Provide live sustained DPS for opponent

This commit is contained in:
Cmdr McDonald
2017-03-16 07:35:52 +00:00
parent 365810a610
commit 750d23b10a
3 changed files with 87 additions and 31 deletions

View File

@@ -44,7 +44,7 @@ export default class BattleCentre extends TranslatedComponent {
cargo: ship.cargoCapacity,
boost: false,
engagementRange: 1500,
opponent: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots)
opponent: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots).buildWith(Ships['anaconda'].defaults)
};
}
@@ -110,13 +110,13 @@ export default class BattleCentre extends TranslatedComponent {
render() {
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { sys, eng, wep, cargo, fuel, boost, engagementRange, opponent } = this.state;
const { sys, eng, wep, cargo, fuel, boost, engagementRange, opponent, opponentBuild } = this.state;
const { ship } = this.props;
// Markers are used to propagate state changes without requiring a deep comparison of the ship, as that takes a long time
const pipsMarker = '' + ship.canBoost();
const movementMarker = '' + ship.topSpeed + ':' + ship.pitch + ':' + ship.roll + ':' + ship.yaw + ':' + ship.canBoost();
const shieldMarker = '' + ship.shield + ':' + ship.shieldCells + ':' + ship.shieldExplRes + ':' + ship.shieldKinRes + ':' + ship.shieldThermRes + ':' + ship.armour + ship.standard[4].m.getSystemsCapacity() + ':' + ship.standard[4].m.getSystemsRechargeRate();
const shieldMarker = '' + ship.shield + ':' + ship.shieldCells + ':' + ship.shieldExplRes + ':' + ship.shieldKinRes + ':' + ship.shieldThermRes + ':' + ship.armour + ship.standard[4].m.getSystemsCapacity() + ':' + ship.standard[4].m.getSystemsRechargeRate() + ':' + opponent.name + ':' + opponentBuild + ':' + engagementRange;
return (
<span>
@@ -136,7 +136,7 @@ export default class BattleCentre extends TranslatedComponent {
</div>
<div className='group full'>
<h1>{translate('defence')}</h1>
<Defence marker={shieldMarker} ship={ship} opponent={opponent} sys={sys}/>
<Defence marker={shieldMarker} ship={ship} opponent={opponent} sys={sys} engagementrange={engagementRange}/>
</div>
</span>
);

