
{ language, termtip, tooltip, sizeRatio, onWindowResize } = this.context,
{ translate, units, formats } = language,
{ ship, code, savedCode, buildName, newBuildName, halfChartWidth, thirdChartWidth, sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = state,
{ ship, code, savedCode, buildName, newBuildName, sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = state,
hide = tooltip.bind(null, null),
menu = this.props.currentMenu,
shipUpdated = this._shipUpdated,
@@ -446,6 +420,7 @@ export default class OutfittingPage extends Page {
<div className='group half'>
<EngagementRange ship={ship} onChange={this._engagementRangeUpdated}/>
</div>
{/* Tabbed subpages */}
<OutfittingSubpages
ship={ship}
@@ -461,10 +436,8 @@ export default class OutfittingPage extends Page {
engagementRange={engagementRange}
opponent={opponent}
opponentBuild={opponentBuild}
chartWidth={thirdChartWidth}
/>
</div>
);
}
}

View File

@@ -310,3 +310,307 @@ export function calcYaw(mass, baseYaw, thrusters, engpip, eng, boostFactor, boos
return result;
}
/**
* Calculate defence metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The pips to SYS
* @param {int} engagementrange The range between the ship and opponent
* @returns {Object} Defence metrics
*/
export function defenceMetrics(ship, opponent, sys, engagementrange) {
const sysResistance = this.sysResistance(sys);
const maxSysResistance = this.sysResistance(4);
// Obtain the opponent's sustained DPS on us for later damage calculations
const { shieldsdps, armoursdps } = this._sustainedDps(opponent, ship, engagementrange);
let shielddamage = {};
let shield = {};
const shieldGeneratorSlot = ship.findInternalByGroup('sg');
if (shieldGeneratorSlot && shieldGeneratorSlot.enabled && shieldGeneratorSlot.m) {
const shieldGenerator = shieldGeneratorSlot.m;
// 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;
// Apply diminishing returns
boosterExplDmg = boosterExplDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterExplDmg) / 2;
boosterKinDmg = boosterKinDmg > 0.7 ? boosterKinDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
boosterThermDmg = boosterThermDmg > 0.7 ? boosterThermDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
const generatorStrength = this.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
const boostersStrength = generatorStrength * boost;
// Recover time is the time taken to go from 0 to 50%. It includes a 16-second wait before shields start to recover
const shieldToRecover = (generatorStrength + boostersStrength) / 2;
const powerDistributor = ship.standard[4].m;
const sysRechargeRate = this.sysRechargeRate(powerDistributor, sys);
// Our initial regeneration comes from the SYS capacitor store, which is replenished as it goes
// 0.6 is a magic number from FD: each 0.6 MW of energy from the power distributor recharges 1 MJ/s of regeneration
let capacitorDrain = (shieldGenerator.getBrokenRegenerationRate() * 0.6) - sysRechargeRate;
let capacitorLifetime = powerDistributor.getSystemsCapacity() / capacitorDrain;
let recover = 16;
if (capacitorDrain <= 0 || shieldToRecover < capacitorLifetime * shieldGenerator.getBrokenRegenerationRate()) {
// We can recover the entire shield from the capacitor store
recover += shieldToRecover / shieldGenerator.getBrokenRegenerationRate();
} else {
// We can recover some of the shield from the capacitor store
recover += capacitorLifetime;
const remainingShieldToRecover = shieldToRecover - capacitorLifetime * shieldGenerator.getBrokenRegenerationRate();
if (sys === 0) {
// No system pips so will never recover shields
recover = Math.Inf;
} else {
// Recover remaining shields at the rate of the power distributor's recharge
recover += remainingShieldToRecover / (sysRechargeRate / 0.6);
}
}
// Recharge time is the time taken to go from 50% to 100%
const shieldToRecharge = (generatorStrength + boostersStrength) / 2;
