This commit is contained in:
Cmdr McDonald
2017-03-18 23:46:46 +00:00
parent eb83969015
commit 49a076fd9e
6 changed files with 342 additions and 189 deletions

View File

@@ -30,17 +30,6 @@ export default class WeaponDamageChart extends TranslatedComponent {
*/
constructor(props, context) {
super(props);
const { ship, opponent, hull } = this.props;
const maxRange = this._calcMaxRange(ship);
// We take whichever is the higher for shields and hull to ensure same Y axis for both
const maxDps = Math.max(this._calcMaxSDps(ship, opponent, true), this._calcMaxSDps(ship, opponent, false));
this.state = {
maxRange,
maxDps
};
}
/**
@@ -48,7 +37,12 @@ export default class WeaponDamageChart extends TranslatedComponent {
*/
componentWillMount() {
const weaponNames = this._weaponNames(this.props.ship, this.context);
this.setState({ weaponNames, calcSDpsFunc: this._calcSDps.bind(this, this.props.ship, weaponNames, this.props.opponent, this.props.hull) });
const opponentShields = Calc.shieldMetrics(this.props.opponent, 4);
const opponentArmour = Calc.armourMetrics(this.props.opponent);
const maxRange = this._calcMaxRange(this.props.ship);
const maxDps = this._calcMaxSDps(this.props.ship, this.props.opponent, opponentShields, opponentArmour);
this.setState({ maxRange, maxDps, weaponNames, opponentShields, opponentArmour, calcSDpsFunc: this._calcSDps.bind(this, this.props.ship, weaponNames, this.props.opponent, opponentShields, opponentArmour, this.props.hull) });
}
/**
@@ -60,13 +54,16 @@ export default class WeaponDamageChart extends TranslatedComponent {
componentWillReceiveProps(nextProps, nextContext) {
if (nextProps.marker != this.props.marker) {
const weaponNames = this._weaponNames(nextProps.ship, nextContext);
const opponentShields = Calc.shieldMetrics(nextProps.opponent, 4);
const opponentArmour = Calc.armourMetrics(nextProps.opponent);
const maxRange = this._calcMaxRange(nextProps.ship);
// We take whichever is the higher for shields and hull to ensure same Y axis for both
const maxDps = Math.max(this._calcMaxSDps(nextProps.ship, nextProps.opponent, true), this._calcMaxSDps(nextProps.ship, nextProps.opponent, false));
const maxDps = this._calcMaxSDps(nextProps.ship, nextProps.opponent, opponentShields, opponentArmour);
this.setState({ weaponNames,
opponentShields,
opponentArmour,
maxRange,
maxDps,
calcSDpsFunc: this._calcSDps.bind(this, nextProps.ship, weaponNames, nextProps.opponent, nextProps.hull)
calcSDpsFunc: this._calcSDps.bind(this, nextProps.ship, weaponNames, nextProps.opponent, opponentShields, opponentArmour, nextProps.hull)
});
}
return true;
@@ -93,19 +90,21 @@ export default class WeaponDamageChart extends TranslatedComponent {
/**
* Calculate the maximum sustained single-weapon DPS for this ship
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {bool} hull True if against hull
* @return {number} The maximum sustained single-weapon DPS
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {Object} opponentShields The opponent's shields
* @param {Object} opponentArmour The opponent's armour
* @return {number} The maximum sustained single-weapon DPS
*/
_calcMaxSDps(ship, opponent, hull) {
_calcMaxSDps(ship, opponent, opponentShields, opponentArmour) {
// Additional information to allow effectiveness calculations
const defence = hull ? Calc.armourMetrics(opponent) : Calc.shieldMetrics(opponent, 4);
let maxSDps = 0;
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const m = ship.hardpoints[i].m;
const thisSDps = this._calcWeaponSDps(ship, m, opponent, defence, 0);
const sustainedDps = Calc._weaponSustainedDps(m, opponent, opponentShields, opponentArmour, 0);
const thisSDps = sustainedDps.damage.armour.total > sustainedDps.damage.shields.total ? sustainedDps.damage.armour.total : sustainedDps.damage.shields.total;
if (thisSDps > maxSDps) {
maxSDps = thisSDps;
}
@@ -149,69 +148,25 @@ export default class WeaponDamageChart extends TranslatedComponent {
* @param {Object} ship The ship
* @param {Object} weaponNames The names of the weapons for which to calculate DPS
* @param {Object} opponent The target
* @param {Object} opponentShields The opponent's shields
* @param {Object} opponentArmour The opponent's armour
* @param {bool} hull true if to calculate against hull, false if to calculate against shields
* @param {Object} engagementRange The engagement range
* @return {array} The array of weapon DPS
*/
_calcSDps(ship, weaponNames, opponent, hull, engagementRange) {
// Additional information to allow effectiveness calculations
const defence = hull ? Calc.armourMetrics(opponent) : Calc.shieldMetrics(opponent, 4);
_calcSDps(ship, weaponNames, opponent, opponentShields, opponentArmour, hull, engagementRange) {
let results = {};
let weaponNum = 0;
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const m = ship.hardpoints[i].m;
results[weaponNames[weaponNum++]] = this._calcWeaponSDps(ship, m, opponent, defence, engagementRange);
const sustainedDps = Calc._weaponSustainedDps(m, opponent, opponentShields, opponentArmour, engagementRange);
results[weaponNames[weaponNum++]] = hull ? sustainedDps.damage.armour.total : sustainedDps.damage.shields.total;
}
}
return results;
}
/**
* Calculate the sustained DPS for a particular weapon for this ship against another ship at a given range
* @param {Object} ship The ship that will deal the damage
* @param {Object} m The weapon that will deal the damage
* @param {Object} opponent The ship against which damage will be dealt
* @param {Object} defence defence metrics (either shield or hull)
* @param {Object} engagementRange The engagement range
* @return {object} Returns the sustained DPS for the weapon
*/
_calcWeaponSDps(ship, m, opponent, defence, engagementRange) {
let falloff = 1;
if (m.getFalloff()) {
// Calculate the falloff % due to range
if (engagementRange > m.getRange()) {
// Weapon is out of range
falloff = 0;
} else {
const falloffPoint = m.getFalloff();
if (engagementRange > falloffPoint) {
const falloffRange = m.getRange() - falloffPoint;
// Assuming straight-line falloff
falloff = 1 - (engagementRange - falloffPoint) / falloffRange;
}
}
}
let effectiveness = 0;
if (m.getDamageDist().E) {
effectiveness += m.getDamageDist().E * defence.explosive.total;
}
if (m.getDamageDist().K) {
effectiveness += m.getDamageDist().K * defence.kinetic.total;
}
if (m.getDamageDist().T) {
effectiveness += m.getDamageDist().T * defence.thermal.total;
}
if (m.getDamageDist().A) {
effectiveness += m.getDamageDist().A * defence.absolute.total;
}
// Return the final effective SDPS
return (m.getClip() ? (m.getClip() * m.getDps() / m.getRoF()) / ((m.getClip() / m.getRoF()) + m.getReload()) : m.getDps()) * falloff * effectiveness;
}
/**
* Render damage dealt
* @return {React.Component} contents