UI improvements, save build feature partial implementation

This commit is contained in:
Colin McLeod
2015-05-02 00:04:57 -07:00
parent bca5ed899f
commit 71405e6cb7
21 changed files with 383 additions and 192 deletions

View File

@@ -3,8 +3,10 @@
* information or behavoir in Elite Dangerous.
*
* This file contains values and functions that can be reused across the app.
*
* @requires ngLodash is a dependency of this module.
*/
angular.module('shipyard', [])
angular.module('shipyard', ['ngLodash'])
.value('commonArray', [
'Power Plant',
'Thrusters',
@@ -67,42 +69,39 @@ angular.module('shipyard', [])
'Large',
'Huge'
])
.factory('calcJumpRange', function() {
/**
* Calculate the maximum single jump range based on mass and a specific FSD
* @param {number} mass Mass of a ship: laden, unlanden, partially laden, etc
* @param {object} fsd The FDS object/component with maxfuel, fuelmul, fuelpower, optmass
* @param {number} fuel Optional - The fuel consumed during the jump (must be less than the drives max fuel per jump)
* @return {number} Distance in Light Years
*/
return function(mass, fsd, fuel) {
/**
* Calculate the maximum single jump range based on mass and a specific FSD
*
* @param {number} mass Mass of a ship: laden, unlanden, partially laden, etc
* @param {object} fsd The FDS object/component with maxfuel, fuelmul, fuelpower, optmass
* @param {number} fuel Optional - The fuel consumed during the jump (must be less than the drives max fuel per jump)
* @return {number} Distance in Light Years
*/
.value('calcJumpRange', function(mass, fsd, fuel) {
return Math.pow(Math.min(fuel || Infinity, fsd.maxfuel) / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass;
};
})
.factory('calcShieldStrength', function() {
/**
* Calculate the a ships shield strength based on mass, shield generator and shield boosters used.
*
* @private
* @param {number} mass Current mass of the ship
* @param {number} shields Base Shield strength MJ for ship
* @param {object} sg The shield generator used
* @param {number} multiplier Shield multiplier for ship (1 + shield boosters if any)
* @return {number} Approximate shield strengh in MJ
*/
return function (mass, shields, sg, multiplier) {
if (!sg) {
return 0;
}
if (mass <= sg.minmass) {
return shields * multiplier * sg.minmul;
}
if (mass < sg.optmass) {
return shields * multiplier * (sg.minmul + (mass - sg.minmass) / (sg.optmass - sg.minmass) * (sg.optmul - sg.minmul));
}
if (mass < sg.maxmass) {
return shields * multiplier * (sg.optmul + (mass - sg.optmass) / (sg.maxmass - sg.optmass) * (sg.maxmul - sg.optmul));
}
return shields * multiplier * sg.maxmul;
/**
* Calculate the a ships shield strength based on mass, shield generator and shield boosters used.
*
* @private
* @param {number} mass Current mass of the ship
* @param {number} shields Base Shield strength MJ for ship
* @param {object} sg The shield generator used
* @param {number} multiplier Shield multiplier for ship (1 + shield boosters if any)
* @return {number} Approximate shield strengh in MJ
*/
.value('calcShieldStrength', function (mass, shields, sg, multiplier) {
if (!sg) {
return 0;
}
if (mass <= sg.minmass) {
return shields * multiplier * sg.minmul;
}
if (mass < sg.optmass) {
return shields * multiplier * (sg.minmul + (mass - sg.minmass) / (sg.optmass - sg.minmass) * (sg.optmul - sg.minmul));
}
if (mass < sg.maxmass) {
return shields * multiplier * (sg.optmul + (mass - sg.optmass) / (sg.maxmass - sg.optmass) * (sg.maxmul - sg.optmul));
}
return shields * multiplier * sg.maxmul;
});