// Our initial regeneration comes from the SYS capacitor store, which is replenished as it goes
// 0.6 is a magic number from FD: each 0.6 MW of energy from the power distributor recharges 1 MJ/s of regeneration
capacitorDrain = (shieldGenerator.getRegenerationRate() * 0.6) - sysRechargeRate;
capacitorLifetime = powerDistributor.getSystemsCapacity() / capacitorDrain;
let recharge = 0;
if (capacitorDrain <= 0 || shieldToRecharge < capacitorLifetime * shieldGenerator.getRegenerationRate()) {
// We can recharge the entire shield from the capacitor store
recharge += shieldToRecharge / shieldGenerator.getRegenerationRate();
} else {
// We can recharge some of the shield from the capacitor store
recharge += capacitorLifetime;
const remainingShieldToRecharge = shieldToRecharge - capacitorLifetime * shieldGenerator.getRegenerationRate();
if (sys === 0) {
// No system pips so will never recharge shields
recharge = Math.Inf;
} else {
// Recharge remaining shields at the rate of the power distributor's recharge
recharge += remainingShieldToRecharge / (sysRechargeRate / 0.6);
}
}
shield = {
generator: generatorStrength,
boosters: boostersStrength,
cells: ship.shieldCells,
total: generatorStrength + boostersStrength + ship.shieldCells,
recover,
recharge,
};
// Shield resistances have three components: the shield generator, the shield boosters and the SYS pips.
// We re-cast these as damage percentages
shield.absolute = {
generator: 1,
boosters: 1,
sys: 1 - sysResistance,
total: 1 - sysResistance,
max: 1 - maxSysResistance
};
shield.explosive = {
generator: 1 - shieldGenerator.getExplosiveResistance(),
boosters: boosterExplDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - maxSysResistance)
};
shield.kinetic = {
generator: 1 - shieldGenerator.getKineticResistance(),
boosters: boosterKinDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - maxSysResistance)
};
shield.thermal = {
generator: 1 - shieldGenerator.getThermalResistance(),
boosters: boosterThermDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - maxSysResistance)
};
shielddamage.absolutesdps = shieldsdps.absolute *= shield.absolute.total;
shielddamage.explosivesdps = shieldsdps.explosive *= shield.explosive.total;
shielddamage.kineticsdps = shieldsdps.kinetic *= shield.kinetic.total;
shielddamage.thermalsdps = shieldsdps.thermal *= shield.thermal.total;
shielddamage.totalsdps = shielddamage.absolutesdps + shielddamage.explosivesdps + shielddamage.kineticsdps + shielddamage.thermalsdps;
}
// Armour from bulkheads
const armourBulkheads = ship.baseArmour + (ship.baseArmour * ship.bulkheads.m.getHullBoost());
let armourReinforcement = 0;
let moduleArmour = 0;
let moduleProtection = 1;
let hullExplDmg = 1;
let hullKinDmg = 1;
let hullThermDmg = 1;
// Armour from HRPs and module armour from MRPs
for (let slot of ship.internal) {
if (slot.m && slot.m.grp == 'hr') {
armourReinforcement += slot.m.getHullReinforcement();
// Hull boost for HRPs is applied against the ship's base armour
armourReinforcement += ship.baseArmour * slot.m.getModValue('hullboost') / 10000;
hullExplDmg = hullExplDmg * (1 - slot.m.getExplosiveResistance());
hullKinDmg = hullKinDmg * (1 - slot.m.getKineticResistance());
hullThermDmg = hullThermDmg * (1 - slot.m.getThermalResistance());
}
if (slot.m && slot.m.grp == 'mrp') {
moduleArmour += slot.m.getIntegrity();
moduleProtection = moduleProtection * (1 - slot.m.getProtection());
}
}
moduleProtection = 1 - moduleProtection;
// Apply diminishing returns
hullExplDmg = hullExplDmg > 0.7 ? hullExplDmg : 0.7 - (0.7 - hullExplDmg) / 2;
hullKinDmg = hullKinDmg > 0.7 ? hullKinDmg : 0.7 - (0.7 - hullKinDmg) / 2;
hullThermDmg = hullThermDmg > 0.7 ? hullThermDmg : 0.7 - (0.7 - hullThermDmg) / 2;
const armour = {
bulkheads: armourBulkheads,
reinforcement: armourReinforcement,
modulearmour: moduleArmour,
moduleprotection: moduleProtection,
total: armourBulkheads + armourReinforcement
};
