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Merge pull request #345 from EDCD/feature/offence-table
Offence table improved (+Bug fix)
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@@ -154,11 +154,13 @@ export default class Offence extends TranslatedComponent {
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let thermalArmourSDps = 0;
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let totalSEps = 0;
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let totalSDps = 0;
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const rows = [];
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for (let i = 0; i < damage.length; i++) {
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const weapon = damage[i];
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totalSDps += weapon.sdps.base.total;
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totalSEps += weapon.seps;
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absoluteShieldsSDps += weapon.sdps.shields.absolute;
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explosiveShieldsSDps += weapon.sdps.shields.explosive;
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@@ -174,6 +176,12 @@ export default class Offence extends TranslatedComponent {
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effectivenessShieldsTooltipDetails.push(<div key='resistance'>{translate('resistance') + ' ' + formats.pct1(weapon.effectiveness.shields.resistance)}</div>);
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effectivenessShieldsTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(weapon.effectiveness.shields.sys)}</div>);
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const baseSDpsTooltipDetails = [];
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if (weapon.sdps.shields.absolute) baseSDpsTooltipDetails.push(<div key='absolute'>{translate('absolute') + ' ' + formats.f1(weapon.sdps.base.absolute)}</div>);
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if (weapon.sdps.shields.explosive) baseSDpsTooltipDetails.push(<div key='explosive'>{translate('explosive') + ' ' + formats.f1(weapon.sdps.base.explosive)}</div>);
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if (weapon.sdps.shields.kinetic) baseSDpsTooltipDetails.push(<div key='kinetic'>{translate('kinetic') + ' ' + formats.f1(weapon.sdps.base.kinetic)}</div>);
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if (weapon.sdps.shields.thermal) baseSDpsTooltipDetails.push(<div key='thermal'>{translate('thermal') + ' ' + formats.f1(weapon.sdps.base.thermal)}</div>);
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const effectiveShieldsSDpsTooltipDetails = [];
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if (weapon.sdps.shields.absolute) effectiveShieldsSDpsTooltipDetails.push(<div key='absolute'>{translate('absolute') + ' ' + formats.f1(weapon.sdps.shields.absolute)}</div>);
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if (weapon.sdps.shields.explosive) effectiveShieldsSDpsTooltipDetails.push(<div key='explosive'>{translate('explosive') + ' ' + formats.f1(weapon.sdps.shields.explosive)}</div>);
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@@ -199,6 +207,7 @@ export default class Offence extends TranslatedComponent {
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{weapon.classRating} {translate(weapon.name)}
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{weapon.engineering ? ' (' + weapon.engineering + ')' : null }
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</td>
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<td className='ri'><span onMouseOver={termtip.bind(null, baseSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.base.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectiveShieldsSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.shields.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectivenessShieldsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(weapon.effectiveness.shields.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectiveArmourSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.armour.total)}</span></td>
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@@ -231,10 +240,12 @@ export default class Offence extends TranslatedComponent {
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<thead>
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<tr className='main'>
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<th rowSpan='2' className='sortable' onClick={sortOrder.bind(this, 'n')}>{translate('weapon')}</th>
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<th colSpan='1'>{translate('overall')}</th>
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<th colSpan='2'>{translate('opponent\'s shields')}</th>
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<th colSpan='2'>{translate('opponent\'s armour')}</th>
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</tr>
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<tr>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_SHIELDS')} onMouseOut={tooltip.bind(null, null)} onClick={sortOrder.bind(this, 'esdpss')}>{'sdps'}</th>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_SHIELDS')} onMouseOut={tooltip.bind(null, null)} onClick={sortOrder.bind(this, 'esdpss')}>{'sdps'}</th>
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<th className='sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVENESS_SHIELDS')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'es')}>{'eft'}</th>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_ARMOUR')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'esdpsh')}>{'sdps'}</th>
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@@ -243,6 +254,12 @@ export default class Offence extends TranslatedComponent {
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</thead>
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<tbody>
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{rows}
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<td></td>
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<td className='ri'><span>={formats.f1(totalSDps)}</span></td>
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<td className='ri'><span>={formats.f1(totalShieldsSDps)}</span></td>
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<td></td>
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<td className='ri'><span>={formats.f1(totalArmourSDps)}</span></td>
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<td></td>
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</tbody>
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</table>
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</div>
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@@ -484,7 +484,7 @@ export function shieldMetrics(ship, sys) {
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let sgSbExplosiveDmg = diminishDamageMult(sgExplosiveDmg * 0.7, (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg);
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shield.explosive = {
