mirror of
https://github.com/EDCD/coriolis.git
synced 2025-12-09 22:55:35 +00:00
Merge remote-tracking branch 'origin/develop' into develop
This commit is contained in:
@@ -1,430 +1,430 @@
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import React from 'react';
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import { Modifications } from 'coriolis-data/dist';
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/**
|
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* Generate a tooltip with details of a blueprint's specials
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* @param {Object} translate The translate object
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* @param {Object} blueprint The blueprint at the required grade
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* @param {string} grp The group of the module
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* @param {Object} m The module to compare with
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* @param {string} specialName The name of the special
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* @returns {Object} The react components
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*/
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export function specialToolTip(translate, blueprint, grp, m, specialName) {
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const effects = [];
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if (!blueprint || !blueprint.features) {
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return undefined;
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}
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if (m) {
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// We also add in any benefits from specials that aren't covered above
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if (m.blueprint) {
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for (const feature in Modifications.modifierActions[specialName]) {
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// if (!blueprint.features[feature] && !m.mods.feature) {
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const featureDef = Modifications.modifications[feature];
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if (featureDef && !featureDef.hidden) {
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let symbol = '';
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if (feature === 'jitter') {
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symbol = '°';
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} else if (featureDef.type === 'percentage') {
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symbol = '%';
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}
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let current = m.getModValue(feature) - m.getModValue(feature, true);
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if (featureDef.type === 'percentage') {
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current = Math.round(current / 10) / 10;
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} else if (featureDef.type === 'numeric') {
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current /= 100;
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}
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const currentIsBeneficial = isValueBeneficial(feature, current);
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effects.push(
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<tr key={feature + '_specialTT'}>
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<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
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<td> </td>
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<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'}
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style={{ textAlign: 'right' }}>{current}{symbol}</td>
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<td> </td>
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</tr>
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);
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}
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}
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}
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}
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return (
|
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<div>
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<table width='100%'>
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<tbody>
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{effects}
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</tbody>
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</table>
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</div>
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);
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}
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/**
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* Generate a tooltip with details of a blueprint's effects
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* @param {Object} translate The translate object
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* @param {Object} blueprint The blueprint at the required grade
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* @param {Array} engineers The engineers supplying this blueprint
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* @param {string} grp The group of the module
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* @param {Object} m The module to compare with
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* @returns {Object} The react components
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*/
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export function blueprintTooltip(translate, blueprint, engineers, grp, m) {
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const effects = [];
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if (!blueprint || !blueprint.features) {
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return undefined;
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}
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for (const feature in blueprint.features) {
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const featureIsBeneficial = isBeneficial(feature, blueprint.features[feature]);
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const featureDef = Modifications.modifications[feature];
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if (!featureDef.hidden) {
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let symbol = '';
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if (feature === 'jitter') {
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symbol = '°';
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} else if (featureDef.type === 'percentage') {
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symbol = '%';
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}
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let lowerBound = blueprint.features[feature][0];
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let upperBound = blueprint.features[feature][1];
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if (featureDef.type === 'percentage') {
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lowerBound = Math.round(lowerBound * 1000) / 10;
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upperBound = Math.round(upperBound * 1000) / 10;
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}
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const lowerIsBeneficial = isValueBeneficial(feature, lowerBound);
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const upperIsBeneficial = isValueBeneficial(feature, upperBound);
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if (m) {
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// We have a module - add in the current value
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let current = m.getModValue(feature);
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if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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current = Math.round(current / 10) / 10;
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} else if (featureDef.type === 'numeric') {
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current /= 100;
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}
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const currentIsBeneficial = isValueBeneficial(feature, current);
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effects.push(
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<tr key={feature}>
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<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
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<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
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<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
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<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
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</tr>
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);
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} else {
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// We do not have a module, no value
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effects.push(
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<tr key={feature}>
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<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
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<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
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<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
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</tr>
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);
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}
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}
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}
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if (m) {
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// Because we have a module add in any benefits that aren't part of the primary blueprint
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for (const feature in m.mods) {
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if (!blueprint.features[feature]) {
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const featureDef = Modifications.modifications[feature];
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if (featureDef && !featureDef.hidden) {
|
||||
let symbol = '';
|
||||
if (feature === 'jitter') {
|
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symbol = '°';
|
||||
} else if (featureDef.type === 'percentage') {
|
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symbol = '%';
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||||
}
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let current = m.getModValue(feature);
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if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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current = Math.round(current / 10) / 10;
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} else if (featureDef.type === 'numeric') {
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current /= 100;
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}
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const currentIsBeneficial = isValueBeneficial(feature, current);
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effects.push(
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<tr key={feature}>
