Embed battle centre in main pages

This commit is contained in:
Cmdr McDonald
2017-03-17 12:07:18 +00:00
parent d60a8f2625
commit 91cab5a4f1
19 changed files with 976 additions and 349 deletions

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@@ -36,7 +36,7 @@
"Test": "A4putkFklkdzsuf52c0o0o0o1m1m0q0q0404-0l0b0100034k5n052d04---0303326b.Iw18ZVA=.Aw18ZVA=." "Test": "A4putkFklkdzsuf52c0o0o0o1m1m0q0q0404-0l0b0100034k5n052d04---0303326b.Iw18ZVA=.Aw18ZVA=."
}, },
"diamondback_explorer": { "diamondback_explorer": {
"Explorer": "A0p0tdFfldddsdf5---0202--320p432i2f.AwRj4zTI.AwiMIypI." "Explorer": "A0p0tdFfldddsdf5---0202--320p432i2f-.AwRj4zTYg===.AwiMIyoo."
}, },
"vulture": { "vulture": {
"Bounty Hunter": "A3patcFalddksff31e1e0404-0l4a-5d27662j.AwRj4z2I.MwBhBYy6oJmAjLIA." "Bounty Hunter": "A3patcFalddksff31e1e0404-0l4a-5d27662j.AwRj4z2I.MwBhBYy6oJmAjLIA."

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@@ -1,144 +0,0 @@
import React from 'react';
import TranslatedComponent from './TranslatedComponent';
import Ship from '../shipyard/Ship';
import { Ships } from 'coriolis-data/dist';
import Slider from './Slider';
import Pips from './Pips';
import Fuel from './Fuel';
import Cargo from './Cargo';
import Movement from './Movement';
import EngagementRange from './EngagementRange';
import ShipPicker from './ShipPicker';
import Defence from './Defence';
/**
* Battle centre allows you to pit your current build against another ship,
* adjust pips and engagement range, and see a wide variety of information
*/
export default class BattleCentre extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
* @param {Object} context React Component context
*/
constructor(props, context) {
super(props);
const { ship } = this.props;
this._cargoUpdated = this._cargoUpdated.bind(this);
this._fuelUpdated = this._fuelUpdated.bind(this);
this._pipsUpdated = this._pipsUpdated.bind(this);
this._engagementRangeUpdated = this._engagementRangeUpdated.bind(this);
this._opponentUpdated = this._opponentUpdated.bind(this);
this.state = {
sys: 2,
eng: 2,
wep: 2,
fuel: ship.fuelCapacity,
cargo: ship.cargoCapacity,
boost: false,
engagementRange: 1500,
opponent: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots).buildWith(Ships['anaconda'].defaults)
};
}
/**
* Update state based on property and context changes
* @param {Object} nextProps Incoming/Next properties
* @returns {boolean} true if an update is required
*/
componentWillReceiveProps(nextProps) {
// Rather than try to keep track of what changes our children require we force an update and let them work it out
this.forceUpdate();
return true;
}
/**
* Triggered when pips have been updated
* @param {number} sys SYS pips
* @param {number} eng ENG pips
* @param {number} wep WEP pips
* @param {boolean} boost true if boosting
*/
_pipsUpdated(sys, eng, wep, boost) {
this.setState({ sys, eng, wep, boost });
}
/**
* Triggered when fuel has been updated
* @param {number} fuel the amount of fuel, in T
*/
_fuelUpdated(fuel) {
this.setState({ fuel });
}
/**
* Triggered when cargo has been updated
* @param {number} cargo the amount of cargo, in T
*/
_cargoUpdated(cargo) {
this.setState({ cargo });
}
/**
* Triggered when engagement range has been updated
* @param {number} engagementRange the engagement range, in m
*/
_engagementRangeUpdated(engagementRange) {
this.setState({ engagementRange });
}
/**
* Triggered when target ship has been updated
* @param {object} opponent the opponent's ship
* @param {string} opponentBuild the name of the opponent's build
*/
_opponentUpdated(opponent, opponentBuild) {
this.setState({ opponent, opponentBuild });
}
/**
* Render
* @return {React.Component} contents
*/
render() {
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
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() + ':' + opponent.name + ':' + opponentBuild + ':' + engagementRange;
return (
<span>
<h1>{translate('battle centre')}</h1>
<div className='group third'>
<h1>{translate('ship management')}</h1>
<Pips marker={pipsMarker} ship={ship} onChange={this._pipsUpdated}/>
<Fuel ship={ship} onChange={this._fuelUpdated}/>
{ ship.cargoCapacity > 0 ? <Cargo ship={ship} onChange={this._cargoUpdated}/> : null }
<h1>{translate('opponent')}</h1>
<ShipPicker onChange={this._opponentUpdated}/>
<EngagementRange ship={ship} onChange={this._engagementRangeUpdated}/>
</div>
<div className='group third'>
<h1>{translate('movement')}</h1>
<Movement marker={movementMarker} ship={ship} boost={boost} eng={eng} cargo={cargo} fuel={fuel}/>
</div>
<div className='group full'>
<h1>{translate('defence')}</h1>
<Defence marker={shieldMarker} ship={ship} opponent={opponent} sys={sys} engagementrange={engagementRange}/>
</div>
</span>
);
}
}

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@@ -0,0 +1,116 @@
import React from 'react';
import TranslatedComponent from './TranslatedComponent';
import { Ships } from 'coriolis-data/dist';
import ShipSelector from './ShipSelector';
import { nameComparator } from '../utils/SlotFunctions';
import { Pip } from './SvgIcons';
import LineChart from '../components/LineChart';
import Slider from '../components/Slider';
import * as ModuleUtils from '../shipyard/ModuleUtils';
import Module from '../shipyard/Module';
/**
* Boost displays a boost button that toggles bosot
* Requires an onChange() function of the form onChange(boost) which is triggered whenever the boost changes.
*/
export default class Boost extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
onChange: React.PropTypes.func.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
* @param {Object} context React Component context
*/
constructor(props, context) {
super(props);
const ship = props.ship;
this._keyDown = this._keyDown.bind(this);
this._toggleBoost = this._toggleBoost.bind(this);
this.state = {
boost: false
};
}
/**
* Add listeners after mounting
*/
componentDidMount() {
document.addEventListener('keydown', this._keyDown);
}
/**
* Remove listeners before unmounting
*/
componentWillUnmount() {
document.removeEventListener('keydown', this._keyDown);
}
/**
* Update values if we change ship
* @param {Object} nextProps Incoming/Next properties
* @returns {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps) {
const { boost } = this.state;
const nextShip = nextProps.ship;
const nextBoost = nextShip.canBoost() ? boost : false;
if (nextBoost != boost) {
this.setState({
boost: nextBoost
});
}
return true;
}
/**
* Handle Key Down
* @param {Event} e Keyboard Event
*/
_keyDown(e) {
if (e.ctrlKey || e.metaKey) { // CTRL/CMD
switch (e.keyCode) {
case 66: // b == boost
if (this.props.ship.canBoost()) {
e.preventDefault();
this._toggleBoost();
}
break;
}
}
}
/**
* Toggle the boost feature
*/
_toggleBoost() {
let { boost } = this.state;
boost = !boost;
this.setState({ boost });
this.props.onChange(boost);
}
/**
* Render boost
* @return {React.Component} contents
*/
render() {
const { formats, translate, units } = this.context.language;
const { ship } = this.props;
const { boost } = this.state;
// TODO disable if ship cannot boost
return (
<span id='boost'>
<button id='boost' className={boost ? 'selected' : null} onClick={this._toggleBoost}>{translate('boost')}</button>
</span>
);
}
}

