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Add racer role
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@@ -294,3 +294,88 @@ export function miner(ship, shielded) {
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ship.useLightestStandard(standardOpts);
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}
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/**
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* Racer Role
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* @param {Ship} ship Ship instance
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*/
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export function racer(ship) {
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let standardOpts = {},
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usedSlots = [],
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sgSlot,
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sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
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// Cargo hatch can be disabled
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ship.setSlotEnabled(ship.cargoHatch, false);
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// Shield generator
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const shieldOrder = [1, 2, 3, 4, 5, 6, 7, 8];
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const shieldInternals = ship.internal.filter(a => usedSlots.indexOf(a) == -1)
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.filter(a => (!a.eligible) || a.eligible.sg)
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.filter(a => a.maxClass >= sg.class)
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.sort((a,b) => shieldOrder.indexOf(a.maxClass) - shieldOrder.indexOf(b.maxClass));
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for (let i = 0; i < shieldInternals.length; i++) {
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if (canMount(ship, shieldInternals[i], 'sg')) {
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ship.use(shieldInternals[i], sg);
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usedSlots.push(shieldInternals[i]);
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sgSlot = shieldInternals[i];
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break;
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}
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}
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// Empty the hardpoints
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for (let s of ship.hardpoints) {
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ship.use(s, null);
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}
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// Empty the internals
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for (let i = ship.internal.length; i--;) {
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let slot = ship.internal[i];
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if (usedSlots.indexOf(slot) == -1) {
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ship.use(slot, null);
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}
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}
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// Best thrusters
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if (ship.standard[1].maxClass === 3) {
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standardOpts.th = 'tz';
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} else if (ship.standard[1].maxClass === 2) {
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standardOpts.th = 'u0';
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} else {
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standardOpts.th = ship.standard[1].maxClass + 'A';
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}
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// Best power distributor for more boosting
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standardOpts.pd = ship.standard[4].maxClass + 'A';
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// Smallest possible FSD drive
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standardOpts.fsd = '2D';
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// Minimal fuel tank
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standardOpts.ft = '1C';
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// Disable nearly everything
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standardOpts.fsdDisabled = true;
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standardOpts.sDisabled = true;
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standardOpts.pdDisabled = true;
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standardOpts.lsDisabled = true;
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ship.useLightestStandard(standardOpts);
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// Apply engineering to each module
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// ship.standard[1].m.blueprint = getBlueprint('Engine_Dirty', ship.standard[0]);
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// ship.standard[1].m.blueprint.grade = 5;
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// setBest(ship, ship.standard[1].m);
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// ship.standard[3].m.blueprint = getBlueprint('LifeSupport_LightWeight', ship.standard[3]);
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// ship.standard[3].m.blueprint.grade = 4;
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// setBest(ship, ship.standard[3].m);
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// ship.standard[4].m.blueprint = getBlueprint('PowerDistributor_PriorityEngines', ship.standard[4]);
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// ship.standard[4].m.blueprint.grade = 3;
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// setBest(ship, ship.standard[4].m);
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// ship.standard[5].m.blueprint = getBlueprint('Sensor_Sensor_LightWeight', ship.standard[5]);
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// ship.standard[5].m.blueprint.grade = 5;
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// setBest(ship, ship.standard[5].m);
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}
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