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<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
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<td> </td>
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<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
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<td> </td>
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||||
</tr>
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||||
);
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}
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}
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}
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// We also add in any benefits from specials that aren't covered above
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if (m.blueprint && m.blueprint.special) {
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for (const feature in Modifications.modifierActions[m.blueprint.special.edname]) {
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if (!blueprint.features[feature] && !m.mods.feature) {
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const featureDef = Modifications.modifications[feature];
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if (featureDef && !featureDef.hidden) {
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let symbol = '';
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||||
if (feature === 'jitter') {
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||||
symbol = '°';
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||||
} else if (featureDef.type === 'percentage') {
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||||
symbol = '%';
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}
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let current = m.getModValue(feature);
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if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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||||
current = Math.round(current / 10) / 10;
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||||
} else if (featureDef.type === 'numeric') {
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current /= 100;
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||||
}
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||||
const currentIsBeneficial = isValueBeneficial(feature, current);
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||||
effects.push(
|
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<tr key={feature}>
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||||
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
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||||
<td> </td>
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||||
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
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||||
<td> </td>
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||||
</tr>
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||||
);
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||||
}
|
||||
}
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}
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||||
}
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}
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let components;
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if (!m) {
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components = [];
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for (const component in blueprint.components) {
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components.push(
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<tr key={component}>
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<td style={{ textAlign: 'left' }}>{translate(component)}</td>
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<td style={{ textAlign: 'right' }}>{blueprint.components[component]}</td>
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</tr>
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);
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}
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}
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let engineersList;
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if (engineers) {
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engineersList = [];
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for (const engineer of engineers) {
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engineersList.push(
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<tr key={engineer}>
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<td style={{ textAlign: 'left' }}>{engineer}</td>
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||||
</tr>
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||||
);
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}
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}
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||||
return (
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<div>
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<table width='100%'>
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<thead>
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<tr>
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<td>{translate('feature')}</td>
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<td>{translate('worst')}</td>
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{m ? <td>{translate('current')}</td> : null }
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<td>{translate('best')}</td>
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</tr>
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</thead>
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||||
<tbody>
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{effects}
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</tbody>
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</table>
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{ components ? <table width='100%'>
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<thead>
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<tr>
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<td>{translate('component')}</td>
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<td>{translate('amount')}</td>
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</tr>
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</thead>
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<tbody>
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{components}
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</tbody>
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</table> : null }
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{ engineersList ? <table width='100%'>
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<thead>
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<tr>
|
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<td>{translate('engineers')}</td>
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||||
</tr>
|
||||
</thead>
|
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<tbody>
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||||
{engineersList}
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||||
</tbody>
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||||
</table> : null }
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||||
</div>
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||||
);
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||||
}
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/**
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* Is this blueprint feature beneficial?
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* @param {string} feature The name of the feature
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||||
* @param {array} values The value of the feature
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||||
* @returns {boolean} True if this feature is beneficial
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||||
*/
|
||||
export function isBeneficial(feature, values) {
|
||||
const fact = (values[0] < 0 || (values[0] === 0 && values[1] < 0));
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if (Modifications.modifications[feature].higherbetter) {
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||||
return !fact;
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} else {
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||||
return fact;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Is this feature value beneficial?
|
||||
* @param {string} feature The name of the feature
|
||||
* @param {number} value The value of the feature
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||||
* @returns {boolean} True if this value is beneficial
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||||
*/
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||||
export function isValueBeneficial(feature, value) {
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if (Modifications.modifications[feature].higherbetter) {
|
||||
return value > 0;
|
||||
} else {
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||||
return value < 0;
|
||||
}
|
||||
}
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||||
|
||||
/**
|
||||
* 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
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||||
* @returns {Object} The matching blueprint
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*/
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export function getBlueprint(name, module) {
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// 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);
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||||
const found = Modifications.blueprints[findMod(name)];
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||||
if (!found || !found.fdname) {
|
||||
return {};
|
||||
}
|
||||
const blueprint = JSON.parse(JSON.stringify(found));
|
||||
if (module) {
|
||||
if (module.grp === 'sb') {
|
||||
// Shield boosters are treated internally as straight modifiers, so rather than (for example)
|
||||
// being a 4% boost they are a 104% multiplier. We need to fix the values here so that they look
|
||||
// accurate as per the information in Elite
|
||||
for (const grade in blueprint.grades) {
|
||||
for (const feature in blueprint.grades[grade].features) {
|
||||
if (feature === 'shieldboost') {
|
||||
blueprint.grades[grade].features[feature][0] = ((1 + blueprint.grades[grade].features[feature][0]) * (1 + module.shieldboost) - 1) / module.shieldboost - 1;
|
||||
blueprint.grades[grade].features[feature][1] = ((1 + blueprint.grades[grade].features[feature][1]) * (1 + module.shieldboost) - 1) / module.shieldboost - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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 (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));
|
||||
if (module) {
|
||||
if (module.grp === 'sb') {
|
||||
// Shield boosters are treated internally as straight modifiers, so rather than (for example)
|
||||
// being a 4% boost they are a 104% multiplier. We need to fix the values here so that they look
|
||||
// accurate as per the information in Elite
|
||||
for (const grade in blueprint.grades) {
|
||||
for (const feature in blueprint.grades[grade].features) {
|
||||
if (feature === 'shieldboost') {
|
||||
blueprint.grades[grade].features[feature][0] = ((1 + blueprint.grades[grade].features[feature][0]) * (1 + module.shieldboost) - 1) / module.shieldboost - 1;
|
||||
blueprint.grades[grade].features[feature][1] = ((1 + blueprint.grades[grade].features[feature][1]) * (1 + module.shieldboost) - 1) / module.shieldboost - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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 (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