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Embed battle centre in main pages
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@@ -36,7 +36,7 @@
|
||||
"Test": "A4putkFklkdzsuf52c0o0o0o1m1m0q0q0404-0l0b0100034k5n052d04---0303326b.Iw18ZVA=.Aw18ZVA=."
|
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},
|
||||
"diamondback_explorer": {
|
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"Explorer": "A0p0tdFfldddsdf5---0202--320p432i2f.AwRj4zTI.AwiMIypI."
|
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"Explorer": "A0p0tdFfldddsdf5---0202--320p432i2f-.AwRj4zTYg===.AwiMIyoo."
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},
|
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"vulture": {
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"Bounty Hunter": "A3patcFalddksff31e1e0404-0l4a-5d27662j.AwRj4z2I.MwBhBYy6oJmAjLIA."
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@@ -1,144 +0,0 @@
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import React from 'react';
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import TranslatedComponent from './TranslatedComponent';
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import Ship from '../shipyard/Ship';
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import { Ships } from 'coriolis-data/dist';
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import Slider from './Slider';
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import Pips from './Pips';
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import Fuel from './Fuel';
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import Cargo from './Cargo';
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import Movement from './Movement';
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import EngagementRange from './EngagementRange';
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import ShipPicker from './ShipPicker';
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import Defence from './Defence';
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/**
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* Battle centre allows you to pit your current build against another ship,
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* adjust pips and engagement range, and see a wide variety of information
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*/
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export default class BattleCentre extends TranslatedComponent {
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static propTypes = {
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ship: React.PropTypes.object.isRequired
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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;
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this._cargoUpdated = this._cargoUpdated.bind(this);
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this._fuelUpdated = this._fuelUpdated.bind(this);
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this._pipsUpdated = this._pipsUpdated.bind(this);
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this._engagementRangeUpdated = this._engagementRangeUpdated.bind(this);
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this._opponentUpdated = this._opponentUpdated.bind(this);
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this.state = {
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sys: 2,
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eng: 2,
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wep: 2,
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fuel: ship.fuelCapacity,
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cargo: ship.cargoCapacity,
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boost: false,
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engagementRange: 1500,
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opponent: new Ship('anaconda', Ships['anaconda'].properties, Ships['anaconda'].slots).buildWith(Ships['anaconda'].defaults)
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};
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}
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/**
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* Update state based on property and context changes
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* @param {Object} nextProps Incoming/Next properties
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* @returns {boolean} true if an update is required
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*/
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componentWillReceiveProps(nextProps) {
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// Rather than try to keep track of what changes our children require we force an update and let them work it out
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this.forceUpdate();
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return true;
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}
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/**
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* Triggered when pips have been updated
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* @param {number} sys SYS pips
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* @param {number} eng ENG pips
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* @param {number} wep WEP pips
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* @param {boolean} boost true if boosting
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*/
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_pipsUpdated(sys, eng, wep, boost) {
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this.setState({ sys, eng, wep, boost });
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}
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/**
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* Triggered when fuel has been updated
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* @param {number} fuel the amount of fuel, in T
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*/
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_fuelUpdated(fuel) {
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this.setState({ fuel });
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}
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/**
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* Triggered when cargo has been updated
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* @param {number} cargo the amount of cargo, in T
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*/
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_cargoUpdated(cargo) {
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this.setState({ cargo });
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}
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/**
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* Triggered when engagement range has been updated
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* @param {number} engagementRange the engagement range, in m
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*/
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_engagementRangeUpdated(engagementRange) {
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this.setState({ engagementRange });
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}
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/**
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* Triggered when target ship has been updated
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* @param {object} opponent the opponent's ship
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* @param {string} opponentBuild the name of the opponent's build
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*/
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_opponentUpdated(opponent, opponentBuild) {
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this.setState({ opponent, opponentBuild });
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}
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/**
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* Render
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* @return {React.Component} contents
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*/
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render() {
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const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
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const { formats, translate, units } = language;
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const { sys, eng, wep, cargo, fuel, boost, engagementRange, opponent, opponentBuild } = this.state;
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const { ship } = this.props;
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// Markers are used to propagate state changes without requiring a deep comparison of the ship, as that takes a long time
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const pipsMarker = '' + ship.canBoost();
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const movementMarker = '' + ship.topSpeed + ':' + ship.pitch + ':' + ship.roll + ':' + ship.yaw + ':' + ship.canBoost();
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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;
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return (
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<span>
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<h1>{translate('battle centre')}</h1>
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<div className='group third'>
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<h1>{translate('ship management')}</h1>
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<Pips marker={pipsMarker} ship={ship} onChange={this._pipsUpdated}/>
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<Fuel ship={ship} onChange={this._fuelUpdated}/>
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{ ship.cargoCapacity > 0 ? <Cargo ship={ship} onChange={this._cargoUpdated}/> : null }
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<h1>{translate('opponent')}</h1>
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<ShipPicker onChange={this._opponentUpdated}/>
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<EngagementRange ship={ship} onChange={this._engagementRangeUpdated}/>
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</div>
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<div className='group third'>
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<h1>{translate('movement')}</h1>
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<Movement marker={movementMarker} ship={ship} boost={boost} eng={eng} cargo={cargo} fuel={fuel}/>
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</div>
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<div className='group full'>
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<h1>{translate('defence')}</h1>
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<Defence marker={shieldMarker} ship={ship} opponent={opponent} sys={sys} engagementrange={engagementRange}/>
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</div>
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</span>
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);
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}
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}
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116
src/app/components/Boost.jsx
Normal file
116
src/app/components/Boost.jsx
Normal file
@@ -0,0 +1,116 @@
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import React from 'react';
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import TranslatedComponent from './TranslatedComponent';
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import { Ships } from 'coriolis-data/dist';
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import ShipSelector from './ShipSelector';
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import { nameComparator } from '../utils/SlotFunctions';
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import { Pip } from './SvgIcons';
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import LineChart from '../components/LineChart';
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import Slider from '../components/Slider';
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import * as ModuleUtils from '../shipyard/ModuleUtils';
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import Module from '../shipyard/Module';
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/**
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* Boost displays a boost button that toggles bosot
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* Requires an onChange() function of the form onChange(boost) which is triggered whenever the boost changes.