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@@ -16,7 +16,11 @@ export default class EngineProfile extends TranslatedComponent {
static propTypes = { static propTypes = {
ship: React.PropTypes.object.isRequired, ship: React.PropTypes.object.isRequired,
chartWidth: React.PropTypes.number.isRequired, chartWidth: React.PropTypes.number.isRequired,
code: React.PropTypes.string.isRequired cargo: React.PropTypes.number.isRequired,
fuel: React.PropTypes.number.isRequired,
eng: React.PropTypes.number.isRequired,
boost: React.PropTypes.bool.isRequired,
marker: React.PropTypes.string.isRequired
}; };
/** /**
@@ -30,8 +34,7 @@ export default class EngineProfile extends TranslatedComponent {
const ship = this.props.ship; const ship = this.props.ship;
this.state = { this.state = {
cargo: ship.cargoCapacity, calcMaxSpeedFunc: this.calcMaxSpeed.bind(this, ship, this.props.eng, this.props.boost)
calcMaxSpeedFunc: this._calcMaxSpeed.bind(this, ship)
}; };
} }
@@ -42,36 +45,23 @@ export default class EngineProfile extends TranslatedComponent {
* @return {boolean} Returns true if the component should be rerendered * @return {boolean} Returns true if the component should be rerendered
*/ */
componentWillReceiveProps(nextProps, nextContext) { componentWillReceiveProps(nextProps, nextContext) {
if (nextProps.code != this.props.code) { if (nextProps.marker != this.props.marker) {
this.setState({ cargo: nextProps.ship.cargoCapacity, calcMaxSpeedFunc: this._calcMaxSpeed.bind(this, nextProps.ship) }); this.setState({ calcMaxSpeedFunc: this.calcMaxSpeed.bind(this, nextProps.ship, nextProps.eng, nextProps.boost) });
} }
return true; return true;
} }
/** /**
* Calculate the maximum speed for this ship across its applicable mass * Calculate the top speed for this ship given thrusters, mass and pips to ENG
* @param {Object} ship The ship * @param {Object} ship The ship
* @param {Object} eng The number of pips to ENG
* @param {Object} boost If boost is enabled
* @param {Object} mass The mass at which to calculate the top speed * @param {Object} mass The mass at which to calculate the top speed
* @return {number} The maximum speed * @return {number} The maximum speed
*/ */
_calcMaxSpeed(ship, mass) { calcMaxSpeed(ship, eng, boost, mass) {
// Obtain the thrusters for this ship
const thrusters = ship.standard[1].m;
// Obtain the top speed // Obtain the top speed
return Calc.speed(mass, ship.speed, thrusters, ship.engpip)[4]; return Calc.calcSpeed(mass, ship.speed, ship.standard[1].m, ship.pipSpeed, eng, ship.boost / ship.speed, boost);
}
/**
* Update cargo level
* @param {number} cargoLevel Cargo level 0 - 1
*/
_cargoChange(cargoLevel) {
let ship = this.props.ship;
let cargo = Math.round(ship.cargoCapacity * cargoLevel);
this.setState({
cargo
});
} }
/** /**
@@ -81,24 +71,21 @@ export default class EngineProfile extends TranslatedComponent {
render() { render() {
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context; const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
const { formats, translate, units } = language; const { formats, translate, units } = language;
const { ship } = this.props; const { ship, cargo, eng, fuel, boost } = this.props;
const { cargo } = this.state;
// Calculate bounds for our line chart // Calculate bounds for our line chart
const thrusters = ship.standard[1].m; const thrusters = ship.standard[1].m;
const minMass = ship.calcLowestPossibleMass({ th: thrusters }); const minMass = ship.calcLowestPossibleMass({ th: thrusters });
const maxMass = thrusters.getMaxMass(); const maxMass = thrusters.getMaxMass();
let mass = ship.unladenMass + ship.fuelCapacity + cargo; const mass = ship.unladenMass + fuel + cargo;
const minSpeed = Calc.speed(maxMass, ship.speed, thrusters, ship.engpip)[4]; const minSpeed = Calc.calcSpeed(maxMass, ship.speed, thrusters, ship.pipSpeed, 0, ship.boost / ship.speed, false);
const maxSpeed = Calc.speed(minMass, ship.speed, thrusters, ship.engpip)[4]; const maxSpeed = Calc.calcSpeed(minMass, ship.speed, thrusters, ship.pipSpeed, 4, ship.boost / ship.speed, true);
// Add a mark at our current mass // Add a mark at our current mass
const mark = Math.min(mass, maxMass); const mark = Math.min(mass, maxMass);
const cargoPercent = cargo / ship.cargoCapacity; const code = `${ship.toString()}:${cargo}:${fuel}:${eng}:${boost}`;
const code = ship.toString() + '.' + ship.getModificationsString() + '.' + ship.getPowerEnabledString(); // This graph can have a precipitous fall-off so we use lots of points to make it look a little smoother
// This graph has a precipitous fall-off so we use lots of points to make it look a little smoother
return ( return (
<span> <span>
<h1>{translate('engine profile')}</h1> <h1>{translate('engine profile')}</h1>
@@ -117,27 +104,6 @@ export default class EngineProfile extends TranslatedComponent {
points={1000} points={1000}
code={code} code={code}
/> />
{ship.cargoCapacity ?
<span>
<h3>{translate('cargo carried')}: {formats.int(cargo)}{units.T}</h3>
<table style={{ width: '100%', lineHeight: '1em', backgroundColor: 'transparent' }}>
<tbody >
<tr>
<td>
<Slider
axis={true}
onChange={this._cargoChange.bind(this)}
axisUnit={translate('T')}
percent={cargoPercent}
max={ship.cargoCapacity}
scale={sizeRatio}
onResize={onWindowResize}
/>
</td>
</tr>
</tbody>
</table>
</span> : '' }
</span> </span>
); );
} }

