Engineers. Are. Back. Probably.

This commit is contained in:
Willyb321
2018-04-14 14:50:37 +10:00
parent 8375ad95b3
commit 58b55eb3da
5 changed files with 166 additions and 155 deletions

2
package-lock.json generated
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@@ -1,6 +1,6 @@
{
"name": "coriolis_shipyard",
"version": "2.5.2",
"version": "2.5.3",
"lockfileVersion": 1,
"requires": true,
"dependencies": {

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@@ -64,10 +64,29 @@ export default class Module {
}
}
}
// Sanitise the resultant value to 4dp equivalent
return isNaN(result) ? result : Math.round(result);
}
/**
* Set a value for a given modification ID
* @param {Number} name The name of the modification
* @param {object} value The value of the modification. If it is a numeric value then it should be an integer scaled so that -2.34% == -234
*/
setModValueFromJournal(name, value, origVal) {
if (!this.mods) {
this.mods = {};
}
if (!this.origVals) {
this.origVals = {};
}
if (value == null || value == 0) {
delete this.mods[name];
} else {
this.mods[name] = value;
this.origVals[name] = origVal;
}
}
/**
* Set a value for a given modification ID
@@ -79,6 +98,9 @@ export default class Module {
if (!this.mods) {
this.mods = {};
}
if (!this.origVals) {
this.origVals = {};
}
if (valueiswithspecial && this.blueprint && this.blueprint.special) {
// This module has a special effect, see if we need to alter the stored value
const modifierActions = Modifications.modifierActions[this.blueprint.special.edname];
@@ -117,7 +139,7 @@ export default class Module {
_getModifiedValue(name) {
const modification = Modifications.modifications[name];
let result = this[name];
// console.log(`${name} = ${this[name]}`)
if (!result) {
if (modification && modification.method === 'additive') {
// Additive modifications start at 0 rather than NULL

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@@ -490,7 +490,6 @@ export default class Ship {
// Value passed is invalid; reset it to 0
value = 0;
}
// Handle special cases
if (name === 'pgen') {
// Power generation

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@@ -225,7 +225,13 @@ export function isValueBeneficial(feature, value) {
*/
export function getBlueprint(name, module) {
// Start with a copy of the blueprint
const blueprint = JSON.parse(JSON.stringify(Modifications.blueprints[name]));
const findMod = val => Object.keys(Modifications.blueprints).find(elem => elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_|persecond)/igm, '')) >= 0)
const found = Modifications.blueprints[findMod(name)];
if (!found || !found.fdname) {
return undefined;
}
const blueprint = JSON.parse(JSON.stringify(found));
console.log(blueprint)
if (module) {
if (module.grp === 'bh' || module.grp === 'hr' || module.grp === 'sg' || module.grp === 'psg' || module.grp === 'bsg') {
// Bulkheads, hull reinforcements and shield generators need to have their resistances altered by the base values

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@@ -12,15 +12,15 @@ import { getBlueprint } from './BlueprintFunctions'
* @return {Module} the module
*/
function _moduleFromFdName (fdname) {
if (!fdname) return null;
fdname = fdname.toLowerCase();
if (!fdname) return null
fdname = fdname.toLowerCase()
// Check standard modules
for (const grp in Modules.standard) {
if (Modules.standard.hasOwnProperty(grp)) {
for (const i in Modules.standard[grp]) {
if (Modules.standard[grp][i].symbol && Modules.standard[grp][i].symbol.toLowerCase() === fdname) {
// Found it
return new Module({ template: Modules.standard[grp][i] });
return new Module({template: Modules.standard[grp][i]})
}
}
}
@@ -32,7 +32,7 @@ function _moduleFromFdName(fdname) {
for (const i in Modules.hardpoints[grp]) {
if (Modules.hardpoints[grp][i].symbol && Modules.hardpoints[grp][i].symbol.toLowerCase() === fdname) {
// Found it
return new Module({ template: Modules.hardpoints[grp][i] });
return new Module({template: Modules.hardpoints[grp][i]})
}
}
}
@@ -44,7 +44,7 @@ function _moduleFromFdName(fdname) {
for (const i in Modules.internal[grp]) {
if (Modules.internal[grp][i].symbol && Modules.internal[grp][i].symbol.toLowerCase() === fdname) {
// Found it
return new Module({ template: Modules.internal[grp][i] });
return new Module({template: Modules.internal[grp][i]})
}
}
}
@@ -52,8 +52,9 @@ function _moduleFromFdName(fdname) {
console.log(fdname)
// Not found
return null;
return null
}
/**
* Build a ship from the journal Loadout event JSON
* @param {object} json the Loadout event JSON
@@ -61,139 +62,147 @@ function _moduleFromFdName(fdname) {
*/
export function shipFromLoadoutJSON (json) {
// Start off building a basic ship
const shipModel = shipModelFromJson(json);
const shipModel = shipModelFromJson(json)
if (!shipModel) {
throw 'No such ship found: "' + json.Ship + '"';
throw 'No such ship found: "' + json.Ship + '"'
}
const shipTemplate = Ships[shipModel];
const shipTemplate = Ships[shipModel]
let ship = new Ship(shipModel, shipTemplate.properties, shipTemplate.slots);
ship.buildWith(null);
let ship = new Ship(shipModel, shipTemplate.properties, shipTemplate.slots)
ship.buildWith(null)
// Initial Ship building, don't do engineering yet.
