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Work on engineering import
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@@ -2,7 +2,9 @@ import Ship from '../shipyard/Ship'
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import { HARDPOINT_NUM_TO_CLASS, shipModelFromJson } from './CompanionApiUtils'
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import { Ships } from 'coriolis-data/dist'
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import Module from '../shipyard/Module'
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import { Modules } from '../../../../coriolis-data/dist'
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import { Modules } from 'coriolis-data/dist'
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import { Modifications } from 'coriolis-data/dist'
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import { getBlueprint } from './BlueprintFunctions'
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/**
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* Obtain a module given its FD Name
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@@ -97,6 +99,7 @@ export function shipFromLoadoutJSON(json) {
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ship.use(ship.standard[0], powerplant, true);
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ship.standard[0].enabled = module.On;
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ship.standard[0].priority = module.Priority;
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_addModifications(powerplant, module.Engineering.Modifiers, module.Engineering.BlueprintName, module.Engineering.Level);
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break;
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case 'MainEngines':
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const thrusters = _moduleFromFdName(module.Item);
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@@ -219,3 +222,78 @@ export function shipFromLoadoutJSON(json) {
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// Now update the ship's codes before returning it
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return ship.updatePowerPrioritesString().updatePowerEnabledString().updateModificationsString();
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}
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/**
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* Add the modifications for a module
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* @param {Module} module the module
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* @param {Object} modifiers the modifiers
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* @param {Object} blueprint the blueprint of the modification
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* @param {Object} grade the grade of the modification
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* @param {Object} specialModifications special modification
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*/
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function _addModifications(module, modifiers, blueprint, grade, specialModifications) {
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if (!modifiers) return;
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console.log(modifiers);
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let special;
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if (specialModifications) {
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special = Modifications.specials[Object.keys(specialModifications)[0]]
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}
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for (const i in modifiers) {
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// Some special modifications
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if (modifiers[i].name === 'mod_weapon_clip_size_override') {
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// This is a numeric addition to the clip size, but we need to work it out in terms of being a percentage so
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// that it works the same as other modifications
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const origClip = module.clip || 1;
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module.setModValue('clip', ((modifiers[i].value - origClip) / origClip) * 10000);
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} else if (modifiers[i].name === 'mod_weapon_burst_size') {
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// This is an absolute number that acts as an override
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module.setModValue('burst', modifiers[i].value * 100);
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} else if (modifiers[i].name === 'mod_weapon_burst_rof') {
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// This is an absolute number that acts as an override
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module.setModValue('burstrof', modifiers[i].value * 100);
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} else if (modifiers[i].name === 'mod_weapon_falloffrange_from_range') {
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// Obtain the falloff value directly from the range
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module.setModValue('fallofffromrange', 1);
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} else if (modifiers[i].name && modifiers[i].name.startsWith('special_')) {
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// We don't add special effects directly, but keep a note of them so they can be added when fetching values
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special = Modifications.specials[modifiers[i].name];
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} else {
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// Look up the modifiers to find what we need to do
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const findMod = val => {
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return Object.keys(Modifications.modifierActions).find(elem => {
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return elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_)/igm, '')) >= 0
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})
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};
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console.log(i + ': ' + findMod(modifiers[i].Label))
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const modifierActions = Modifications.modifierActions[findMod(modifiers[i].Label)];
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console.log(modifierActions);
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//TODO: Figure out how to scale this value.
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let value = modifiers[i].Value;
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console.log(`${i}: ${value}`)
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// Carry out the required changes
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for (const action in modifierActions) {
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if (isNaN(modifierActions[action])) {
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module.setModValue(action, modifierActions[action]);
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} else {
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const actionValue = modifierActions[action] * value;
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let mod = module.getModValue(action) / 10000;
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if (!mod) {
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mod = 0;
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}
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module.setModValue(action, ((1 + mod) * (1 + actionValue) - 1) * 10000);
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}
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}
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}
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}
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// Add the blueprint definition, grade and special
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if (blueprint) {
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module.blueprint = getBlueprint(blueprint, module);
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if (grade) {
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module.blueprint.grade = Number(grade);
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}
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if (special) {
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module.blueprint.special = special;
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}
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}
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}
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