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@@ -16,7 +16,9 @@ export default class FSDProfile extends TranslatedComponent {
static propTypes = { static propTypes = {
ship: React.PropTypes.object.isRequired, ship: React.PropTypes.object.isRequired,
chartWidth: React.PropTypes.number.isRequired, chartWidth: React.PropTypes.number.isRequired,
code: React.PropTypes.string.isRequired cargo: React.PropTypes.number.isRequired,
fuel: React.PropTypes.number.isRequired,
marker: React.PropTypes.string.isRequired
}; };
/** /**
@@ -30,8 +32,7 @@ export default class FSDProfile extends TranslatedComponent {
const ship = this.props.ship; const ship = this.props.ship;
this.state = { this.state = {
cargo: ship.cargoCapacity, calcMaxRangeFunc: this._calcMaxRange.bind(this, ship, this.props.fuel)
calcMaxRangeFunc: this._calcMaxRange.bind(this, ship)
}; };
} }
@@ -42,8 +43,8 @@ export default class FSDProfile extends TranslatedComponent {
* @return {boolean} Returns true if the component should be rerendered * @return {boolean} Returns true if the component should be rerendered
*/ */
componentWillReceiveProps(nextProps, nextContext) { componentWillReceiveProps(nextProps, nextContext) {
if (nextProps.code != this.props.code) { if (nextProps.marker != this.props.marker) {
this.setState({ cargo: nextProps.ship.cargoCapacity, calcMaxRangeFunc: this._calcMaxRange.bind(this, nextProps.ship) }); this.setState({ calcMaxRangeFunc: this._calcMaxRange.bind(this, nextProps.ship, nextProps.fuel) });
} }
return true; return true;
} }
@@ -51,38 +52,23 @@ export default class FSDProfile extends TranslatedComponent {
/** /**
* Calculate the maximum range for this ship across its applicable mass * Calculate the maximum range for this ship across its applicable mass
* @param {Object} ship The ship * @param {Object} ship The ship
* @param {Object} fuel The fuel on the ship
* @param {Object} mass The mass at which to calculate the maximum range * @param {Object} mass The mass at which to calculate the maximum range
* @return {number} The maximum range * @return {number} The maximum range
*/ */
_calcMaxRange(ship, mass) { _calcMaxRange(ship, fuel, mass) {
// Obtain the FSD for this ship
const fsd = ship.standard[2].m;
// Obtain the maximum range // Obtain the maximum range
return Calc.jumpRange(mass, fsd, fsd.getMaxFuelPerJump()); return Calc.jumpRange(mass, ship.standard[2].m, Math.min(fuel, ship.standard[2].m.getMaxFuelPerJump()));
} }
/** /**
* Update cargo level * Render FSD profile
* @param {number} cargoLevel Cargo level 0 - 1
*/
_cargoChange(cargoLevel) {
let ship = this.props.ship;
let cargo = Math.round(ship.cargoCapacity * cargoLevel);
this.setState({
cargo
});
}
/**
* Render engine profile
* @return {React.Component} contents * @return {React.Component} contents
*/ */
render() { render() {
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context; const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
const { formats, translate, units } = language; const { formats, translate, units } = language;
const { ship } = this.props; const { ship, cargo, fuel } = this.props;
const { cargo } = this.state;
// Calculate bounds for our line chart - use thruster info for X // Calculate bounds for our line chart - use thruster info for X
@@ -90,15 +76,13 @@ export default class FSDProfile extends TranslatedComponent {
const fsd = ship.standard[2].m; const fsd = ship.standard[2].m;
const minMass = ship.calcLowestPossibleMass({ th: thrusters }); const minMass = ship.calcLowestPossibleMass({ th: thrusters });
const maxMass = thrusters.getMaxMass(); const maxMass = thrusters.getMaxMass();
let mass = ship.unladenMass + ship.fuelCapacity + cargo; const mass = ship.unladenMass + fuel + cargo;
const minRange = Calc.jumpRange(maxMass, fsd, ship.fuelCapacity); const minRange = 0;
const maxRange = Calc.jumpRange(minMass + fsd.getMaxFuelPerJump(), fsd, fsd.getMaxFuelPerJump()); const maxRange = Calc.jumpRange(minMass + fsd.getMaxFuelPerJump(), fsd, fsd.getMaxFuelPerJump());
// Add a mark at our current mass // Add a mark at our current mass
const mark = Math.min(mass, maxMass); const mark = Math.min(mass, maxMass);
const cargoPercent = cargo / ship.cargoCapacity; const code = ship.name + ship.toString() + '.' + fuel;
const code = ship.name + ship.toString() + '.' + ship.getModificationsString() + '.' + ship.getPowerEnabledString();
return ( return (
<span> <span>
@@ -118,27 +102,6 @@ export default class FSDProfile extends TranslatedComponent {
points={200} points={200}
code={code} code={code}
/> />
{ship.cargoCapacity ?
<span>
<h3>{translate('cargo carried')}: {formats.int(cargo)}{units.T}</h3>
<table style={{ width: '100%', lineHeight: '1em', backgroundColor: 'transparent' }}>
<tbody >
<tr>
<td>
<Slider
axis={true}
onChange={this._cargoChange.bind(this)}
axisUnit={translate('T')}
percent={cargoPercent}
max={ship.cargoCapacity}
scale={sizeRatio}
onResize={onWindowResize}
/>
</td>
</tr>
</tbody>
</table>
</span> : '' }
</span> </span>
); );
} }

View File

@@ -116,7 +116,7 @@ export default class LineChart extends TranslatedComponent {
_updateDimensions(props, scale) { _updateDimensions(props, scale) {
let { width, xMax, xMin, yMin, yMax } = props; let { width, xMax, xMin, yMin, yMax } = props;
let innerWidth = width - MARGIN.left - MARGIN.right; let innerWidth = width - MARGIN.left - MARGIN.right;
let outerHeight = Math.round(width * 0.5 * scale); let outerHeight = Math.round(width * 0.8 * scale);
let innerHeight = outerHeight - MARGIN.top - MARGIN.bottom; let innerHeight = outerHeight - MARGIN.top - MARGIN.bottom;
this.state.xScale.range([0, innerWidth]).domain([xMin, xMax || 1]).clamp(true); this.state.xScale.range([0, innerWidth]).domain([xMin, xMax || 1]).clamp(true);

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@@ -33,6 +33,7 @@ export default class Movement extends TranslatedComponent {
return ( return (
<span id='movement'> <span id='movement'>
<h1>{translate('movement profile')}</h1>
<svg viewBox='0 0 600 600' fillRule="evenodd" clipRule="evenodd"> <svg viewBox='0 0 600 600' fillRule="evenodd" clipRule="evenodd">
// Axes // Axes
<path d="M150 250v300" strokeWidth='1'/> <path d="M150 250v300" strokeWidth='1'/>

