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