Massive refactoring to Ship class

This commit is contained in:
Colin McLeod
2015-10-06 20:02:25 -07:00
parent 3f6875abb6
commit 564c228d41

View File

@@ -8,9 +8,6 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
*/
function powerUsageType(slot, component) {
if (component) {
if (component.retractedOnly) {
return 'retOnly';
}
if (component.passive) {
return 'retracted';
}
@@ -29,6 +26,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
this.id = id;
this.cargoHatch = { c: Components.cargoHatch(), type: 'SYS' };
this.bulkheads = { incCost: true, maxClass: 8 };
this.availCS = Components.forShip(id);
for (var p in properties) { this[p] = properties[p]; } // Copy all base properties from shipData
@@ -71,6 +69,91 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
];
}
//*********//
// GETTERS //
//*********//
Ship.prototype.getAvailableComponents = function() {
return this.availCS;
};
Ship.prototype.getSlotStatus = function(slot, deployed) {
if (!slot.c) { // Empty Slot
return 0; // No Status (Not possible to be active in this state)
} else if (!slot.enabled) {
return 1; // Disabled
} else if (deployed) {
return this.priorityBands[slot.priority].deployedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
// Active hardpoints have no retracted status
} else if ((slot.cat === 1 && !slot.c.passive)) {
return 0; // No Status (Not possible to be active in this state)
}
return this.priorityBands[slot.priority].retractedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
};
/**
* Calculate jump range using the installed FSD and the
* specified mass which can be more or less than ships actual mass
* @param {number} mass Mass in tons
* @param {number} fuel Fuel available in tons
* @return {number} Jump range in Light Years
*/
Ship.prototype.getJumpRangeForMass = function(mass, fuel) {
return calcJumpRange(mass, this.common[2].c, fuel);
};
/**
* Find an internal slot that has an installed component of the specific group.
*
* @param {string} group Component group/type
* @return {number} The index of the slot in ship.internal
*/
Ship.prototype.findInternalByGroup = function(group) {
var index;
if (group == 'sg' || group == 'psg') {
index = _.findIndex(this.internal, function(slot) {
return slot.c && (slot.c.grp == 'sg' || slot.c.grp == 'psg');
});
} else {
index = _.findIndex(this.internal, function(slot) {
return slot.c && slot.c.grp == group;
});
}
if (index !== -1) {
return this.internal[index];
}
return null;
};
//**********************//
// Mutate / Update Ship //
//**********************//
/**
* Recalculate all item costs and total based on discounts.
* @param {number} shipCostMultiplier Ship cost multiplier discount (e.g. 0.9 === 10% discount)
* @param {number} componentCostMultiplier Component cost multiplier discount (e.g. 0.75 === 25% discount)
*/
Ship.prototype.applyDiscounts = function(shipCostMultiplier, componentCostMultiplier) {
var total = 0;
var costList = this.costList;
for (var i = 0, l = costList.length; i < l; i++) {
var item = costList[i];
if (item.c && item.c.cost) {
item.discountedCost = item.c.cost * (item.type == 'SHIP' ? shipCostMultiplier : componentCostMultiplier);
if (item.incCost) {
total += item.discountedCost;
}
}
}
this.shipCostMultiplier = shipCostMultiplier;
this.componentCostMultiplier = componentCostMultiplier;
this.totalCost = total;
return this;
};
/**
* Builds/Updates the ship instance with the components[comps] passed in.
* @param {object} comps Collection of components used to build the ship
@@ -156,108 +239,54 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
// Update aggragated stats
if (comps) {
this.updatePower();
this.updateJumpStats();
this.updateShieldStrength();
this.updateTopSpeed();
this.updatePower()
.updateJumpStats()
.updateShieldStrength()
.updateTopSpeed();
}
return this;
};
Ship.prototype.useBulkhead = function(index, preventUpdate) {
var oldBulkhead = this.bulkheads.c;
this.bulkheads.id = index;
this.bulkheads.c = Components.bulkheads(this.id, index);
this.bulkheads.discountedCost = this.bulkheads.c.cost * this.componentCostMultiplier;
this.armourMultiplier = ArmourMultiplier[index];
this.updateStats(this.bulkheads, this.bulkheads.c, oldBulkhead, preventUpdate);
Ship.prototype.emptyHardpoints = function() {
for (var i = this.hardpoints.length; i--; ) {
this.use(this.hardpoints[i], null, null);
}
return this;
};
/**
* Update a slot with a the component if the id is different from the current id for this slot.