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@@ -0,0 +1,498 @@
import React from 'react';
import cn from 'classnames';
import TranslatedComponent from './TranslatedComponent';
import * as Calc from '../shipyard/Calculations';
import { DamageAbsolute, DamageExplosive, DamageKinetic, DamageThermal } from './SvgIcons';
import PieChart from './PieChart';
import VerticalBarChart from './VerticalBarChart';
/**
* Offence information
*/
export default class Offence extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
opponent: React.PropTypes.object.isRequired,
engagementrange: React.PropTypes.number.isRequired,
wep: React.PropTypes.number.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
*/
constructor(props) {
super(props);
const { shield, armour, shielddamage, armourdamage } = this._calcMetrics(props.ship, props.opponent, props.sys, props.engagementrange);
this.state = { shield, armour, shielddamage, armourdamage };
}
/**
* Update the state if our properties change
* @param {Object} nextProps Incoming/Next properties
* @return {boolean} Returns true if the component should be rerendered
*/
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, nextProps.engagementrange);
this.setState({ shield, armour, shielddamage, armourdamage });
return true;
}
}
/**
* 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
*/
_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 };
}
/**
* Obtain the recharge rate of the SYS capacitor of a power distributor given pips
* @param {Object} pd The power distributor
* @param {number} sys The number of pips to SYS
* @returns {number} The recharge rate in MJ/s
*/
_calcSysRechargeRate(pd, sys) {
return pd.getSystemsRechargeRate() * Math.pow(sys, 1.1) / Math.pow(4, 1.1);
}
/**
* 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 on us for later damage calculations
const { shieldsdps, armoursdps } = this._calcSustainedDps(opponent, ship, engagementrange);
let shielddamage = {};
let shield = {};
const shieldGeneratorSlot = ship.findInternalByGroup('sg');
if (shieldGeneratorSlot && shieldGeneratorSlot.enabled && shieldGeneratorSlot.m) {
const shieldGenerator = shieldGeneratorSlot.m;
// Boosters
let boost = 1;
let boosterExplDmg = 1;
let boosterKinDmg = 1;
let boosterThermDmg = 1;
for (let slot of ship.hardpoints) {
if (slot.enabled && slot.m && slot.m.grp == 'sb') {
boost += slot.m.getShieldBoost();
boosterExplDmg = boosterExplDmg * (1 - slot.m.getExplosiveResistance());
boosterKinDmg = boosterKinDmg * (1 - slot.m.getKineticResistance());
boosterThermDmg = boosterThermDmg * (1 - slot.m.getThermalResistance());
}
}
// Calculate diminishing returns for boosters
boost = Math.min(boost, (1 - Math.pow(Math.E, -0.7 * boost)) * 2.5);
// Remove base shield generator strength
boost -= 1;
// Apply diminishing returns
boosterExplDmg = boosterExplDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterExplDmg) / 2;
boosterKinDmg = boosterKinDmg > 0.7 ? boosterKinDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
boosterThermDmg = boosterThermDmg > 0.7 ? boosterThermDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
const generatorStrength = Calc.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
const boostersStrength = generatorStrength * boost;
// Recover time is the time taken to go from 0 to 50%. It includes a 16-second wait before shields start to recover
const shieldToRecover = (generatorStrength + boostersStrength) / 2;
const powerDistributor = ship.standard[4].m;
const sysRechargeRate = this._calcSysRechargeRate(powerDistributor, sys);
// Our initial regeneration comes from the SYS capacitor store, which is replenished as it goes
// 0.6 is a magic number from FD: each 0.6 MW of energy from the power distributor recharges 1 MJ/s of regeneration
let capacitorDrain = (shieldGenerator.getBrokenRegenerationRate() * 0.6) - sysRechargeRate;
let capacitorLifetime = powerDistributor.getSystemsCapacity() / capacitorDrain;
let recover = 16;
if (capacitorDrain <= 0 || shieldToRecover < capacitorLifetime * shieldGenerator.getBrokenRegenerationRate()) {
// We can recover the entire shield from the capacitor store
recover += shieldToRecover / shieldGenerator.getBrokenRegenerationRate();
} else {
// We can recover some of the shield from the capacitor store
recover += capacitorLifetime;
const remainingShieldToRecover = shieldToRecover - capacitorLifetime * shieldGenerator.getBrokenRegenerationRate();
if (sys === 0) {
// No system pips so will never recover shields
recover = Math.Inf;
} else {
// Recover remaining shields at the rate of the power distributor's recharge
recover += remainingShieldToRecover / (sysRechargeRate / 0.6);
}
}
// Recharge time is the time taken to go from 50% to 100%
const shieldToRecharge = (generatorStrength + boostersStrength) / 2;
// Our initial regeneration comes from the SYS capacitor store, which is replenished as it goes
// 0.6 is a magic number from FD: each 0.6 MW of energy from the power distributor recharges 1 MJ/s of regeneration
capacitorDrain = (shieldGenerator.getRegenerationRate() * 0.6) - sysRechargeRate;
capacitorLifetime = powerDistributor.getSystemsCapacity() / capacitorDrain;
let recharge = 0;
if (capacitorDrain <= 0 || shieldToRecharge < capacitorLifetime * shieldGenerator.getRegenerationRate()) {
// We can recharge the entire shield from the capacitor store
recharge += shieldToRecharge / shieldGenerator.getRegenerationRate();
} else {
// We can recharge some of the shield from the capacitor store
recharge += capacitorLifetime;
const remainingShieldToRecharge = shieldToRecharge - capacitorLifetime * shieldGenerator.getRegenerationRate();
if (sys === 0) {
// No system pips so will never recharge shields
recharge = Math.Inf;
} else {
// Recharge remaining shields at the rate of the power distributor's recharge
recharge += remainingShieldToRecharge / (sysRechargeRate / 0.6);
}
}
shield = {
generator: generatorStrength,
boosters: boostersStrength,
cells: ship.shieldCells,
total: generatorStrength + boostersStrength + ship.shieldCells,
recover,
recharge,
};
// Shield resistances have three components: the shield generator, the shield boosters and the SYS pips.
// We re-cast these as damage percentages
shield.absolute = {
generator: 1,
boosters: 1,
sys: 1 - sysResistance,
total: 1 - sysResistance,
max: 1 - maxSysResistance
};
shield.explosive = {
generator: 1 - shieldGenerator.getExplosiveResistance(),
boosters: boosterExplDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - maxSysResistance)
};
shield.kinetic = {
generator: 1 - shieldGenerator.getKineticResistance(),
boosters: boosterKinDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - maxSysResistance)
};
shield.thermal = {
generator: 1 - shieldGenerator.getThermalResistance(),
boosters: boosterThermDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - sysResistance),
max: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - maxSysResistance)
};
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;
}
// Armour from bulkheads
const armourBulkheads = ship.baseArmour + (ship.baseArmour * ship.bulkheads.m.getHullBoost());
let armourReinforcement = 0;
let moduleArmour = 0;
let moduleProtection = 1;
let hullExplDmg = 1;
let hullKinDmg = 1;
let hullThermDmg = 1;
// Armour from HRPs and module armour from MRPs
for (let slot of ship.internal) {
if (slot.m && slot.m.grp == 'hr') {
armourReinforcement += slot.m.getHullReinforcement();
// Hull boost for HRPs is applied against the ship's base armour
armourReinforcement += ship.baseArmour * slot.m.getModValue('hullboost') / 10000;
hullExplDmg = hullExplDmg * (1 - slot.m.getExplosiveResistance());
hullKinDmg = hullKinDmg * (1 - slot.m.getKineticResistance());
hullThermDmg = hullThermDmg * (1 - slot.m.getThermalResistance());
}
if (slot.m && slot.m.grp == 'mrp') {
moduleArmour += slot.m.getIntegrity();
moduleProtection = moduleProtection * (1 - slot.m.getProtection());
}
}
moduleProtection = 1 - moduleProtection;
// Apply diminishing returns
hullExplDmg = hullExplDmg > 0.7 ? hullExplDmg : 0.7 - (0.7 - hullExplDmg) / 2;
hullKinDmg = hullKinDmg > 0.7 ? hullKinDmg : 0.7 - (0.7 - hullKinDmg) / 2;
hullThermDmg = hullThermDmg > 0.7 ? hullThermDmg : 0.7 - (0.7 - hullThermDmg) / 2;
const armour = {
bulkheads: armourBulkheads,
reinforcement: armourReinforcement,
modulearmour: moduleArmour,
moduleprotection: moduleProtection,
total: armourBulkheads + armourReinforcement
};
// Armour resistances have two components: bulkheads and HRPs
// We re-cast these as damage percentages
armour.absolute = {
bulkheads: 1,
reinforcement: 1,
total: 1
};
armour.explosive = {
bulkheads: 1 - ship.bulkheads.m.getExplosiveResistance(),
reinforcement: hullExplDmg,
total: (1 - ship.bulkheads.m.getExplosiveResistance()) * hullExplDmg
};
armour.kinetic = {
bulkheads: 1 - ship.bulkheads.m.getKineticResistance(),
reinforcement: hullKinDmg,
total: (1 - ship.bulkheads.m.getKineticResistance()) * hullKinDmg
};
armour.thermal = {
bulkheads: 1 - ship.bulkheads.m.getThermalResistance(),
