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Add 'Extreme' roll
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@@ -2,6 +2,7 @@
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* Ensure that standard slots are repainted when any component changes
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* Reload page if Safari throws a security error
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* Handle import of ships with incorrectly-sized slots
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* Add 'Extreme' blueprint roll: best beneficial and worst detrimental outcome (in place of 'Average' roll)
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#2.2.14
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* Ensure that jitter is shown correctly when the result of a special effect
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@@ -32,8 +32,8 @@ export default class ModificationsMenu extends TranslatedComponent {
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this._toggleSpecialsMenu = this._toggleSpecialsMenu.bind(this);
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this._rollWorst = this._rollWorst.bind(this);
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this._rollRandom = this._rollRandom.bind(this);
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this._rollAverage = this._rollAverage.bind(this);
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this._rollBest = this._rollBest.bind(this);
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this._rollExtreme = this._rollExtreme.bind(this);
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this._reset = this._reset.bind(this);
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}
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@@ -185,20 +185,6 @@ export default class ModificationsMenu extends TranslatedComponent {
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this.props.onChange();
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}
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/**
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* Provide an 'average' roll within the information we have
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*/
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_rollAverage() {
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const { m, ship } = this.props;
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const features = m.blueprint.grades[m.blueprint.grade].features;
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for (const featureName in features) {
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let value = (features[featureName][0] + features[featureName][1]) / 2;
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this._setRollResult(ship, m, featureName, value);
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}
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this.setState({ modifications: this._setModifications(this.props) });
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this.props.onChange();
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}
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/**
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* Provide a random roll within the information we have
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*/
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@@ -227,6 +213,20 @@ export default class ModificationsMenu extends TranslatedComponent {
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this.props.onChange();
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}
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/**
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* Provide an 'extreme' roll within the information we have
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*/
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_rollExtreme() {
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const { m, ship } = this.props;
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const features = m.blueprint.grades[m.blueprint.grade].features;
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for (const featureName in features) {
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const value = Math.abs(features[featureName][0]) < Math.abs(features[featureName][1]) ? features[featureName][1] : features[featureName][0];
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this._setRollResult(ship, m, featureName, value);
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}
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this.setState({ modifications: this._setModifications(this.props) });
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this.props.onChange();
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}
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/**
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* Reset modification information
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*/
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@@ -252,8 +252,8 @@ export default class ModificationsMenu extends TranslatedComponent {
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const _toggleBlueprintsMenu = this._toggleBlueprintsMenu;
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const _toggleSpecialsMenu = this._toggleSpecialsMenu;
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const _rollBest = this._rollBest;
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const _rollExtreme = this._rollExtreme;
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const _rollWorst = this._rollWorst;
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const _rollAverage = this._rollAverage;
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const _rollRandom = this._rollRandom;
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const _reset = this._reset;
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@@ -278,6 +278,7 @@ export default class ModificationsMenu extends TranslatedComponent {
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const showSpecial = haveBlueprint && this.state.specials.length > 0;
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const showSpecialsMenu = specialMenuOpened;
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const showRolls = haveBlueprint && !blueprintMenuOpened && !specialMenuOpened;
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const showReset = !blueprintMenuOpened && !specialMenuOpened;
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const showMods = !blueprintMenuOpened && !specialMenuOpened;
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return (
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@@ -287,26 +288,30 @@ export default class ModificationsMenu extends TranslatedComponent {
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onContextMenu={stopCtxPropagation}
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>
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<div className={ cn('section-menu', { selected: blueprintMenuOpened })} style={{ cursor: 'pointer' }} onClick={_toggleBlueprintsMenu}>{blueprintLabel}</div>
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{ showBlueprintsMenu ? this.state.blueprints : '' }
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{ showSpecial ? <div className={ cn('section-menu', { selected: specialMenuOpened })} style={{ cursor: 'pointer' }} onClick={_toggleSpecialsMenu}>{specialLabel}</div> : '' }
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{ showSpecialsMenu ? this.state.specials : '' }
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{ showRolls ?
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{ showBlueprintsMenu ? this.state.blueprints : null }
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{ showSpecial ? <div className={ cn('section-menu', { selected: specialMenuOpened })} style={{ cursor: 'pointer' }} onClick={_toggleSpecialsMenu}>{specialLabel}</div> : null }
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{ showSpecialsMenu ? this.state.specials : null }
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{ showRolls || showReset ?
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<table style={{ width: '100%', backgroundColor: 'transparent' }}>
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<tbody>
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{ showRolls ?
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<tr>
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<td> { translate('roll') }: </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollWorst} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_WORST')} onMouseOut={tooltip.bind(null, null)}> { translate('worst') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollAverage}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_AVERAGE')} onMouseOut={tooltip.bind(null, null)}> { translate('average') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollBest}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_BEST')} onMouseOut={tooltip.bind(null, null)}> { translate('best') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollExtreme}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_EXTREME')} onMouseOut={tooltip.bind(null, null)}> { translate('extreme') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollRandom} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_RANDOM')} onMouseOut={tooltip.bind(null, null)}> { translate('random') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_reset}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_RESET')} onMouseOut={tooltip.bind(null, null)}> { translate('reset') } </td>
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</tr>
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</tr> : null }
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{ showReset ?
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<tr>
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<td colSpan={'5'} style={{ cursor: 'pointer' }} onClick={_reset}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_RESET')} onMouseOut={tooltip.bind(null, null)}> { translate('reset') } </td>
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</tr> : null }
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</tbody>
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</table> : '' }
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</table> : null }
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{ showMods ?
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<span onMouseOver={termtip.bind(null, 'HELP_MODIFICATIONS_MENU')} onMouseOut={tooltip.bind(null, null)} >
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{ this.state.modifications }
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</span> : '' }
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</span> : null }
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</div>
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);
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}
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@@ -31,9 +31,9 @@ export const terms = {
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PHRASE_ENGAGEMENT_RANGE: 'The distance between your ship and its target',
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PHRASE_SELECT_BLUEPRINT: 'Click to select a blueprint',
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PHRASE_BLUEPRINT_WORST: 'Worst primary values for this blueprint',
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PHRASE_BLUEPRINT_AVERAGE: 'Average primary values for this blueprint',
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PHRASE_BLUEPRINT_RANDOM: 'Random selection between worst and best primary values for this blueprint',
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PHRASE_BLUEPRINT_BEST: 'Best primary values for this blueprint',
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PHRASE_BLUEPRINT_EXTREME: 'Best beneficial and worst detrimental primary values for this blueprint',
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PHRASE_BLUEPRINT_RESET: 'Remove all modifications and blueprint',
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PHRASE_SELECT_SPECIAL: 'Click to select an experimental effect',
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PHRASE_NO_SPECIAL: 'No experimental effect',
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@@ -115,6 +115,7 @@ export const terms = {
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average: 'Average',
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random: 'Random',
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best: 'Best',
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extreme: 'Extreme',
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reset: 'Reset',
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// Weapon, offence, defence and movement
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