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Total Range chart feature added
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@@ -1,4 +1,4 @@
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angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength', 'calcJumpRange', 'lodash', function(Components, calcShieldStrength, calcJumpRange, _) {
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angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength', 'calcJumpRange', 'calcTotalRange', 'lodash', function(Components, calcShieldStrength, calcJumpRange, calcTotalRange, _) {
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/**
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* Returns the power usage type of a slot and it's particular component
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@@ -358,24 +358,13 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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* Jump Range and total range calculations
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*/
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Ship.prototype.updateJumpStats = function() {
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var fsd = this.common[2].c; // Frame Shift Drive;
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var fuelRemaining = this.fuelCapacity % fsd.maxfuel; // Fuel left after making N max jumps
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var jumps = this.fuelCapacity / fsd.maxfuel;
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var fsd = this.common[2].c; // Frame Shift Drive;
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this.unladenRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd, this.fuelCapacity); // Include fuel weight for jump
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this.fullTankRange = calcJumpRange(this.unladenMass + this.fuelCapacity, fsd, this.fuelCapacity); // Full Tanke
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this.ladenRange = calcJumpRange(this.ladenMass, fsd, this.fuelCapacity);
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this.maxJumpCount = Math.ceil(jumps); // Number of full fuel jumps + final jump to empty tank
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// Going backwards, start with the last jump using the remaining fuel
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this.unladenTotalRange = fuelRemaining > 0 ? calcJumpRange(this.unladenMass + fuelRemaining, fsd, fuelRemaining) : 0;
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this.ladenTotalRange = fuelRemaining > 0 ? calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd, fuelRemaining) : 0;
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// For each max fuel jump, calculate the max jump range based on fuel left in the tank
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for (var j = 0, l = Math.floor(jumps); j < l; j++) {
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fuelRemaining += fsd.maxfuel;
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this.unladenTotalRange += calcJumpRange(this.unladenMass + fuelRemaining, fsd);
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this.ladenTotalRange += calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd);
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}
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this.unladenTotalRange = calcTotalRange(this.unladenMass, fsd, this.fuelCapacity);
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this.ladenTotalRange = calcTotalRange(this.unladenMass + this.cargoCapacity, fsd, this.fuelCapacity);
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this.maxJumpCount = Math.ceil(this.fuelCapacity / fsd.maxfuel);
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};
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return Ship;
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@@ -175,6 +175,50 @@ angular.module('shipyard', ['ngLodash'])
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*/
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.value('calcJumpRange', function(mass, fsd, fuel) {
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return Math.pow(Math.min(fuel === undefined ? fsd.maxfuel : fuel, fsd.maxfuel) / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass;
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})
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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('calcTotalRangev1', function(mass, fsd, fuel) {
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var fuelRemaining = fuel % fsd.maxfuel; // Fuel left after making N max jumps
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var jumps = fuel / fsd.maxfuel;
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mass += fuelRemaining;
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// Going backwards, start with the last jump using the remaining fuel
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var totalRange = fuelRemaining > 0 ? Math.pow(fuelRemaining / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass : 0;
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// For each max fuel jump, calculate the max jump range based on fuel left in the tank
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for (var j = Math.floor(jumps); j >= 0; j--) {
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fuelRemaining += fsd.maxfuel;
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totalRange += Math.pow(fsd.maxfuel / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass;
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}
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return totalRange;
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})
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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('calcTotalRange', function(mass, fsd, fuel) {
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var maxfuel = fsd.maxfuel;
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var maxJumpCount = Math.floor(fuel / maxfuel);
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var fuelRemaining = fuel % maxfuel;
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var jumpCoefficient = Math.pow(fsd.maxfuel / fsd.fuelmul, 1 / fsd.fuelpower);
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mass += fuelRemaining;
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var massCoefficient = (fsd.optmass / maxfuel) * (Math.log(mass + (maxJumpCount * maxfuel)) - Math.log(mass));
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var totalDistance = (jumpCoefficient * massCoefficient);
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if (fuelRemaining > 0) {
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totalDistance += Math.pow(fuelRemaining / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass;
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}
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return totalDistance;
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})
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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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