Add 'Extreme' roll

This commit is contained in:
Cmdr McDonald
2017-02-11 19:57:46 +00:00
parent 7fbcbb75ed
commit 45852db507
3 changed files with 33 additions and 26 deletions

View File

@@ -2,6 +2,7 @@
* Ensure that standard slots are repainted when any component changes
* Reload page if Safari throws a security error
* Handle import of ships with incorrectly-sized slots
* Add 'Extreme' blueprint roll: best beneficial and worst detrimental outcome (in place of 'Average' roll)
#2.2.14
* Ensure that jitter is shown correctly when the result of a special effect

View File

@@ -32,8 +32,8 @@ export default class ModificationsMenu extends TranslatedComponent {
this._toggleSpecialsMenu = this._toggleSpecialsMenu.bind(this);
this._rollWorst = this._rollWorst.bind(this);
this._rollRandom = this._rollRandom.bind(this);
this._rollAverage = this._rollAverage.bind(this);
this._rollBest = this._rollBest.bind(this);
this._rollExtreme = this._rollExtreme.bind(this);
this._reset = this._reset.bind(this);
}
@@ -185,20 +185,6 @@ export default class ModificationsMenu extends TranslatedComponent {
this.props.onChange();
}
/**
* Provide an 'average' roll within the information we have
*/
_rollAverage() {
const { m, ship } = this.props;
const features = m.blueprint.grades[m.blueprint.grade].features;
for (const featureName in features) {
let value = (features[featureName][0] + features[featureName][1]) / 2;
this._setRollResult(ship, m, featureName, value);
}
this.setState({ modifications: this._setModifications(this.props) });
this.props.onChange();
}
/**
* Provide a random roll within the information we have
*/
@@ -227,6 +213,20 @@ export default class ModificationsMenu extends TranslatedComponent {
this.props.onChange();
}
/**
* Provide an 'extreme' roll within the information we have
*/
_rollExtreme() {
const { m, ship } = this.props;
const features = m.blueprint.grades[m.blueprint.grade].features;
for (const featureName in features) {
const value = Math.abs(features[featureName][0]) < Math.abs(features[featureName][1]) ? features[featureName][1] : features[featureName][0];
this._setRollResult(ship, m, featureName, value);
}
this.setState({ modifications: this._setModifications(this.props) });
this.props.onChange();
}
/**
* Reset modification information
*/
@@ -252,8 +252,8 @@ export default class ModificationsMenu extends TranslatedComponent {
const _toggleBlueprintsMenu = this._toggleBlueprintsMenu;
const _toggleSpecialsMenu = this._toggleSpecialsMenu;
const _rollBest = this._rollBest;
const _rollExtreme = this._rollExtreme;
const _rollWorst = this._rollWorst;
const _rollAverage = this._rollAverage;
const _rollRandom = this._rollRandom;
const _reset = this._reset;
@@ -278,6 +278,7 @@ export default class ModificationsMenu extends TranslatedComponent {
const showSpecial = haveBlueprint && this.state.specials.length > 0;
const showSpecialsMenu = specialMenuOpened;
const showRolls = haveBlueprint && !blueprintMenuOpened && !specialMenuOpened;
const showReset = !blueprintMenuOpened && !specialMenuOpened;
const showMods = !blueprintMenuOpened && !specialMenuOpened;
return (
@@ -287,26 +288,30 @@ export default class ModificationsMenu extends TranslatedComponent {
onContextMenu={stopCtxPropagation}
>
<div className={ cn('section-menu', { selected: blueprintMenuOpened })} style={{ cursor: 'pointer' }} onClick={_toggleBlueprintsMenu}>{blueprintLabel}</div>
{ showBlueprintsMenu ? this.state.blueprints : '' }
{ showSpecial ? <div className={ cn('section-menu', { selected: specialMenuOpened })} style={{ cursor: 'pointer' }} onClick={_toggleSpecialsMenu}>{specialLabel}</div> : '' }
{ showSpecialsMenu ? this.state.specials : '' }
{ showRolls ?
{ showBlueprintsMenu ? this.state.blueprints : null }
{ showSpecial ? <div className={ cn('section-menu', { selected: specialMenuOpened })} style={{ cursor: 'pointer' }} onClick={_toggleSpecialsMenu}>{specialLabel}</div> : null }
{ showSpecialsMenu ? this.state.specials : null }
{ showRolls || showReset ?
<table style={{ width: '100%', backgroundColor: 'transparent' }}>
<tbody>
{ showRolls ?
<tr>
<td> { translate('roll') }: </td>
<td style={{ cursor: 'pointer' }} onClick={_rollWorst} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_WORST')} onMouseOut={tooltip.bind(null, null)}> { translate('worst') } </td>
<td style={{ cursor: 'pointer' }} onClick={_rollAverage}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_AVERAGE')} onMouseOut={tooltip.bind(null, null)}> { translate('average') } </td>
<td style={{ cursor: 'pointer' }} onClick={_rollBest}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_BEST')} onMouseOut={tooltip.bind(null, null)}> { translate('best') } </td>
<td style={{ cursor: 'pointer' }} onClick={_rollExtreme}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_EXTREME')} onMouseOut={tooltip.bind(null, null)}> { translate('extreme') } </td>
<td style={{ cursor: 'pointer' }} onClick={_rollRandom} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_RANDOM')} onMouseOut={tooltip.bind(null, null)}> { translate('random') } </td>
<td style={{ cursor: 'pointer' }} onClick={_reset}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_RESET')} onMouseOut={tooltip.bind(null, null)}> { translate('reset') } </td>
</tr>
</tr> : null }
{ showReset ?
<tr>
<td colSpan={'5'} style={{ cursor: 'pointer' }} onClick={_reset}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_RESET')} onMouseOut={tooltip.bind(null, null)}> { translate('reset') } </td>
</tr> : null }
</tbody>
</table> : '' }
</table> : null }
{ showMods ?
<span onMouseOver={termtip.bind(null, 'HELP_MODIFICATIONS_MENU')} onMouseOut={tooltip.bind(null, null)} >
{ this.state.modifications }
</span> : '' }
</span> : null }
</div>
);
}

View File

@@ -31,9 +31,9 @@ export const terms = {
PHRASE_ENGAGEMENT_RANGE: 'The distance between your ship and its target',
PHRASE_SELECT_BLUEPRINT: 'Click to select a blueprint',
PHRASE_BLUEPRINT_WORST: 'Worst primary values for this blueprint',
PHRASE_BLUEPRINT_AVERAGE: 'Average primary values for this blueprint',
PHRASE_BLUEPRINT_RANDOM: 'Random selection between worst and best primary values for this blueprint',
PHRASE_BLUEPRINT_BEST: 'Best primary values for this blueprint',
PHRASE_BLUEPRINT_EXTREME: 'Best beneficial and worst detrimental primary values for this blueprint',
PHRASE_BLUEPRINT_RESET: 'Remove all modifications and blueprint',
PHRASE_SELECT_SPECIAL: 'Click to select an experimental effect',
PHRASE_NO_SPECIAL: 'No experimental effect',
@@ -115,6 +115,7 @@ export const terms = {
average: 'Average',
random: 'Random',
best: 'Best',
extreme: 'Extreme',
reset: 'Reset',
// Weapon, offence, defence and movement