* Has logic handling components that you may only have 1 of (Shield Generator or Refinery).
*
* @param {object} slot The component slot
* @param {string} id Unique ID for the selected component
* @param {object} component Properties for the selected component
* @param {boolean} preventUpdate If true, do not update aggregated stats
*/
Ship.prototype.use = function(slot, id, component, preventUpdate) {
if (slot.id != id) { // Selecting a different component
// Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique
if (slot.cat == 2 && component && _.includes(['psg', 'sg', 'rf', 'fs'], component.grp)) {
// Find another internal slot that already has this type/group installed
var similarSlot = this.findInternalByGroup(component.grp);
// If another slot has an installed component with of the same type
if (!preventUpdate && similarSlot && similarSlot !== slot) {
this.updateStats(similarSlot, null, similarSlot.c, true); // Update stats but don't trigger a global update
similarSlot.id = similarSlot.c = null; // Empty the slot
similarSlot.discountedCost = 0;
}
Ship.prototype.emptyInternal = function() {
for (var i = this.internal.length; i--; ) {
this.use(this.internal[i], null, null);
}
return this;
};
Ship.prototype.emptyUtility = function() {
for (var i = this.hardpoints.length; i--; ) {
if (!this.hardpoints[i].maxClass) {
this.use(this.hardpoints[i], null, null);
}
var oldComponent = slot.c;
slot.id = id;
slot.c = component;
slot.discountedCost = (component && component.cost) ? component.cost * this.componentCostMultiplier : 0;
this.updateStats(slot, component, oldComponent, preventUpdate);
}
return this;
};
/**
* Calculate jump range using the installed FSD and the
* specified mass which can be more or less than ships actual mass
* @param {number} mass Mass in tons
* @param {number} fuel Fuel available in tons
* @return {number} Jump range in Light Years
*/
Ship.prototype.jumpRangeWithMass = function(mass, fuel) {
return calcJumpRange(mass, this.common[2].c, fuel);
};
/**
* Find an internal slot that has an installed component of the specific group.
*
* @param {string} group Component group/type
* @return {number} The index of the slot in ship.internal
*/
Ship.prototype.findInternalByGroup = function(group) {
var index;
if (group == 'sg' || group == 'psg') {
index = _.findIndex(this.internal, function(slot) {
return slot.c && (slot.c.grp == 'sg' || slot.c.grp == 'psg');
});
} else {
index = _.findIndex(this.internal, function(slot) {
return slot.c && slot.c.grp == group;
});
}
if (index !== -1) {
return this.internal[index];
}
return null;
};
/**
* Will change the priority of the specified slot if the new priority is valid
* @param {object} slot The slot to be updated
* @param {number} newPriority The new priority to be set
* @return {boolean} Returns true if the priority was changed (within range)
*/
Ship.prototype.changePriority = function(slot, newPriority) {
if (newPriority >= 0 && newPriority < this.priorityBands.length) {
var oldPriority = slot.priority;
slot.priority = newPriority;
if (slot.enabled) { // Only update power if the slot is enabled
var usage = powerUsageType(slot, slot.c);
this.priorityBands[oldPriority][usage] -= slot.c.power;
this.priorityBands[newPriority][usage] += slot.c.power;
this.updatePower();
Ship.prototype.emptyWeapons = function() {
for (var i = this.hardpoints.length; i--; ) {
if (this.hardpoints[i].maxClass) {
this.use(this.hardpoints[i], null, null);
}
return true;
}
return false;
return this;
};
/**
* Optimize for the lower mass build that can still boost and power the ship
* without power management.