View File

@@ -19,6 +19,7 @@ export default class Defence extends TranslatedComponent {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
opponent: React.PropTypes.object.isRequired,
engagementrange: React.PropTypes.number.isRequired,
sys: React.PropTypes.number.isRequired
};
@@ -29,7 +30,7 @@ export default class Defence extends TranslatedComponent {
constructor(props) {
super(props);
const { shield, armour, shielddamage, armourdamage } = this._calcMetrics(props.ship, props.opponent, props.sys);
const { shield, armour, shielddamage, armourdamage } = this._calcMetrics(props.ship, props.opponent, props.sys, props.engagementrange);
this.state = { shield, armour, shielddamage, armourdamage };
}
@@ -40,31 +41,83 @@ export default class Defence extends TranslatedComponent {
*/
componentWillReceiveProps(nextProps) {
if (this.props.marker != nextProps.marker || this.props.sys != nextProps.sys) {
const { shield, armour, shielddamage, armourdamage } = this._calcMetrics(nextProps.ship, nextProps.opponent, nextProps.sys);
const { shield, armour, shielddamage, armourdamage } = this._calcMetrics(nextProps.ship, nextProps.opponent, nextProps.sys, nextProps.engagementrange);
this.setState({ shield, armour, shielddamage, armourdamage });
return true;
}
}
/**
* Calculate shield metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The opponent ship
* @returns {Object} Shield metrics
* Calculate the sustained DPS for a ship at a given range, excluding resistances
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} engagementrange The range between the ship and opponent
* @returns {Object} Sustained DPS for shield and armour
*/
_calcMetrics(ship, opponent, sys) {
_calcSustainedDps(ship, opponent, engagementrange) {
const shieldsdps = {
absolute: 0,
explosive: 0,
kinetic: 0,
thermal: 0
};
const armoursdps = {
absolute: 0,
explosive: 0,
kinetic: 0,
thermal: 0
};
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].m && ship.hardpoints[i].enabled && ship.hardpoints[i].maxClass > 0) {
const m = ship.hardpoints[i].m;
// Initial sustained DPS
let sDps = m.getClip() ? (m.getClip() * m.getDps() / m.getRoF()) / ((m.getClip() / m.getRoF()) + m.getReload()) : m.getDps();
// Take fall-off in to account
const falloff = m.getFalloff();
if (falloff && engagementrange > falloff) {
const dropoffRange = m.getRange() - falloff;
sDps *= 1 - Math.min((engagementrange - falloff) / dropoffRange, 1);
}
// Piercing/hardness modifier (for armour only)
const armourMultiple = m.getPiercing() >= opponent.hardness ? 1 : m.getPiercing() / opponent.hardness;
// Break out the damage according to type
if (m.getDamageDist().A) {
shieldsdps.absolute += sDps * m.getDamageDist().A;
armoursdps.absolute += sDps * m.getDamageDist().A * armourMultiple;
}
if (m.getDamageDist().E) {
shieldsdps.explosive += sDps * m.getDamageDist().E;
armoursdps.explosive += sDps * m.getDamageDist().E * armourMultiple;
}
if (m.getDamageDist().K) {
shieldsdps.kinetic += sDps * m.getDamageDist().K;
armoursdps.kinetic += sDps * m.getDamageDist().K * armourMultiple;
}
if (m.getDamageDist().T) {
shieldsdps.thermal += sDps * m.getDamageDist().T;
armoursdps.thermal += sDps * m.getDamageDist().T * armourMultiple;
}
}
}
return { shieldsdps, armoursdps };
}
/**
* Calculate shield metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The opponent ship
* @param {int} engagementrange The range between the ship and opponent
* @returns {Object} Shield metrics
*/
_calcMetrics(ship, opponent, sys, engagementrange) {
const sysResistance = this._calcSysResistance(sys);
const maxSysResistance = this._calcSysResistance(4);
// Obtain the opponent's sustained DPS for later damage calculations
// const opponentSDps = Calc.sustainedDps(opponent, range);
const opponentSDps = {
absolute: 62.1,
explosive: 0,
kinetic: 7.4,
thermal: 7.4
};
// Obtain the opponent's sustained DPS on us for later damage calculations
const { shieldsdps, armoursdps } = this._calcSustainedDps(opponent, ship, engagementrange);
let shielddamage = {};
let shield = {};
@@ -176,10 +229,10 @@ console.log(`Cannot recover shields`);
max: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - maxSysResistance)
};
shielddamage.absolutesdps = opponentSDps.absolute *= shield.absolute.total;
shielddamage.explosivesdps = opponentSDps.explosive *= shield.explosive.total;
shielddamage.kineticsdps = opponentSDps.kinetic *= shield.kinetic.total;
shielddamage.thermalsdps = opponentSDps.thermal *= shield.thermal.total;
shielddamage.absolutesdps = shieldsdps.absolute *= shield.absolute.total;
shielddamage.explosivesdps = shieldsdps.explosive *= shield.explosive.total;
shielddamage.kineticsdps = shieldsdps.kinetic *= shield.kinetic.total;
shielddamage.thermalsdps = shieldsdps.thermal *= shield.thermal.total;
shielddamage.totalsdps = shielddamage.absolutesdps + shielddamage.explosivesdps + shielddamage.kineticsdps + shielddamage.thermalsdps;
}
@@ -252,10 +305,10 @@ console.log(`Cannot recover shields`);
};
const armourdamage = {
absolutesdps: opponentSDps.absolute *= armour.absolute.total,
explosivesdps: opponentSDps.explosive *= armour.explosive.total,
kineticsdps: opponentSDps.kinetic *= armour.kinetic.total,
thermalsdps: opponentSDps.thermal *= armour.thermal.total
absolutesdps: armoursdps.absolute *= armour.absolute.total,
explosivesdps: armoursdps.explosive *= armour.explosive.total,
kineticsdps: armoursdps.kinetic *= armour.kinetic.total,
thermalsdps: armoursdps.thermal *= armour.thermal.total
};
armourdamage.totalsdps = armourdamage.absolutesdps + armourdamage.explosivesdps + armourdamage.kineticsdps + armourdamage.thermalsdps;
@@ -380,7 +433,7 @@ console.log(`Cannot recover shields`);
<h2>{translate('shield metrics')}</h2>
<br/>
<h2 onMouseOver={termtip.bind(null, <div>{shieldTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('raw shield strength')}<br/>{formats.int(shield.total)}{units.MJ}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_LOSE_SHIELDS'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_LOSE_SHIELDS')}<br/>{formats.time(shield.total / shielddamage.totalsdps)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_LOSE_SHIELDS'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_LOSE_SHIELDS')}<br/>{shielddamage.totalsdps == 0 ? translate('infinity') : formats.time(shield.total / shielddamage.totalsdps)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_SG_RECOVER'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_RECOVER_SHIELDS')}<br/>{formats.time(shield.recover)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_SG_RECHARGE'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_RECHARGE_SHIELDS')}<br/>{formats.time(ship.calcShieldRecharge())}</h2>
</div>
@@ -401,7 +454,7 @@ console.log(`Cannot recover shields`);
<div className='group quarter'>
<h2>{translate('armour metrics')}</h2>
<h2 onMouseOver={termtip.bind(null, <div>{armourTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('raw armour strength')}<br/>{formats.int(armour.total)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_LOSE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_LOSE_ARMOUR')}<br/>{formats.time(armour.total / armourdamage.totalsdps)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_LOSE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_LOSE_ARMOUR')}<br/>{armourdamage.totalsdps == 0 ? translate('infinity') : formats.time(armour.total / armourdamage.totalsdps)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_MODULE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('raw module armour')}<br/>{formats.int(armour.modulearmour)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_MODULE_PROTECTION_EXTERNAL'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_MODULE_PROTECTION_EXTERNAL')}<br/>{formats.pct1(armour.moduleprotection / 2)}</h2>
<h2 onMouseOver={termtip.bind(null, translate('TT_MODULE_PROTECTION_INTERNAL'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_MODULE_PROTECTION_INTERNAL')}<br/>{formats.pct1(armour.moduleprotection)}</h2>

View File

@@ -18,7 +18,7 @@ export default class ShipPicker extends TranslatedComponent {
};
static defaultProps = {
ship: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots)
ship: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots).buildWith(Ships['anaconda'].defaults)
}
/**
@@ -64,6 +64,9 @@ export default class ShipPicker extends TranslatedComponent {
if (build) {
// Ship is a particular build
ship.buildFrom(Persist.getBuild(shipId, build));
} else {
// Ship is a stock build
ship.buildWith(Ships[shipId].defaults);
}
this._closeMenu();
this.setState({ ship, build });