// Armour resistances have two components: bulkheads and HRPs
// We re-cast these as damage percentages
armour.absolute = {
bulkheads: 1,
reinforcement: 1,
total: 1
};
armour.explosive = {
bulkheads: 1 - ship.bulkheads.m.getExplosiveResistance(),
reinforcement: hullExplDmg,
total: (1 - ship.bulkheads.m.getExplosiveResistance()) * hullExplDmg
};
armour.kinetic = {
bulkheads: 1 - ship.bulkheads.m.getKineticResistance(),
reinforcement: hullKinDmg,
total: (1 - ship.bulkheads.m.getKineticResistance()) * hullKinDmg
};
armour.thermal = {
bulkheads: 1 - ship.bulkheads.m.getThermalResistance(),
reinforcement: hullThermDmg,
total: (1 - ship.bulkheads.m.getThermalResistance()) * hullThermDmg
};
const armourdamage = {
absolutesdps: armoursdps.absolute *= armour.absolute.total,
explosivesdps: armoursdps.explosive *= armour.explosive.total,
kineticsdps: armoursdps.kinetic *= armour.kinetic.total,
thermalsdps: armoursdps.thermal *= armour.thermal.total
};
armourdamage.totalsdps = armourdamage.absolutesdps + armourdamage.explosivesdps + armourdamage.kineticsdps + armourdamage.thermalsdps;
return { shield, armour, shielddamage, armourdamage };
}
/**
* Calculate the resistance provided by SYS pips
* @param {integer} sys the value of the SYS pips
* @returns {integer} the resistance for the given pips
*/
export function sysResistance(sys) {
return Math.pow(sys,0.85) * 0.6 / Math.pow(4,0.85);
}
/**
* Obtain the recharge rate of the SYS capacitor of a power distributor given pips
* @param {Object} pd The power distributor
* @param {number} sys The number of pips to SYS
* @returns {number} The recharge rate in MJ/s
*/
export function sysRechargeRate(pd, sys) {
return pd.getSystemsRechargeRate() * Math.pow(sys, 1.1) / Math.pow(4, 1.1);
}
/**
* Calculate the sustained DPS for a ship at a given range, excluding resistances
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} engagementrange The range between the ship and opponent
* @returns {Object} Sustained DPS for shield and armour
*/
export function _sustainedDps(ship, opponent, engagementrange) {
const shieldsdps = {
absolute: 0,
explosive: 0,
kinetic: 0,
thermal: 0
};
const armoursdps = {
absolute: 0,
explosive: 0,
kinetic: 0,
thermal: 0
};
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].m && ship.hardpoints[i].enabled && ship.hardpoints[i].maxClass > 0) {
const m = ship.hardpoints[i].m;
// Initial sustained DPS
let sDps = m.getClip() ? (m.getClip() * m.getDps() / m.getRoF()) / ((m.getClip() / m.getRoF()) + m.getReload()) : m.getDps();
// Take fall-off in to account
const falloff = m.getFalloff();
if (falloff && engagementrange > falloff) {
const dropoffRange = m.getRange() - falloff;
sDps *= 1 - Math.min((engagementrange - falloff) / dropoffRange, 1);
}
// Piercing/hardness modifier (for armour only)
const armourMultiple = m.getPiercing() >= opponent.hardness ? 1 : m.getPiercing() / opponent.hardness;
// Break out the damage according to type
if (m.getDamageDist().A) {
shieldsdps.absolute += sDps * m.getDamageDist().A;
armoursdps.absolute += sDps * m.getDamageDist().A * armourMultiple;
}
if (m.getDamageDist().E) {
shieldsdps.explosive += sDps * m.getDamageDist().E;
armoursdps.explosive += sDps * m.getDamageDist().E * armourMultiple;
}
if (m.getDamageDist().K) {
shieldsdps.kinetic += sDps * m.getDamageDist().K;
armoursdps.kinetic += sDps * m.getDamageDist().K * armourMultiple;
}
if (m.getDamageDist().T) {
shieldsdps.thermal += sDps * m.getDamageDist().T;
armoursdps.thermal += sDps * m.getDamageDist().T * armourMultiple;
}
}
}
return { shieldsdps, armoursdps };
}

View File

@@ -47,6 +47,7 @@ export const ModuleGroupToName = {
pcm: 'First Class Passenger Cabin',
pcq: 'Luxury Passenger Cabin',
cc: 'Collector Limpet Controller',
ss: 'Surface Scanner',
// Hard Points
bl: 'Beam Laser',

View File

@@ -44,6 +44,9 @@ svg {
.label, .text-tip {
text-transform: capitalize;
}
.x {
fill: @fg;
}