reinforcement: hullThermDmg,
total: (1 - ship.bulkheads.m.getThermalResistance()) * hullThermDmg
};
const armourdamage = {
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;
return { shield, armour, shielddamage, armourdamage };
}
/**
* Calculate the resistance provided by SYS pips
* @param {integer} sys the value of the SYS pips
* @returns {integer} the resistance for the given pips
*/
_calcSysResistance(sys) {
return Math.pow(sys,0.85) * 0.6 / Math.pow(4,0.85);
}
/**
* Render shields
* @return {React.Component} contents
*/
render() {
const { ship, sys } = this.props;
const { language, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { shield, armour, shielddamage, armourdamage } = this.state;
const shieldSourcesData = [];
const effectiveShieldData = [];
const shieldDamageTakenData = [];
const shieldTooltipDetails = [];
const shieldAbsoluteTooltipDetails = [];
const shieldExplosiveTooltipDetails = [];
const shieldKineticTooltipDetails = [];
const shieldThermalTooltipDetails = [];
let maxEffectiveShield = 0;
if (shield.total) {
if (Math.round(shield.generator) > 0) shieldSourcesData.push({ value: Math.round(shield.generator), label: translate('generator') });
if (Math.round(shield.boosters) > 0) shieldSourcesData.push({ value: Math.round(shield.boosters), label: translate('boosters') });
if (Math.round(shield.cells) > 0) shieldSourcesData.push({ value: Math.round(shield.cells), label: translate('cells') });
if (Math.round(shield.generator) > 0) shieldTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.int(shield.generator)}{units.MJ}</div>);
if (Math.round(shield.boosters) > 0) shieldTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.int(shield.boosters)}{units.MJ}</div>);
if (Math.round(shield.cells) > 0) shieldTooltipDetails.push(<div key='cells'>{translate('cells') + ' ' + formats.int(shield.cells)}{units.MJ}</div>);
shieldAbsoluteTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.absolute.generator)}</div>);
shieldAbsoluteTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.absolute.boosters)}</div>);
shieldAbsoluteTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.absolute.sys)}</div>);
shieldExplosiveTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.explosive.generator)}</div>);
shieldExplosiveTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.explosive.boosters)}</div>);
shieldExplosiveTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.explosive.sys)}</div>);
shieldKineticTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.kinetic.generator)}</div>);
shieldKineticTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.kinetic.boosters)}</div>);
shieldKineticTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.kinetic.sys)}</div>);
shieldThermalTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(shield.thermal.generator)}</div>);
shieldThermalTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(shield.thermal.boosters)}</div>);
shieldThermalTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(shield.thermal.sys)}</div>);
const effectiveAbsoluteShield = shield.total / shield.absolute.total;
effectiveShieldData.push({ value: Math.round(effectiveAbsoluteShield), label: translate('absolute') });
const effectiveExplosiveShield = shield.total / shield.explosive.total;
effectiveShieldData.push({ value: Math.round(effectiveExplosiveShield), label: translate('explosive') });
const effectiveKineticShield = shield.total / shield.kinetic.total;
effectiveShieldData.push({ value: Math.round(effectiveKineticShield), label: translate('kinetic') });
const effectiveThermalShield = shield.total / shield.thermal.total;
effectiveShieldData.push({ value: Math.round(effectiveThermalShield), label: translate('thermal') });
shieldDamageTakenData.push({ value: Math.round(shield.absolute.total * 100), label: translate('absolute') });
shieldDamageTakenData.push({ value: Math.round(shield.explosive.total * 100), label: translate('explosive') });
shieldDamageTakenData.push({ value: Math.round(shield.kinetic.total * 100), label: translate('kinetic') });
shieldDamageTakenData.push({ value: Math.round(shield.thermal.total * 100), label: translate('thermal') });
maxEffectiveShield = Math.max(shield.total / shield.absolute.max, shield.total / shield.explosive.max, shield.total / shield.kinetic.max, shield.total / shield.thermal.max);
}
const armourSourcesData = [];
if (Math.round(armour.bulkheads) > 0) armourSourcesData.push({ value: Math.round(armour.bulkheads), label: translate('bulkheads') });
if (Math.round(armour.reinforcement) > 0) armourSourcesData.push({ value: Math.round(armour.reinforcement), label: translate('reinforcement') });
const armourTooltipDetails = [];
if (armour.bulkheads > 0) armourTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.int(armour.bulkheads)}</div>);
if (armour.reinforcement > 0) armourTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.int(armour.reinforcement)}</div>);
const armourAbsoluteTooltipDetails = [];
armourAbsoluteTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.absolute.bulkheads)}</div>);
armourAbsoluteTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.absolute.reinforcement)}</div>);
const armourExplosiveTooltipDetails = [];
armourExplosiveTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.explosive.bulkheads)}</div>);
armourExplosiveTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.explosive.reinforcement)}</div>);
const armourKineticTooltipDetails = [];
armourKineticTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.kinetic.bulkheads)}</div>);
armourKineticTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.kinetic.reinforcement)}</div>);
const armourThermalTooltipDetails = [];
armourThermalTooltipDetails.push(<div key='bulkheads'>{translate('bulkheads') + ' ' + formats.pct1(armour.thermal.bulkheads)}</div>);
armourThermalTooltipDetails.push(<div key='reinforcement'>{translate('reinforcement') + ' ' + formats.pct1(armour.thermal.reinforcement)}</div>);
const effectiveArmourData = [];
const effectiveAbsoluteArmour = armour.total / armour.absolute.total;
effectiveArmourData.push({ value: Math.round(effectiveAbsoluteArmour), label: translate('absolute') });
const effectiveExplosiveArmour = armour.total / armour.explosive.total;
effectiveArmourData.push({ value: Math.round(effectiveExplosiveArmour), label: translate('explosive') });
const effectiveKineticArmour = armour.total / armour.kinetic.total;
effectiveArmourData.push({ value: Math.round(effectiveKineticArmour), label: translate('kinetic') });
const effectiveThermalArmour = armour.total / armour.thermal.total;
effectiveArmourData.push({ value: Math.round(effectiveThermalArmour), label: translate('thermal') });
const armourDamageTakenData = [];
armourDamageTakenData.push({ value: Math.round(armour.absolute.total * 100), label: translate('absolute') });
armourDamageTakenData.push({ value: Math.round(armour.explosive.total * 100), label: translate('explosive') });
armourDamageTakenData.push({ value: Math.round(armour.kinetic.total * 100), label: translate('kinetic') });
armourDamageTakenData.push({ value: Math.round(armour.thermal.total * 100), label: translate('thermal') });
return (
<span id='defence'>
{shield.total ? <span>
<div className='group quarter'>
<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/>{shielddamage.totalsdps == 0 ? translate('ever') : 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/>{shield.recover === Math.Inf ? translate('never') : 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/>{shield.recharge === Math.Inf ? translate('never') : formats.time(shield.recharge)}</h2>
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_SHIELD_SOURCES'))} onMouseOut={tooltip.bind(null, null)}>{translate('shield sources')}</h2>
<PieChart data={shieldSourcesData} />
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_DAMAGE_TAKEN'))} onMouseOut={tooltip.bind(null, null)}>{translate('damage taken')}(%)</h2>
<VerticalBarChart data={shieldDamageTakenData} yMax={100} />
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_EFFECTIVE_SHIELD'))} onMouseOut={tooltip.bind(null, null)}>{translate('effective shield')}(MJ)</h2>
<VerticalBarChart data={effectiveShieldData} yMax={maxEffectiveShield}/>
</div>
</span> : null }
<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/>{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>
<br/>
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_ARMOUR_SOURCES'))} onMouseOut={tooltip.bind(null, null)}>{translate('armour sources')}</h2>
<PieChart data={armourSourcesData} />
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_DAMAGE_TAKEN'))} onMouseOut={tooltip.bind(null, null)}>{translate('damage taken')}(%)</h2>
<VerticalBarChart data={armourDamageTakenData} yMax={100} />
</div>
<div className='group quarter'>
<h2 onMouseOver={termtip.bind(null, translate('PHRASE_EFFECTIVE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('effective armour')}</h2>
<VerticalBarChart data={effectiveArmourData} />
</div>
</span>);
}
}