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generator: sgExplosiveDmg,
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boosters: sgSbExplosiveDmg - sgExplosiveDmg,
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boosters: sgSbExplosiveDmg / sgExplosiveDmg,
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sys: (1 - sysResistance),
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total: sgSbExplosiveDmg * (1 - sysResistance),
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max: sgSbExplosiveDmg * (1 - maxSysResistance),
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@@ -495,7 +495,7 @@ export function shieldMetrics(ship, sys) {
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let sgSbKineticDmg = diminishDamageMult(sgKineticDmg * 0.7, (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg);
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shield.kinetic = {
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generator: sgKineticDmg,
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boosters: sgSbKineticDmg - sgKineticDmg,
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boosters: sgSbKineticDmg / sgKineticDmg,
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sys: (1 - sysResistance),
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total: sgSbKineticDmg * (1 - sysResistance),
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max: sgSbKineticDmg * (1 - maxSysResistance),
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@@ -506,7 +506,7 @@ export function shieldMetrics(ship, sys) {
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let sgSbThermalDmg = diminishDamageMult(sgThermalDmg * 0.7, (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg);
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shield.thermal = {
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generator: sgThermalDmg,
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boosters: sgSbThermalDmg - sgThermalDmg,
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boosters: sgSbThermalDmg / sgThermalDmg,
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sys: (1 - sysResistance),
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total: sgSbThermalDmg * (1 - sysResistance),
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max: sgSbThermalDmg * (1 - maxSysResistance),
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@@ -612,7 +612,7 @@ export function armourMetrics(ship) {
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let armourReinforcedExplDmg = diminishDamageMult(0.7, (1 - ship.bulkheads.m.getExplosiveResistance()) * hullExplDmg);
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armour.explosive = {
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bulkheads: armourExplDmg,
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reinforcement: armourReinforcedExplDmg - armourExplDmg,
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reinforcement: armourReinforcedExplDmg / armourExplDmg,
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total: armourReinforcedExplDmg,
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res: 1 - armourReinforcedExplDmg
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};
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@@ -621,7 +621,7 @@ export function armourMetrics(ship) {
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let armourReinforcedKinDmg = diminishDamageMult(0.7, (1 - ship.bulkheads.m.getKineticResistance()) * hullKinDmg);
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armour.kinetic = {
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bulkheads: armourKinDmg,
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reinforcement: armourReinforcedKinDmg - armourKinDmg,
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reinforcement: armourReinforcedKinDmg / armourKinDmg,
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total: armourReinforcedKinDmg,
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res: 1 - armourReinforcedKinDmg
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};
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@@ -630,7 +630,7 @@ export function armourMetrics(ship) {
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let armourReinforcedThermDmg = diminishDamageMult(0.7, (1 - ship.bulkheads.m.getThermalResistance()) * hullThermDmg);
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armour.thermal = {
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bulkheads: armourThermDmg,
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reinforcement: armourReinforcedThermDmg - armourThermDmg,
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reinforcement: armourReinforcedThermDmg / armourThermDmg,
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total: armourReinforcedThermDmg,
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res: 1 - armourReinforcedThermDmg
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};
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@@ -819,6 +819,13 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
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const weapon = {
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eps: 0,
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damage: {
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base: {
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absolute: 0,
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explosive: 0,
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kinetic: 0,
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thermal: 0,
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total: 0,
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},
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shields: {
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absolute: 0,
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explosive: 0,
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@@ -863,6 +870,12 @@ export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour
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sDps *= dropoff;
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}
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weapon.damage.base.absolute = sDps * m.getDamageDist().A;
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weapon.damage.base.explosive = sDps * m.getDamageDist().E;
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weapon.damage.base.kinetic = sDps * m.getDamageDist().K;
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weapon.damage.base.thermal = sDps * m.getDamageDist().T;
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weapon.damage.base.total = sDps;
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// Piercing/hardness modifier (for armour only)
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const armourMultiple = m.getPiercing() >= opponent.hardness ? 1 : m.getPiercing() / opponent.hardness;
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weapon.effectiveness.armour.hardness = armourMultiple;
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