for (const module of json.Modules) {
if (!module.Engineering) module.Engineering = {};
switch (module.Slot) {
// Cargo Hatch.
case 'CargoHatch':
ship.cargoHatch.enabled = module.On;
ship.cargoHatch.priority = module.Priority;
break;
ship.cargoHatch.enabled = module.On
ship.cargoHatch.priority = module.Priority
break
// Add the bulkheads
case 'Armour':
if (module.Item.endsWith('_Armour_Grade1')) {
ship.useBulkhead(0, true);
} else if (module.Item.endsWith('_Armour_Grade2')) {
ship.useBulkhead(1, true);
} else if (module.Item.endsWith('_Armour_Grade3')) {
ship.useBulkhead(2, true);
} else if (module.Item.endsWith('_Armour_Mirrored')) {
ship.useBulkhead(3, true);
} else if (module.Item.endsWith('_Armour_Reactive')) {
ship.useBulkhead(4, true);
if (module.Item.toLowerCase().endsWith('_armour_grade1')) {
ship.useBulkhead(0, true)
} else if (module.Item.toLowerCase().endsWith('_armour_grade2')) {
ship.useBulkhead(1, true)
} else if (module.Item.toLowerCase().endsWith('_armour_grade3')) {
ship.useBulkhead(2, true)
} else if (module.Item.toLowerCase().endsWith('_armour_mirrored')) {
ship.useBulkhead(3, true)
} else if (module.Item.toLowerCase().endsWith('_armour_reactive')) {
ship.useBulkhead(4, true)
} else {
throw 'Unknown bulkheads "' + module.Item + '"';
throw 'Unknown bulkheads "' + module.Item + '"'
}
ship.bulkheads.enabled = true;
break;
ship.bulkheads.enabled = true
_addModifications(ship.bulkheads.m, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
break
case 'PowerPlant':
const powerplant = _moduleFromFdName(module.Item);
ship.use(ship.standard[0], powerplant, true);
ship.standard[0].enabled = module.On;
ship.standard[0].priority = module.Priority;
_addModifications(powerplant, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level);
break;
const powerplant = _moduleFromFdName(module.Item)
ship.use(ship.standard[0], powerplant, true)
ship.standard[0].enabled = module.On
ship.standard[0].priority = module.Priority
_addModifications(powerplant, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
break
case 'MainEngines':
const thrusters = _moduleFromFdName(module.Item);
ship.use(ship.standard[1], thrusters, true);
ship.standard[1].enabled = module.On;
ship.standard[1].priority = module.Priority;
break;
const thrusters = _moduleFromFdName(module.Item)
ship.use(ship.standard[1], thrusters, true)
ship.standard[1].enabled = module.On
ship.standard[1].priority = module.Priority
_addModifications(thrusters, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
break
case 'FrameShiftDrive':
const frameshiftdrive = _moduleFromFdName(module.Item);
ship.use(ship.standard[2], frameshiftdrive, true);
ship.standard[2].enabled = module.On;
ship.standard[2].priority = module.Priority;
break;
const frameshiftdrive = _moduleFromFdName(module.Item)
ship.use(ship.standard[2], frameshiftdrive, true)
ship.standard[2].enabled = module.On
ship.standard[2].priority = module.Priority
_addModifications(frameshiftdrive, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
break
case 'LifeSupport':
const lifesupport = _moduleFromFdName(module.Item);
ship.use(ship.standard[3], lifesupport, true);
ship.standard[3].enabled = module.On === true;
ship.standard[3].priority = module.Priority;
break;
const lifesupport = _moduleFromFdName(module.Item)
ship.use(ship.standard[3], lifesupport, true)
ship.standard[3].enabled = module.On === true
ship.standard[3].priority = module.Priority
_addModifications(lifesupport, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
break
case 'PowerDistributor':
const powerdistributor = _moduleFromFdName(module.Item);
ship.use(ship.standard[4], powerdistributor, true);
ship.standard[4].enabled = module.On;
ship.standard[4].priority = module.Priority;
break;
const powerdistributor = _moduleFromFdName(module.Item)
