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Rework EngineProfile
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@@ -2,98 +2,58 @@ import React from 'react';
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import PropTypes from 'prop-types';
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import PropTypes from 'prop-types';
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import TranslatedComponent from './TranslatedComponent';
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import TranslatedComponent from './TranslatedComponent';
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import LineChart from '../components/LineChart';
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import LineChart from '../components/LineChart';
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import * as Calc from '../shipyard/Calculations';
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import { getBoostMultiplier, getSpeedMultipliers } from 'ed-forge/lib/stats/SpeedProfile';
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import { ShipProps } from 'ed-forge';
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const { LADEN_MASS } = ShipProps;
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/**
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/**
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* Engine profile for a given ship
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* Engine profile for a given ship
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*/
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*/
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export default class EngineProfile extends TranslatedComponent {
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export default class EngineProfile extends TranslatedComponent {
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static propTypes = {
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static propTypes = {
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code: PropTypes.string.isRequired,
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ship: PropTypes.object.isRequired,
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ship: PropTypes.object.isRequired,
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cargo: PropTypes.number.isRequired,
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cargo: PropTypes.number.isRequired,
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fuel: PropTypes.number.isRequired,
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fuel: PropTypes.number.isRequired,
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eng: PropTypes.number.isRequired,
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pips: PropTypes.number.isRequired,
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boost: PropTypes.bool.isRequired,
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boost: PropTypes.bool.isRequired,
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marker: PropTypes.string.isRequired
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};
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};
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/**
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* Constructor
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* @param {Object} props React Component properties
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* @param {Object} context React Component context
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*/
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constructor(props, context) {
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super(props);
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const ship = this.props.ship;
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this.state = {
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calcMaxSpeedFunc: this.calcMaxSpeed.bind(this, ship, this.props.eng, this.props.boost)
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};
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}
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/**
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* Update the state if our ship changes
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* @param {Object} nextProps Incoming/Next properties
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* @param {Object} nextContext Incoming/Next conext
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* @return {boolean} Returns true if the component should be rerendered
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*/
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componentWillReceiveProps(nextProps, nextContext) {
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if (nextProps.marker != this.props.marker) {
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this.setState({ calcMaxSpeedFunc: this.calcMaxSpeed.bind(this, nextProps.ship, nextProps.eng, nextProps.boost) });
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}
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return true;
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}
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/**
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* Calculate the top speed for this ship given thrusters, mass and pips to ENG
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* @param {Object} ship The ship
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* @param {Object} eng The number of pips to ENG
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* @param {Object} boost If boost is enabled
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* @param {Object} mass The mass at which to calculate the top speed
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* @return {number} The maximum speed
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*/
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calcMaxSpeed(ship, eng, boost, mass) {
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// Obtain the top speed
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return Calc.calcSpeed(mass, ship.speed, ship.standard[1].m, ship.pipSpeed, eng, ship.boost / ship.speed, boost);
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}
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/**
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/**
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* Render engine profile
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* Render engine profile
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* @return {React.Component} contents
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* @return {React.Component} contents
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*/
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*/
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render() {
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render() {
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const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
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const { language } = this.context;
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const { formats, translate, units } = language;
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const { translate } = language;
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const { ship, cargo, eng, fuel, boost } = this.props;
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const { code, ship, pips, boost } = this.props;
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// Calculate bounds for our line chart
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// Calculate bounds for our line chart
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const thrusters = ship.standard[1].m;
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const minMass = ship.getBaseProperty('hullmass');
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const minMass = ship.calcLowestPossibleMass({ th: thrusters });
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const maxMass = ship.getThrusters().get('enginemaximalmass');
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const maxMass = thrusters.getMaxMass();
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const baseSpeed = ship.getBaseProperty('speed');
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const mass = ship.unladenMass + fuel + cargo;
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const baseBoost = getBoostMultiplier(ship);
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const minSpeed = Calc.calcSpeed(maxMass, ship.speed, thrusters, ship.pipSpeed, 0, ship.boost / ship.speed, false);
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const cb = (eng, boost, mass) => {
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const maxSpeed = Calc.calcSpeed(minMass, ship.speed, thrusters, ship.pipSpeed, 4, ship.boost / ship.speed, true);
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const mult = getSpeedMultipliers(ship, mass)[(boost ? 4 : eng) / 0.5];
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// Add a mark at our current mass
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return baseSpeed * (boost ? baseBoost : 1) * mult;
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const mark = Math.min(mass, maxMass);
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};
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const code = `${ship.toString()}:${cargo}:${fuel}:${eng}:${boost}`;
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// This graph can have a precipitous fall-off so we use lots of points to make it look a little smoother
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// This graph can have a precipitous fall-off so we use lots of points to make it look a little smoother
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return (
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return (
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<LineChart
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<LineChart
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xMin={minMass}
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xMin={minMass}
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xMax={maxMass}
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xMax={maxMass}
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yMin={minSpeed}
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yMin={cb(0, false, maxMass)}
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yMax={maxSpeed}
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yMax={cb(4, true, minMass)}
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xMark={mark}
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// Add a mark at our current mass
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xMark={Math.min(ship.get(LADEN_MASS), maxMass)}
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xLabel={translate('mass')}
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xLabel={translate('mass')}
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xUnit={translate('T')}
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xUnit={translate('T')}
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yLabel={translate('maximum speed')}
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yLabel={translate('maximum speed')}
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yUnit={translate('m/s')}
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yUnit={translate('m/s')}
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func={this.state.calcMaxSpeedFunc}
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func={cb.bind(this, pips.Eng.base + pips.Eng.mc, boost)}
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points={1000}
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points={1000}
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code={code}
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// Encode boost in code to re-render on state change
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code={`${Number(boost)}:${code}`}
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aspect={0.7}
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aspect={0.7}
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/>
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/>
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);
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);
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