* @param {object} c Common Component overrides
*/
Ship.prototype.optimizeMass = function(c) {
return this.emptyHardpoints().emptyInternal().useLightestCommon(c);
};
Ship.prototype.setCostIncluded = function(item, included) {
@@ -265,6 +294,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
this.totalCost += included ? item.discountedCost : -item.discountedCost;
}
item.incCost = included;
return this;
};
Ship.prototype.setSlotEnabled = function(slot, enabled) {
@@ -285,20 +315,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
this.updatePower();
}
}
};
Ship.prototype.getSlotStatus = function(slot, deployed) {
if (!slot.c) { // Empty Slot
return 0; // No Status (Not possible)
} else if (!slot.enabled) {
return 1; // Disabled
} else if (deployed && !slot.c.retractedOnly) { // Certain component (e.g. Detaild Surface scanner) are power only while retracted
return this.priorityBands[slot.priority].deployedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
// Active hardpoints have no retracted status
} else if ((deployed && slot.c.retractedOnly) || (slot.cat === 1 && !slot.c.passive)) {
return 0; // No Status (Not possible)
}
return this.priorityBands[slot.priority].retractedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
return this;
};
/**
@@ -380,6 +397,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
this.updateJumpStats();
this.updateShieldStrength();
}
return this;
};
Ship.prototype.updatePower = function() {
@@ -395,17 +413,20 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
this.powerAvailable = this.common[0].c.pGen;
this.powerRetracted = prevRetracted;
this.powerDeployed = prevDeployed;
return this;
};
Ship.prototype.updateTopSpeed = function() {
var speeds = calcSpeed(this.unladenMass + this.fuelCapacity, this.speed, this.boost, this.common[1].c, this.pipSpeed);
this.topSpeed = speeds['4 Pips'];
this.topBoost = speeds.boost;
return this;
};
Ship.prototype.updateShieldStrength = function() {
var sgSlot = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
this.shieldStrength = sgSlot && sgSlot.enabled ? calcShieldStrength(this.hullMass, this.baseShieldStrength, sgSlot.c, this.shieldMultiplier) : 0;
return this;
};
/**
@@ -419,29 +440,133 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
this.unladenTotalRange = calcTotalRange(this.unladenMass, fsd, this.fuelCapacity);
this.ladenTotalRange = calcTotalRange(this.unladenMass + this.cargoCapacity, fsd, this.fuelCapacity);
this.maxJumpCount = Math.ceil(this.fuelCapacity / fsd.maxfuel);
return this;
};
/**
* Update a slot with a the component if the id is different from the current id for this slot.
* Has logic handling components that you may only have 1 of (Shield Generator or Refinery).
*
* @param {object} slot The component slot
* @param {string} id Unique ID for the selected component
* @param {object} component Properties for the selected component
* @param {boolean} preventUpdate If true, do not update aggregated stats
*/
Ship.prototype.use = function(slot, id, component, preventUpdate) {
if (slot.id != id) { // Selecting a different component
// Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique
if (slot.cat == 2 && component && _.includes(['psg', 'sg', 'rf', 'fs'], component.grp)) {
// Find another internal slot that already has this type/group installed
var similarSlot = this.findInternalByGroup(component.grp);
// If another slot has an installed component with of the same type
if (!preventUpdate && similarSlot && similarSlot !== slot) {
this.updateStats(similarSlot, null, similarSlot.c, true); // Update stats but don't trigger a global update
similarSlot.id = similarSlot.c = null; // Empty the slot
similarSlot.discountedCost = 0;
}
}
var oldComponent = slot.c;
slot.id = id;
slot.c = component;
slot.discountedCost = (component && component.cost) ? component.cost * this.componentCostMultiplier : 0;
this.updateStats(slot, component, oldComponent, preventUpdate);
}
return this;
};
/**
* Recalculate all item costs and total based on discounts.