ship.use(ship.standard[4], powerdistributor, true)
ship.standard[4].enabled = module.On
ship.standard[4].priority = module.Priority
_addModifications(powerdistributor, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
break
case 'Radar':
const sensors = _moduleFromFdName(module.Item);
ship.use(ship.standard[5], sensors, true);
ship.standard[5].enabled = module.On;
ship.standard[5].priority = module.Priority;
break;
const sensors = _moduleFromFdName(module.Item)
ship.use(ship.standard[5], sensors, true)
ship.standard[5].enabled = module.On
ship.standard[5].priority = module.Priority
_addModifications(sensors, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
break
case 'FuelTank':
const fueltank = _moduleFromFdName(module.Item);
ship.use(ship.standard[6], fueltank, true);
ship.standard[6].enabled = true;
ship.standard[6].priority = 0;
break;
const fueltank = _moduleFromFdName(module.Item)
ship.use(ship.standard[6], fueltank, true)
ship.standard[6].enabled = true
ship.standard[6].priority = 0
break
default:
}
if (module.Slot.search(/Hardpoint/) !== -1) {
// Add hardpoints
let hardpointClassNum = -1;
let hardpointSlotNum = -1;
let hardpointArrayNum = 0;
let hardpointClassNum = -1
let hardpointSlotNum = -1
let hardpointArrayNum = 0
for (let i in shipTemplate.slots.hardpoints) {
if (shipTemplate.slots.hardpoints[i] === hardpointClassNum) {
// Another slot of the same class
hardpointSlotNum++;
hardpointSlotNum++
} else {
// The first slot of a new class
hardpointClassNum = shipTemplate.slots.hardpoints[i];
hardpointSlotNum = 1;
hardpointClassNum = shipTemplate.slots.hardpoints[i]
hardpointSlotNum = 1
}
// Now that we know what we're looking for, find it
const hardpointName = HARDPOINT_NUM_TO_CLASS[hardpointClassNum] + 'Hardpoint' + hardpointSlotNum;
const hardpointSlot = json.Modules.find(elem => elem.Slot === hardpointName);
const hardpointName = HARDPOINT_NUM_TO_CLASS[hardpointClassNum] + 'Hardpoint' + hardpointSlotNum
const hardpointSlot = json.Modules.find(elem => elem.Slot === hardpointName)
if (!hardpointSlot) {
// This can happen with old imports that don't contain new hardpoints
} else if (!hardpointSlot) {
// No module
} else {
const hardpoint = _moduleFromFdName(hardpointSlot.Item);
ship.use(ship.hardpoints[hardpointArrayNum], hardpoint, true);
ship.hardpoints[hardpointArrayNum].enabled = hardpointSlot.On;
ship.hardpoints[hardpointArrayNum].priority = hardpointSlot.Priority;
const hardpoint = _moduleFromFdName(hardpointSlot.Item)
ship.use(ship.hardpoints[hardpointArrayNum], hardpoint, true)
ship.hardpoints[hardpointArrayNum].enabled = hardpointSlot.On
ship.hardpoints[hardpointArrayNum].priority = hardpointSlot.Priority
_addModifications(hardpoint, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
}
hardpointArrayNum++;
hardpointArrayNum++
}
}
if (module.Slot.search(/Slot\d/) !== -1) {
let internalSlotNum = 1;
let militarySlotNum = 1;
let internalSlotNum = 1
let militarySlotNum = 1
for (let i in shipTemplate.slots.internal) {
const isMilitary = isNaN(shipTemplate.slots.internal[i]) ? shipTemplate.slots.internal[i].name = 'Military' : false;
const isMilitary = isNaN(shipTemplate.slots.internal[i]) ? shipTemplate.slots.internal[i].name = 'Military' : false
// The internal slot might be a standard or a military slot. Military slots have a different naming system
let internalSlot = null;
let internalSlot = null
if (isMilitary) {
const internalName = 'Military0' + militarySlotNum;
internalSlot = json.Modules.find(elem => elem.Slot === internalName);
militarySlotNum++;
const internalName = 'Military0' + militarySlotNum
internalSlot = json.Modules.find(elem => elem.Slot === internalName)
militarySlotNum++
} else {
// Slot numbers are not contiguous so handle skips.