View File

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import React from 'react';
import cn from 'classnames';
import { Ships } from 'coriolis-data/dist';
import Ship from '../shipyard/Ship';
import { Insurance } from '../shipyard/Constants';
import { slotName, slotComparator } from '../utils/SlotFunctions';
import TranslatedComponent from './TranslatedComponent';
import PowerManagement from './PowerManagement';
import CostSection from './CostSection';
import EngineProfile from './EngineProfile';
import FSDProfile from './FSDProfile';
import Movement from './Movement';
import Defence from './Defence';
/**
* Outfitting subpages
*/
export default class OutfittingSubpages extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired,
code: React.PropTypes.string.isRequired,
onChange: React.PropTypes.func.isRequired,
chartWidth: React.PropTypes.number.isRequired,
buildName: React.PropTypes.string,
sys: React.PropTypes.number.isRequired,
eng: React.PropTypes.number.isRequired,
wep: React.PropTypes.number.isRequired,
cargo: React.PropTypes.number.isRequired,
fuel: React.PropTypes.number.isRequired,
boost: React.PropTypes.bool.isRequired,
engagementRange: React.PropTypes.number.isRequired,
opponent: React.PropTypes.object.isRequired,
opponentBuild: React.PropTypes.string
};
/**
* Constructor
* @param {Object} props React Component properties
*/
constructor(props) {
super(props);
this._powerTab = this._powerTab.bind(this);
this.state = {
tab: 'power'
};
}
/**
* Show selected tab
* @param {string} tab Tab name
*/
_showTab(tab) {
this.setState({ tab });
}
/**
* Render the power tab
* @return {React.Component} Tab contents
*/
_powerTab() {
let { ship, buildName, code, onChange } = this.props;
return <div>
<PowerManagement ship={ship} code={code} onChange={onChange} />
<CostSection ship={ship} buildName={buildName} code={code} />
</div>;
}
/**
* Render the profiles tab
* @return {React.Component} Tab contents
*/
_profilesTab() {
const { ship, code, chartWidth, cargo, fuel, eng, boost } = this.props;
let realBoost = boost && ship.canBoost();
const engineProfileMarker = `${ship.toString()}:${cargo}:${fuel}:${eng}:${realBoost}`;
const fsdProfileMarker = `${ship.toString()}:${cargo}:${fuel}`;
const movementMarker = `${ship.topSpeed}:${ship.pitch}:${ship.roll}:${ship.yaw}:${ship.canBoost()}`;
return <div>
<div className='group third'>
<EngineProfile ship={ship} marker={engineProfileMarker} chartWidth={chartWidth} fuel={fuel} cargo={cargo} eng={eng} boost={realBoost} />
</div>
<div className='group third'>
<FSDProfile ship={ship} marker={fsdProfileMarker} fuel={fuel} cargo={cargo} chartWidth={chartWidth} />
</div>
<div className='group third'>
<Movement marker={movementMarker} ship={ship} boost={boost} eng={eng} cargo={cargo} fuel={fuel}/>
</div>
</div>;
}
/**
* Render the offence tab
* @return {React.Component} Tab contents
*/
_offenceTab() {
const { ship, sys, eng, wep, cargo, fuel, boost, engagementRange, opponent, opponentBuild } = this.props;
return <div>
<h1>Offence goes here</h1>
</div>;
}
/**
* Render the defence tab
* @return {React.Component} Tab contents
*/
_defenceTab() {
const { ship, sys, eng, wep, cargo, fuel, boost, engagementRange, opponent, opponentBuild } = this.props;
const marker = `${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 <div>
<Defence marker={marker} ship={ship} opponent={opponent} sys={sys} engagementrange={engagementRange}/>
</div>;
}
/**
* Render the section
* @return {React.Component} Contents
*/
render() {
const tab = this.state.tab || 'power';
const translate = this.context.language.translate;
let tabSection;
switch (tab) {
case 'power': tabSection = this._powerTab(); break;
case 'profiles': tabSection = this._profilesTab(); break;
case 'offence': tabSection = this._offenceTab(); break;
case 'defence': tabSection = this._defenceTab(); break;
}
return (
<div className='group full' style={{ minHeight: '900px' }}>
<table className='tabs'>
<thead>
<tr>
<th style={{ width:'25%' }} className={cn({ active: tab == 'power' })} onClick={this._showTab.bind(this, 'power')} >{translate('power and costs')}</th>
<th style={{ width:'25%' }} className={cn({ active: tab == 'profiles' })} onClick={this._showTab.bind(this, 'profiles')} >{translate('profiles')}</th>
<th style={{ width:'25%' }} className={cn({ active: tab == 'offence' })} onClick={this._showTab.bind(this, 'offence')} >{translate('offence')}</th>
<th style={{ width:'25%' }} className={cn({ active: tab == 'defence' })} onClick={this._showTab.bind(this, 'defence')} >{translate('defence')}</th>
</tr>
</thead>
</table>
{tabSection}
</div>
);
}
}

View File

@@ -10,6 +10,10 @@ const LABEL_COLOUR = '#FFFFFF';
*/ */
export default class PieChart extends Component { export default class PieChart extends Component {
static propTypes = {
data : React.PropTypes.array.isRequired
};
/** /**
* Constructor * Constructor
* @param {Object} props React Component properties * @param {Object} props React Component properties

View File

@@ -11,11 +11,10 @@ import Module from '../shipyard/Module';
/** /**
* Pips displays SYS/ENG/WEP pips and allows users to change them with key presses by clicking on the relevant area. * Pips displays SYS/ENG/WEP pips and allows users to change them with key presses by clicking on the relevant area.
* Requires an onChange() function of the form onChange(sys, eng, wep, boost) which is triggered whenever the pips change. * Requires an onChange() function of the form onChange(sys, eng, wep) which is triggered whenever the pips change.
*/ */
export default class Pips extends TranslatedComponent { export default class Pips extends TranslatedComponent {
static propTypes = { static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired, ship: React.PropTypes.object.isRequired,
onChange: React.PropTypes.func.isRequired onChange: React.PropTypes.func.isRequired
}; };
@@ -31,14 +30,12 @@ export default class Pips extends TranslatedComponent {
const pd = ship.standard[4].m; const pd = ship.standard[4].m;
this._keyDown = this._keyDown.bind(this); this._keyDown = this._keyDown.bind(this);
this._toggleBoost = this._toggleBoost.bind(this);
let pipsSvg = this._renderPips(2, 2, 2); let pipsSvg = this._renderPips(2, 2, 2);
this.state = { this.state = {
sys: 2, sys: 2,
eng: 2, eng: 2,
wep: 2, wep: 2,
boost: false,
sysCap: pd.getSystemsCapacity(), sysCap: pd.getSystemsCapacity(),
engCap: pd.getEnginesCapacity(), engCap: pd.getEnginesCapacity(),
