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fix guardian shield reinforcement packages
add shield addition logic
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@@ -76,6 +76,7 @@ export default class Defence extends TranslatedComponent {
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shieldSourcesData.push({ value: Math.round(shield.generator), label: translate('generator') });
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shieldSourcesData.push({ value: Math.round(shield.boosters), label: translate('boosters') });
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shieldSourcesData.push({ value: Math.round(shield.cells), label: translate('cells') });
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shieldSourcesData.push({ value: Math.round(shield.addition), label: translate('shield addition') });
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if (shield.generator > 0) {
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shieldSourcesTt.push(<div key='generator'>{translate('generator') + ' ' + formats.int(shield.generator)}{units.MJ}</div>);
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@@ -63,6 +63,7 @@ export default class InternalSlot extends Slot {
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{ m.getSpinup() ? <div className={'l'}>{translate('spinup')}: {formats.f1(m.getSpinup())}{u.s}</div> : null }
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{ m.getDuration() ? <div className={'l'}>{translate('duration')}: {formats.f1(m.getDuration())}{u.s}</div> : null }
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{ m.grp === 'scb' ? <div className={'l'}>{translate('cells')}: {formats.int(m.getAmmo() + 1)}</div> : null }
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{ m.grp === 'gsrp' ? <div className={'l'}>{translate('shield addition')}: {formats.int(m.getShieldAddition())}{u.MJ}</div> : null }
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{ m.getShieldReinforcement() ? <div className={'l'}>{translate('shieldreinforcement')}: {formats.f1(m.getDuration() * m.getShieldReinforcement())}{u.MJ}</div> : null }
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{ m.getShieldReinforcement() ? <div className={'l'}>{translate('total')}: {formats.int((m.getAmmo() + 1) * (m.getDuration() * m.getShieldReinforcement()))}{u.MJ}</div> : null }
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{ m.repair ? <div className={'l'}>{translate('repair')}: {m.repair}</div> : null }
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@@ -258,6 +258,7 @@
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"generator": "Generator",
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"boosters": "Boosters",
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"cells": "Cells",
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"shield addition": "Shield Addition",
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"bulkheads": "Bulkheads",
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"reinforcement": "Reinforcement",
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"power and costs": "power and costs",
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@@ -60,7 +60,7 @@ export function shieldStrength(mass, baseShield, sg, multiplier) {
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let ynorm = Math.pow(xnorm, exponent);
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let mul = minMul + ynorm * (maxMul - minMul);
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return baseShield * mul * multiplier;
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return (baseShield * mul * multiplier);
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}
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/**
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@@ -358,6 +358,9 @@ export function shieldMetrics(ship, sys) {
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boosterKinDmg = boosterKinDmg * (1 - slot.m.getKineticResistance());
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boosterThermDmg = boosterThermDmg * (1 - slot.m.getThermalResistance());
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}
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if (slot.m && slot.m.grp == 'gsrp') {
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}
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}
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// Calculate diminishing returns for boosters
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// Diminishing returns not currently in-game
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@@ -389,12 +392,19 @@ export function shieldMetrics(ship, sys) {
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// boosterKinDmg = boosterKinDmg > 0.7 ? boosterKinDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
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// boosterThermDmg = boosterThermDmg > 0.7 ? boosterThermDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
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// res.therm = res.therm > 0.7 ? res.therm : 0.7 - (0.7 - res.therm) / 2;
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const generatorStrength = this.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
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let shieldAddition = 0;
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if (ship) {
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for (const module of ship.internal) {
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if (module && module.m && module.m.grp === 'gsrp') {
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shieldAddition += module.m.getShieldAddition();
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}
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}
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}
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let generatorStrength = this.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
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const boostersStrength = generatorStrength * boost;
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// Recover time is the time taken to go from 0 to 50%. It includes a 16-second wait before shields start to recover
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const shieldToRecover = (generatorStrength + boostersStrength) / 2;
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const shieldToRecover = (generatorStrength + boostersStrength + shieldAddition) / 2;
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const powerDistributor = ship.standard[4].m;
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const sysRechargeRate = this.sysRechargeRate(powerDistributor, sys);
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@@ -421,7 +431,7 @@ export function shieldMetrics(ship, sys) {
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}
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// Recharge time is the time taken to go from 50% to 100%
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const shieldToRecharge = (generatorStrength + boostersStrength) / 2;
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const shieldToRecharge = (generatorStrength + boostersStrength + shieldAddition) / 2;
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// Our initial regeneration comes from the SYS capacitor store, which is replenished as it goes
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// 0.6 is a magic number from FD: each 0.6 MW of energy from the power distributor recharges 1 MJ/s of regeneration
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@@ -448,8 +458,9 @@ export function shieldMetrics(ship, sys) {
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shield = {
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generator: generatorStrength,
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boosters: boostersStrength,
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addition: shieldAddition,
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cells: ship.shieldCells,
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total: generatorStrength + boostersStrength + ship.shieldCells,
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total: generatorStrength + boostersStrength + ship.shieldCells + shieldAddition,
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recover,
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recharge,
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};
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@@ -649,6 +649,14 @@ export default class Module {
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return this._getModifiedValue('shieldreinforcement');
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}
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/**
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* Get the shield addition for this module, taking in to account modifications
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* @return {Number} the shield addition for this module
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*/
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getShieldAddition() {
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return this._getModifiedValue('shieldaddition');
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}
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/**
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* Get the piercing for this module, taking in to account modifications
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* @return {Number} the piercing for this module
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@@ -239,7 +239,6 @@ export default class Ship {
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}
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sg = sgSlot.m;
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}
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// TODO Not accurate if the ship has modified shield boosters
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return Calc.shieldStrength(this.hullMass, this.baseShieldStrength, sg, 1 + (multiplierDelta || 0));
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}
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@@ -943,7 +942,7 @@ export default class Ship {
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let armourChange = (slot === this.bulkheads) || (n && n.grp === 'hr') || (old && old.grp === 'hr') || (n && n.grp === 'mrp') || (old && old.grp === 'mrp');
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let shieldChange = (n && n.grp === 'bsg') || (old && old.grp === 'bsg') || (n && n.grp === 'psg') || (old && old.grp === 'psg') || (n && n.grp === 'sg') || (old && old.grp === 'sg') || (n && n.grp === 'sb') || (old && old.grp === 'sb');
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let shieldChange = (n && n.grp === 'bsg') || (old && old.grp === 'bsg') || (n && n.grp === 'psg') || (old && old.grp === 'psg') || (n && n.grp === 'sg') || (old && old.grp === 'sg') || (n && n.grp === 'sb') || (old && old.grp === 'sb') || (old && old.grp === 'gsrp');
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let shieldCellsChange = (n && n.grp === 'scb') || (old && old.grp === 'scb');
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@@ -1277,7 +1276,7 @@ export default class Ship {
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// Obtain shield metrics with 0 pips to sys (parts affected by SYS aren't used here)
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const metrics = Calc.shieldMetrics(this, 0);
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this.shield = metrics.generator ? metrics.generator + metrics.boosters : 0;
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this.shield = metrics.generator ? metrics.generator + metrics.boosters + metrics.addition : 0;
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this.shieldExplRes = this.shield > 0 ? 1 - metrics.explosive.total : null;
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this.shieldKinRes = this.shield > 0 ? 1 - metrics.kinetic.total : null;
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this.shieldThermRes = this.shield > 0 ? 1 - metrics.thermal.total : null;
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