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Merge pull request #104 from sf302/master
Hull reinforcement auto-fill, hardpoint clobber behavior tweak
This commit is contained in:
@@ -232,12 +232,12 @@ angular.module('app').controller('OutfitController', ['$window', '$rootScope', '
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updateState(Serializer.fromShip(ship.useCommon(rating)));
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updateState(Serializer.fromShip(ship.useCommon(rating)));
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};
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};
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$scope.useHardpoint = function(group, mount, missile) {
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$scope.useHardpoint = function(group, mount, clobber, missile) {
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updateState(Serializer.fromShip(ship.useWeapon(group, mount, missile)));
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updateState(Serializer.fromShip(ship.useWeapon(group, mount, clobber, missile)));
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};
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};
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$scope.useUtility = function(group, rating) {
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$scope.useUtility = function(group, rating, clobber) {
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updateState(Serializer.fromShip(ship.useUtility(group, rating)));
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updateState(Serializer.fromShip(ship.useUtility(group, rating, clobber)));
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};
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};
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$scope.emptyInternal = function() {
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$scope.emptyInternal = function() {
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@@ -255,7 +255,9 @@ angular.module('app').controller('OutfitController', ['$window', '$rootScope', '
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$scope.fillWithCargo = function() {
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$scope.fillWithCargo = function() {
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ship.internal.forEach(function(slot) {
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ship.internal.forEach(function(slot) {
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var id = Components.findInternalId('cr', slot.maxClass, 'E');
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var id = Components.findInternalId('cr', slot.maxClass, 'E');
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ship.use(slot, id, Components.internal(id));
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if (!slot.c) {
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ship.use(slot, id, Components.internal(id));
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}
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});
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});
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updateState(Serializer.fromShip(ship));
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updateState(Serializer.fromShip(ship));
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};
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};
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@@ -264,7 +266,7 @@ angular.module('app').controller('OutfitController', ['$window', '$rootScope', '
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var chargeCap = 0; // Capacity of single activation
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var chargeCap = 0; // Capacity of single activation
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ship.internal.forEach(function(slot) {
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ship.internal.forEach(function(slot) {
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var id = Components.findInternalId('scb', slot.maxClass, 'A');
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var id = Components.findInternalId('scb', slot.maxClass, 'A');
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if ((!slot.c || (slot.c.grp != 'sg' && slot.c.grp != 'psg')) && (!slot.eligible || slot.eligible.scb)) { // Check eligibility because of Orca, don't overwrite generator
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if (!slot.c && (!slot.eligible || slot.eligible.scb)) { // Check eligibility because of Orca, don't overwrite generator
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ship.use(slot, id, Components.internal(id));
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ship.use(slot, id, Components.internal(id));
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chargeCap += Components.internal(id).recharge;
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chargeCap += Components.internal(id).recharge;
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ship.setSlotEnabled(slot, chargeCap <= ship.shieldStrength); // Don't waste cell capacity on overcharge
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ship.setSlotEnabled(slot, chargeCap <= ship.shieldStrength); // Don't waste cell capacity on overcharge
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@@ -273,6 +275,16 @@ angular.module('app').controller('OutfitController', ['$window', '$rootScope', '
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updateState(Serializer.fromShip(ship));
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updateState(Serializer.fromShip(ship));
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};
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};
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$scope.fillWithArmor = function() {
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ship.internal.forEach(function(slot) {
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var id = Components.findInternalId('hr', Math.min(slot.maxClass, 5), 'D'); // Hull reinforcements top out at 5D
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if (!slot.c) {
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ship.use(slot, id, Components.internal(id));
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}
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});
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updateState(Serializer.fromShip(ship));
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};
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/**
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/**
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* Fill all internal slots with Cargo Racks, and optmize internal components.
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* Fill all internal slots with Cargo Racks, and optmize internal components.
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* Hardpoints are not altered.
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* Hardpoints are not altered.
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@@ -547,24 +547,24 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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return this;
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return this;
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};
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};
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Ship.prototype.useUtility = function(group, rating) {
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Ship.prototype.useUtility = function(group, rating, clobber) {
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var component = Components.findHardpoint(group, 0, rating);
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var component = Components.findHardpoint(group, 0, rating);
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for (var i = this.hardpoints.length; i--; ) {
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for (var i = this.hardpoints.length; i--; ) {
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if (!this.hardpoints[i].maxClass) {
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if ((clobber || !this.hardpoints[i].c) && !this.hardpoints[i].maxClass) {
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this.use(this.hardpoints[i], component.id, component);
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this.use(this.hardpoints[i], component.id, component);
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}
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}
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}
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}
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return this;
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return this;
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};
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};
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Ship.prototype.useWeapon = function(group, mount, missile) {
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Ship.prototype.useWeapon = function(group, mount, clobber, missile) {
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var hps = this.hardpoints;
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var hps = this.hardpoints;
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for (var i = hps.length; i--; ) {
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for (var i = hps.length; i--; ) {
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if (hps[i].maxClass) {
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if (hps[i].maxClass) {
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var size = hps[i].maxClass, component;
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var size = hps[i].maxClass, component;
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do {
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do {
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component = Components.findHardpoint(group, size, null, null, mount, missile);
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component = Components.findHardpoint(group, size, null, null, mount, missile);
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if (component) {
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if ((clobber || !hps[i].c) && component) {
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this.use(hps[i], component.id, component);
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this.use(hps[i], component.id, component);
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break;
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break;
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}
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}
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@@ -217,6 +217,7 @@
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<li class="lc" ng-click="emptyInternal()" translate="empty all"></li>
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<li class="lc" ng-click="emptyInternal()" translate="empty all"></li>
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<li class="lc" ng-click="fillWithCargo()" translate="cargo"></li>
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<li class="lc" ng-click="fillWithCargo()" translate="cargo"></li>
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<li class="lc" ng-click="fillWithCells()" translate="scb"></li>
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<li class="lc" ng-click="fillWithCells()" translate="scb"></li>
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<li class="lc" ng-click="fillWithArmor()" translate="hr"></li>
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</ul>
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</ul>
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</div>
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</div>
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</div>
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</div>
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