wepCap: pd.getWeaponsCapacity(), wepCap: pd.getWeaponsCapacity(),
@@ -69,7 +66,7 @@ export default class Pips extends TranslatedComponent {
* @returns {boolean} Returns true if the component should be rerendered * @returns {boolean} Returns true if the component should be rerendered
*/ */
componentWillReceiveProps(nextProps) { componentWillReceiveProps(nextProps) {
const { sysCap, engCap, wepCap, sysRate, engRate, wepRate, boost } = this.state; const { sysCap, engCap, wepCap, sysRate, engRate, wepRate } = this.state;
const nextShip = nextProps.ship; const nextShip = nextProps.ship;
const pd = nextShip.standard[4].m; const pd = nextShip.standard[4].m;
@@ -79,22 +76,19 @@ export default class Pips extends TranslatedComponent {
const nextSysRate = pd.getSystemsRechargeRate(); const nextSysRate = pd.getSystemsRechargeRate();
const nextEngRate = pd.getEnginesRechargeRate(); const nextEngRate = pd.getEnginesRechargeRate();
const nextWepRate = pd.getWeaponsRechargeRate(); const nextWepRate = pd.getWeaponsRechargeRate();
const nextBoost = nextShip.canBoost() ? boost : false;
if (nextSysCap != sysCap || if (nextSysCap != sysCap ||
nextEngCap != engCap || nextEngCap != engCap ||
nextWepCap != wepCap || nextWepCap != wepCap ||
nextSysRate != sysRate || nextSysRate != sysRate ||
nextEngRate != engRate || nextEngRate != engRate ||
nextWepRate != wepRate || nextWepRate != wepRate) {
nextBoost != boost) {
this.setState({ this.setState({
sysCap: nextSysCap, sysCap: nextSysCap,
engCap: nextEngCap, engCap: nextEngCap,
wepCap: nextWepCap, wepCap: nextWepCap,
sysRate: nextSysRate, sysRate: nextSysRate,
engRate: nextEngRate, engRate: nextEngRate,
wepRate: nextWepRate, wepRate: nextWepRate
boost: nextBoost
}); });
} }
@@ -108,12 +102,6 @@ export default class Pips extends TranslatedComponent {
_keyDown(e) { _keyDown(e) {
if (e.ctrlKey || e.metaKey) { // CTRL/CMD if (e.ctrlKey || e.metaKey) { // CTRL/CMD
switch (e.keyCode) { switch (e.keyCode) {
case 66: // b == boost
if (this.props.ship.canBoost()) {
e.preventDefault();
this._toggleBoost();
}
break;
case 37: // Left arrow == increase SYS case 37: // Left arrow == increase SYS
e.preventDefault(); e.preventDefault();
this._incSys(); this._incSys();
@@ -154,11 +142,11 @@ export default class Pips extends TranslatedComponent {
* Reset the capacitor * Reset the capacitor
*/ */
_reset() { _reset() {
let { sys, eng, wep, boost } = this.state; let { sys, eng, wep } = this.state;
if (sys != 2 || eng != 2 || wep != 2) { if (sys != 2 || eng != 2 || wep != 2) {
sys = eng = wep = 2; sys = eng = wep = 2;
this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) }); this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) });
this.props.onChange(sys, eng, wep, boost); this.props.onChange(sys, eng, wep);
} }
} }
@@ -166,7 +154,7 @@ export default class Pips extends TranslatedComponent {
* Increment the SYS capacitor * Increment the SYS capacitor
*/ */
_incSys() { _incSys() {
let { sys, eng, wep, boost } = this.state; let { sys, eng, wep } = this.state;
const required = Math.min(1, 4 - sys); const required = Math.min(1, 4 - sys);
if (required > 0) { if (required > 0) {
@@ -194,7 +182,7 @@ export default class Pips extends TranslatedComponent {
} }
} }
this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) }); this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) });
this.props.onChange(sys, eng, wep, boost); this.props.onChange(sys, eng, wep);
} }
} }
@@ -202,7 +190,7 @@ export default class Pips extends TranslatedComponent {
* Increment the ENG capacitor * Increment the ENG capacitor
*/ */
_incEng() { _incEng() {
let { sys, eng, wep, boost } = this.state; let { sys, eng, wep } = this.state;
const required = Math.min(1, 4 - eng); const required = Math.min(1, 4 - eng);
if (required > 0) { if (required > 0) {
@@ -230,7 +218,7 @@ export default class Pips extends TranslatedComponent {
} }
} }
this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) }); this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) });
this.props.onChange(sys, eng, wep, boost); this.props.onChange(sys, eng, wep);
} }
} }
@@ -238,7 +226,7 @@ export default class Pips extends TranslatedComponent {
* Increment the WEP capacitor * Increment the WEP capacitor
*/ */
_incWep() { _incWep() {
let { sys, eng, wep, boost } = this.state; let { sys, eng, wep } = this.state;
const required = Math.min(1, 4 - wep); const required = Math.min(1, 4 - wep);
if (required > 0) { if (required > 0) {
@@ -266,20 +254,10 @@ export default class Pips extends TranslatedComponent {
} }
} }
this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) }); this.setState({ sys, eng, wep, pipsSvg: this._renderPips(sys, eng, wep) });
this.props.onChange(sys, eng, wep, boost); this.props.onChange(sys, eng, wep);
} }
} }
/**
* Toggle the boost feature
*/
_toggleBoost() {
let { boost, sys, eng, wep } = this.state;
boost = !boost;
this.setState({ boost });
this.props.onChange(sys, eng, wep, boost);
}
/** /**
* Set up the rendering for pips * Set up the rendering for pips
* @param {int} sys the SYS pips * @param {int} sys the SYS pips
@@ -336,7 +314,7 @@ export default class Pips extends TranslatedComponent {
render() { render() {
const { formats, translate, units } = this.context.language; const { formats, translate, units } = this.context.language;
const { ship } = this.props; const { ship } = this.props;
const { boost, sys, eng, wep, sysCap, engCap, wepCap, sysRate, engRate, wepRate, pipsSvg } = this.state; const { sys, eng, wep, sysCap, engCap, wepCap, sysRate, engRate, wepRate, pipsSvg } = this.state;
const onSysClicked = this.onClick.bind(this, 'SYS'); const onSysClicked = this.onClick.bind(this, 'SYS');
const onEngClicked = this.onClick.bind(this, 'ENG'); const onEngClicked = this.onClick.bind(this, 'ENG');
@@ -344,16 +322,9 @@ export default class Pips extends TranslatedComponent {
const onRstClicked = this.onClick.bind(this, 'RST'); const onRstClicked = this.onClick.bind(this, 'RST');
return ( return (
<div id='pips'> <span id='pips'>
<table> <table>
<tbody> <tbody>
{ ship.canBoost() ?
<tr>
<td>&nbsp;</td>
<td>&nbsp;</td>
<td><button className={boost ? 'selected' : null} onClick={this._toggleBoost}>{translate('boost')}</button></td>
<td>&nbsp;</td>
</tr> : null }
<tr> <tr>
<td>&nbsp;</td> <td>&nbsp;</td>
<td>&nbsp;</td> <td>&nbsp;</td>
@@ -374,7 +345,7 @@ export default class Pips extends TranslatedComponent {
</tr> </tr>
</tbody> </tbody>
</table> </table>
</div> </span>
); );
} }
} }