* @param {number} shipCostMultiplier Ship cost multiplier discount (e.g. 0.9 === 10% discount)
* @param {number} componentCostMultiplier Component cost multiplier discount (e.g. 0.75 === 25% discount)
* [useBulkhead description]
* @param {[type]} index [description]
* @param {[type]} preventUpdate [description]
* @return {[type]} [description]
*/
Ship.prototype.applyDiscounts = function(shipCostMultiplier, componentCostMultiplier) {
var total = 0;
var costList = this.costList;
Ship.prototype.useBulkhead = function(index, preventUpdate) {
var oldBulkhead = this.bulkheads.c;
this.bulkheads.id = index;
this.bulkheads.c = Components.bulkheads(this.id, index);
this.bulkheads.discountedCost = this.bulkheads.c.cost * this.componentCostMultiplier;
this.armourMultiplier = ArmourMultiplier[index];
this.updateStats(this.bulkheads, this.bulkheads.c, oldBulkhead, preventUpdate);
for (var i = 0, l = costList.length; i < l; i++) {
var item = costList[i];
if (item.c && item.c.cost) {
item.discountedCost = item.c.cost * (item.type == 'SHIP' ? shipCostMultiplier : componentCostMultiplier);
if (item.incCost) {
total += item.discountedCost;
}
}
return this;
};
/**
* [useCommon description]
* @param {[type]} rating [description]
* @return {[type]} [description]
*/
Ship.prototype.useCommon = function(rating) {
for (var i = this.common.length - 1; i--; ) { // All except Fuel Tank
var id = this.common[i].maxClass + rating;
this.use(this.common[i], id, Components.common(i, id));
}
this.shipCostMultiplier = shipCostMultiplier;
this.componentCostMultiplier = componentCostMultiplier;
this.totalCost = total;
return this;
};
/**
* Use the lightest common components unless otherwise specified
* @param {object} c Component overrides
*/
Ship.prototype.useLightestCommon = function(c) {
c = c || {};
var common = this.common,
pd = c.pd || this.availCS.lightestPowerDist(this.boostEnergy), // Find lightest Power Distributor that can still boost;
fsd = c.fsd || common[2].maxClass + 'A',
ls = c.ls || common[3].maxClass + 'D',
s = c.s || common[5].maxClass + 'D',
updated;
this.useBulkhead(0)
.use(common[2], fsd, Components.common(2, fsd)) // FSD
.use(common[3], ls, Components.common(3, ls)) // Life Support
.use(common[5], s, Components.common(5, s)) // Sensors
.use(common[4], pd, Components.common(4, pd)); // Power Distributor
// Thrusters and Powerplant must be determined after all other components are mounted
// Loop at least once to determine absolute lightest PD and TH
do {
updated = false;
// Find lightest Thruster that still works for the ship at max mass
var th = c.th || this.availCS.lightestThruster(this.ladenMass);
if (th != common[1].id) {
this.use(common[1], th, Components.common(1, th));
updated = true;
}
// Find lightest Power plant that can power the ship
var pp = c.pp || this.availCS.lightestPowerPlant(Math.max(this.powerRetracted, this.powerDeployed), c.ppRating);
if (pp != common[0].id) {
this.use(common[0], pp, Components.common(0, pp));
updated = true;
}
} while (updated);
return this;
};
/**
* Will change the priority of the specified slot if the new priority is valid
* @param {object} slot The slot to be updated
* @param {number} newPriority The new priority to be set
* @return {boolean} Returns true if the priority was changed (within range)
*/
Ship.prototype.changePriority = function(slot, newPriority) {
if (newPriority >= 0 && newPriority < this.priorityBands.length) {
var oldPriority = slot.priority;
slot.priority = newPriority;
if (slot.enabled) { // Only update power if the slot is enabled
var usage = powerUsageType(slot, slot.c);
this.priorityBands[oldPriority][usage] -= slot.c.power;
this.priorityBands[newPriority][usage] += slot.c.power;
this.updatePower();
}
return true;
}
return false;
};
return Ship;