while (internalSlot === null && internalSlotNum < 99) {
// Slot sizes have no relationship to the actual size, either, so check all possibilities
for (let slotsize = 0; slotsize < 9; slotsize++) {
const internalName = 'Slot' + (internalSlotNum <= 9 ? '0' : '') + internalSlotNum + '_Size' + slotsize;
const internalName = 'Slot' + (internalSlotNum <= 9 ? '0' : '') + internalSlotNum + '_Size' + slotsize
if (json.Modules.find(elem => elem.Slot === internalName)) {
internalSlot = json.Modules.find(elem => elem.Slot === internalName);
break;
internalSlot = json.Modules.find(elem => elem.Slot === internalName)
break
}
}
internalSlotNum++;
internalSlotNum++
}
}
@@ -202,11 +211,12 @@ export function shipFromLoadoutJSON(json) {
} else if (!internalSlot) {
// No module
} else {
const internalJson = internalSlot;
const internal = _moduleFromFdName(internalJson.Item);
ship.use(ship.internal[i], internal, true);
ship.internal[i].enabled = internalJson.On === true;
ship.internal[i].priority = internalJson.Priority;
const internalJson = internalSlot
const internal = _moduleFromFdName(internalJson.Item)
ship.use(ship.internal[i], internal, true)
ship.internal[i].enabled = internalJson.On === true
ship.internal[i].priority = internalJson.Priority
_addModifications(internal, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level)
}
}
}
@@ -214,13 +224,13 @@ export function shipFromLoadoutJSON(json) {
}
// We don't have any information on it so guess it's priority 5 and disabled
if (!ship.cargoHatch) {
ship.cargoHatch.enabled = false;
ship.cargoHatch.priority = 4;
ship.cargoHatch.enabled = false
ship.cargoHatch.priority = 4
}
console.log(ship);
console.log(ship)
// Now update the ship's codes before returning it
return ship.updatePowerPrioritesString().updatePowerEnabledString().updateModificationsString();
return ship.updatePowerPrioritesString().updatePowerEnabledString().updateModificationsString()
}
/**
@@ -232,68 +242,42 @@ export function shipFromLoadoutJSON(json) {
* @param {Object} specialModifications special modification
*/
function _addModifications (module, modifiers, blueprint, grade, specialModifications) {
if (!modifiers) return;
console.log(modifiers);
let special;
if (!modifiers) return
let special
if (specialModifications) {
special = Modifications.specials[Object.keys(specialModifications)[0]]
}
for (const i in modifiers) {
// Some special modifications
if (modifiers[i].name === 'mod_weapon_clip_size_override') {
// This is a numeric addition to the clip size, but we need to work it out in terms of being a percentage so
// that it works the same as other modifications
const origClip = module.clip || 1;
module.setModValue('clip', ((modifiers[i].value - origClip) / origClip) * 10000);
} else if (modifiers[i].name === 'mod_weapon_burst_size') {
// This is an absolute number that acts as an override
module.setModValue('burst', modifiers[i].value * 100);
} else if (modifiers[i].name === 'mod_weapon_burst_rof') {
// This is an absolute number that acts as an override
module.setModValue('burstrof', modifiers[i].value * 100);
} else if (modifiers[i].name === 'mod_weapon_falloffrange_from_range') {
// Obtain the falloff value directly from the range
module.setModValue('fallofffromrange', 1);
} else if (modifiers[i].name && modifiers[i].name.startsWith('special_')) {
// We don't add special effects directly, but keep a note of them so they can be added when fetching values
special = Modifications.specials[modifiers[i].name];
} else {
// Look up the modifiers to find what we need to do
const findMod = val => {
return Object.keys(Modifications.modifierActions).find(elem => {
return elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_)/igm, '')) >= 0
})
};
console.log(i + ': ' + findMod(modifiers[i].Label))
const modifierActions = Modifications.modifierActions[findMod(modifiers[i].Label)];
console.log(modifierActions);
const findMod = val => Object.keys(Modifications.modifierActions).find(elem => elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_|persecond)/igm, '')) >= 0)
const modifierActions = Modifications.modifierActions[findMod(modifiers[i].Label)]
console.log(`${modifiers[i].Label}: ${findMod(modifiers[i].Label)}`)
//TODO: Figure out how to scale this value.
let value = modifiers[i].Value;
console.log(`${i}: ${value}`)
if (!!modifiers[i].LessIsGood) {
}
let value = modifiers[i].Value / modifiers[i].OriginalValue * 100 - 100;
// Carry out the required changes
for (const action in modifierActions) {
if (isNaN(modifierActions[action])) {
module.setModValue(action, modifierActions[action]);
module.setModValue(action, modifierActions[action])
} else {
const actionValue = modifierActions[action] * value;
let mod = module.getModValue(action) / 10000;
if (!mod) {
mod = 0;
}
module.setModValue(action, ((1 + mod) * (1 + actionValue) - 1) * 10000);
}
const actionValue = modifierActions[action] * value
module.setModValue(action, value * 100)
}
}
}
// Add the blueprint definition, grade and special
if (blueprint) {
module.blueprint = getBlueprint(blueprint, module);
console.log(blueprint);
module.blueprint = getBlueprint(blueprint, module)
if (grade) {
module.blueprint.grade = Number(grade);
module.blueprint.grade = Number(grade)
}
if (special) {
module.blueprint.special = special;
module.blueprint.special = special
}
}
}