View File

@@ -128,12 +128,13 @@ export default class ShipPicker extends TranslatedComponent {
const { formats, translate, units } = language; const { formats, translate, units } = language;
const { menuOpen, ship, build } = this.state; const { menuOpen, ship, build } = this.state;
const shipString = ship.name + ': ' + (build ? build : 'stock'); const shipString = ship.name + ': ' + (build ? build : translate('stock'));
return ( return (
<div className='shippicker' onClick={ (e) => e.stopPropagation() }> <div className='shippicker' onClick={ (e) => e.stopPropagation() }>
<div className='menu'> <div className='menu'>
<div className={cn('menu-header', { selected: menuOpen })} onClick={this._toggleMenu}> <div className={cn('menu-header', { selected: menuOpen })} onClick={this._toggleMenu}>
<Rocket className='warning' /><span className='menu-item-label'>{shipString}</span> <span><Rocket className='warning' /></span>
<span className='menu-item-label'>{shipString}</span>
</div> </div>
{ menuOpen ? { menuOpen ?
<div className='menu-list' onClick={ (e) => e.stopPropagation() }> <div className='menu-list' onClick={ (e) => e.stopPropagation() }>

View File

@@ -17,12 +17,13 @@ import UtilitySlotSection from '../components/UtilitySlotSection';
import OffenceSummary from '../components/OffenceSummary'; import OffenceSummary from '../components/OffenceSummary';
import DefenceSummary from '../components/DefenceSummary'; import DefenceSummary from '../components/DefenceSummary';
import MovementSummary from '../components/MovementSummary'; import MovementSummary from '../components/MovementSummary';
import EngineProfile from '../components/EngineProfile'; import Pips from '../components/Pips';
import FSDProfile from '../components/FSDProfile'; import Boost from '../components/Boost';
import JumpRange from '../components/JumpRange'; import Fuel from '../components/Fuel';
import BattleCentre from '../components/BattleCentre'; import Cargo from '../components/Cargo';
import PowerManagement from '../components/PowerManagement'; import ShipPicker from '../components/ShipPicker';
import CostSection from '../components/CostSection'; import EngagementRange from '../components/EngagementRange';
import OutfittingSubpages from '../components/OutfittingSubpages';
import ModalExport from '../components/ModalExport'; import ModalExport from '../components/ModalExport';
import ModalPermalink from '../components/ModalPermalink'; import ModalPermalink from '../components/ModalPermalink';
@@ -51,6 +52,12 @@ export default class OutfittingPage extends Page {
this.state = this._initState(context); this.state = this._initState(context);
this._keyDown = this._keyDown.bind(this); this._keyDown = this._keyDown.bind(this);
this._exportBuild = this._exportBuild.bind(this); this._exportBuild = this._exportBuild.bind(this);
this._pipsUpdated = this._pipsUpdated.bind(this);
this._boostUpdated = this._boostUpdated.bind(this);
this._cargoUpdated = this._cargoUpdated.bind(this);
this._fuelUpdated = this._fuelUpdated.bind(this);
this._opponentUpdated = this._opponentUpdated.bind(this);
this._engagementRangeUpdated = this._engagementRangeUpdated.bind(this);
} }
/** /**
@@ -90,7 +97,15 @@ export default class OutfittingPage extends Page {
shipId, shipId,
ship, ship,
code, code,
savedCode savedCode,
sys: 2,
eng: 2,
wep: 2,
fuel: ship.fuelCapacity,
cargo: 0,
boost: false,
engagementRange: 1500,
opponent: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots).buildWith(Ships['anaconda'].defaults)
}; };
} }
@@ -112,6 +127,57 @@ export default class OutfittingPage extends Page {
this.setState(stateChanges); this.setState(stateChanges);
} }
/**
* Triggered when pips have been updated
* @param {number} sys SYS pips
* @param {number} eng ENG pips
* @param {number} wep WEP pips
*/
_pipsUpdated(sys, eng, wep) {
this.setState({ sys, eng, wep });
}
/**
* Triggered when boost has been updated
* @param {boolean} boost true if boosting
*/
_boostUpdated(boost) {
this.setState({ boost });
}
/**
* Triggered when fuel has been updated
* @param {number} fuel the amount of fuel, in T
*/
_fuelUpdated(fuel) {
this.setState({ fuel });
}
/**
* Triggered when cargo has been updated
* @param {number} cargo the amount of cargo, in T
*/
_cargoUpdated(cargo) {
this.setState({ cargo });
}
/**
* Triggered when engagement range has been updated
* @param {number} engagementRange the engagement range, in m
*/
_engagementRangeUpdated(engagementRange) {
this.setState({ engagementRange });
}
/**
* Triggered when target ship has been updated
* @param {object} opponent the opponent's ship
* @param {string} opponentBuild the name of the opponent's build
*/
_opponentUpdated(opponent, opponentBuild) {
this.setState({ opponent, opponentBuild });
}
/** /**
* Save the current build * Save the current build
*/ */
@@ -294,7 +360,7 @@ export default class OutfittingPage extends Page {
let state = this.state, let state = this.state,
{ language, termtip, tooltip, sizeRatio, onWindowResize } = this.context, { language, termtip, tooltip, sizeRatio, onWindowResize } = this.context,
{ translate, units, formats } = language, { translate, units, formats } = language,
{ ship, code, savedCode, buildName, newBuildName, halfChartWidth, thirdChartWidth } = state, { ship, code, savedCode, buildName, newBuildName, halfChartWidth, thirdChartWidth, sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = state,
hide = tooltip.bind(null, null), hide = tooltip.bind(null, null),
menu = this.props.currentMenu, menu = this.props.currentMenu,
shipUpdated = this._shipUpdated, shipUpdated = this._shipUpdated,
@@ -307,6 +373,9 @@ export default class OutfittingPage extends Page {
// Code can be blank for a default loadout. Prefix it with the ship name to ensure that changes in default ships is picked up // Code can be blank for a default loadout. Prefix it with the ship name to ensure that changes in default ships is picked up
code = ship.name + (code || ''); code = ship.name + (code || '');
// Markers are used to propagate state changes without requiring a deep comparison of the ship, as that takes a long time
const boostMarker = `${ship.canBoost()}`;
return ( return (
<div id='outfit' className={'page'} style={{ fontSize: (sizeRatio * 0.9) + 'em' }}> <div id='outfit' className={'page'} style={{ fontSize: (sizeRatio * 0.9) + 'em' }}>
<div id='overview'> <div id='overview'>
@@ -340,40 +409,59 @@ export default class OutfittingPage extends Page {
</div> </div>
</div> </div>
{/* Main tables */}
<ShipSummaryTable ship={ship} code={code} /> <ShipSummaryTable ship={ship} code={code} />
<StandardSlotSection ship={ship} code={code} onChange={shipUpdated} currentMenu={menu} /> <StandardSlotSection ship={ship} code={code} onChange={shipUpdated} currentMenu={menu} />
<InternalSlotSection ship={ship} code={iStr} onChange={shipUpdated} currentMenu={menu} /> <InternalSlotSection ship={ship} code={iStr} onChange={shipUpdated} currentMenu={menu} />
<HardpointsSlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} /> <HardpointsSlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} />
<UtilitySlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} /> <UtilitySlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} />
<div ref='chartThird' className='group third'> {/* Control of ship and opponent */}
<OffenceSummary ship={ship} code={code}/> <div className='group quarter'>
<div className='group half'>
<h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('ship control')}</h2>
</div> </div>
<div className='group third'> <div className='group half'>
<DefenceSummary ship={ship} code={code}/> <Boost marker={boostMarker} ship={ship} onChange={this._boostUpdated} />
</div> </div>
<div className='group third'>
<MovementSummary ship={ship} code={code}/>
</div> </div>
<div className='group quarter'>
<PowerManagement ship={ship} code={code} onChange={shipUpdated} /> <Pips ship={ship} onChange={this._pipsUpdated} />
<CostSection ship={ship} buildName={buildName} code={code} />
<div className='group third'>
<EngineProfile ship={ship} code={code} chartWidth={thirdChartWidth} />
</div> </div>
<div className='group quarter'>
<div className='group third'> <Fuel ship={ship} onChange={this._fuelUpdated}/>
<FSDProfile ship={ship} code={code} chartWidth={thirdChartWidth} />
</div> </div>
<div className='group quarter'>
<div className='group third'> { ship.cargoCapacity > 0 ? <Cargo ship={ship} onChange={this._cargoUpdated}/> : null }
<JumpRange ship={ship} code={code} chartWidth={thirdChartWidth} />
</div> </div>
<div className='group half'>
<div> <div className='group quarter'>
<BattleCentre ship={ship} /> <h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('opponent')}</h2>
</div> </div>
<div className='group threequarters'>
<ShipPicker onChange={this._opponentUpdated}/>
</div>
</div>
<div className='group half'>
<EngagementRange ship={ship} onChange={this._engagementRangeUpdated}/>
</div>
{/* Tabbed subpages */}
<OutfittingSubpages
ship={ship}
code={code}
buildName={buildName}
onChange={shipUpdated}
sys={sys}
eng={eng}
wep={wep}
boost={boost}
cargo={cargo}
fuel={fuel}
engagementRange={engagementRange}
opponent={opponent}
opponentBuild={opponentBuild}
chartWidth={thirdChartWidth}
/>
</div> </div>
); );

View File

@@ -20,6 +20,7 @@
@import 'sortable'; @import 'sortable';
@import 'loader'; @import 'loader';
@import 'pips'; @import 'pips';
@import 'boost';
@import 'movement'; @import 'movement';
@import 'shippicker'; @import 'shippicker';
@import 'defence'; @import 'defence';

14
src/less/boost.less Executable file
View File

@@ -0,0 +1,14 @@
#boost {
button {
font-size: 1.2em;
background: @primary-bg;
color: @primary;
border: 1px solid @primary;
&.selected {
// Shown when button is selected
background: @primary;
color: @primary-bg;
}
}
}

View File

@@ -220,6 +220,14 @@
}); });
} }
&.threequarters {
width: 75%;
.smallTablet({
width: 100% !important;
});
}
&.full { &.full {
width: 100%; width: 100%;

View File

@@ -12,19 +12,6 @@
cursor: pointer; cursor: pointer;
} }
button {
font-size: 1.2em;
background: @primary-bg;
color: @primary;
border: 1px solid @primary;
margin: 20px;
&.selected {
// Shown when button is selected
background: @primary;
color: @primary-bg;
}
}
// A full pip // A full pip
.full { .full {
stroke: @primary; stroke: @primary;

View File

@@ -1,12 +1,11 @@
.shippicker { .shippicker {
background-color: @bgBlack; background-color: @bgBlack;
margin: 0; margin: 0;
padding: 0 0 0 1em;
height: 3em; height: 3em;
line-height: 3em;
font-family: @fTitle; font-family: @fTitle;
vertical-align: middle; vertical-align: middle;
position: relative; position: relative;
display: block;
.user-select-none(); .user-select-none();
@@ -34,7 +33,6 @@
cursor: pointer; cursor: pointer;
color: @warning; color: @warning;
text-transform: uppercase; text-transform: uppercase;
// Less than 600px screen width: hide text
&.disabled { &.disabled {
color: @warning-disabled; color: @warning-disabled;
@@ -47,7 +45,6 @@
.menu-item-label { .menu-item-label {
margin-left: 1em; margin-left: 1em;
display: inline-block;
.smallTablet({ .smallTablet({
display: none; display: none;