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*/
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export default class Boost extends TranslatedComponent {
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static propTypes = {
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marker: React.PropTypes.string.isRequired,
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ship: React.PropTypes.object.isRequired,
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onChange: React.PropTypes.func.isRequired
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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 = props.ship;
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this._keyDown = this._keyDown.bind(this);
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this._toggleBoost = this._toggleBoost.bind(this);
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this.state = {
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boost: false
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};
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}
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/**
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* Add listeners after mounting
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*/
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componentDidMount() {
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document.addEventListener('keydown', this._keyDown);
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}
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/**
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* Remove listeners before unmounting
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*/
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componentWillUnmount() {
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document.removeEventListener('keydown', this._keyDown);
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}
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/**
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* Update values if we change ship
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* @param {Object} nextProps Incoming/Next properties
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* @returns {boolean} Returns true if the component should be rerendered
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*/
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componentWillReceiveProps(nextProps) {
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const { boost } = this.state;
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const nextShip = nextProps.ship;
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const nextBoost = nextShip.canBoost() ? boost : false;
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if (nextBoost != boost) {
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this.setState({
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boost: nextBoost
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});
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}
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return true;
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}
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/**
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* Handle Key Down
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* @param {Event} e Keyboard Event
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*/
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_keyDown(e) {
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if (e.ctrlKey || e.metaKey) { // CTRL/CMD
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switch (e.keyCode) {
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case 66: // b == boost
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if (this.props.ship.canBoost()) {
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e.preventDefault();
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this._toggleBoost();
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}
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break;
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}
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}
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}
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/**
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* Toggle the boost feature
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*/
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_toggleBoost() {
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let { boost } = this.state;
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boost = !boost;
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this.setState({ boost });
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this.props.onChange(boost);
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}
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/**
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* Render boost
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* @return {React.Component} contents
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*/
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render() {
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const { formats, translate, units } = this.context.language;
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const { ship } = this.props;
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const { boost } = this.state;
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// TODO disable if ship cannot boost
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return (
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<span id='boost'>
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<button id='boost' className={boost ? 'selected' : null} onClick={this._toggleBoost}>{translate('boost')}</button>
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</span>
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);
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}
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}
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@@ -16,7 +16,11 @@ export default class EngineProfile extends TranslatedComponent {
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static propTypes = {
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ship: React.PropTypes.object.isRequired,
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chartWidth: React.PropTypes.number.isRequired,
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code: React.PropTypes.string.isRequired
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cargo: React.PropTypes.number.isRequired,
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fuel: React.PropTypes.number.isRequired,
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eng: React.PropTypes.number.isRequired,
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boost: React.PropTypes.bool.isRequired,
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marker: React.PropTypes.string.isRequired
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};
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/**
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@@ -30,8 +34,7 @@ export default class EngineProfile extends TranslatedComponent {
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const ship = this.props.ship;
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this.state = {
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cargo: ship.cargoCapacity,
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calcMaxSpeedFunc: this._calcMaxSpeed.bind(this, ship)
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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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@@ -42,36 +45,23 @@ export default class EngineProfile extends TranslatedComponent {
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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.code != this.props.code) {
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this.setState({ cargo: nextProps.ship.cargoCapacity, calcMaxSpeedFunc: this._calcMaxSpeed.bind(this, nextProps.ship) });
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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 maximum speed for this ship across its applicable mass
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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, mass) {
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// Obtain the thrusters for this ship
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const thrusters = ship.standard[1].m;
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calcMaxSpeed(ship, eng, boost, mass) {
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// Obtain the top speed
|
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return Calc.speed(mass, ship.speed, thrusters, ship.engpip)[4];
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||||
}
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/**
|
||||
* Update cargo level
|
||||
* @param {number} cargoLevel Cargo level 0 - 1
|
||||
*/
|
||||
_cargoChange(cargoLevel) {
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||||
let ship = this.props.ship;
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||||
let cargo = Math.round(ship.cargoCapacity * cargoLevel);
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||||
this.setState({
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||||
cargo
|
||||
});
|
||||
return Calc.calcSpeed(mass, ship.speed, ship.standard[1].m, ship.pipSpeed, eng, ship.boost / ship.speed, boost);
|
||||
}
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||||
|
||||
/**
|
||||
@@ -81,24 +71,21 @@ export default class EngineProfile extends TranslatedComponent {
|
||||
render() {
|
||||
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
|
||||
const { formats, translate, units } = language;
|
||||
const { ship } = this.props;
|
||||
const { cargo } = this.state;
|
||||
const { ship, cargo, eng, fuel, boost } = this.props;
|
||||
|
||||
// Calculate bounds for our line chart
|
||||
const thrusters = ship.standard[1].m;
|
||||
const minMass = ship.calcLowestPossibleMass({ th: thrusters });
|
||||
const maxMass = thrusters.getMaxMass();
|
||||
let mass = ship.unladenMass + ship.fuelCapacity + cargo;
|
||||
const minSpeed = Calc.speed(maxMass, ship.speed, thrusters, ship.engpip)[4];
|
||||
const maxSpeed = Calc.speed(minMass, ship.speed, thrusters, ship.engpip)[4];
|
||||
const mass = ship.unladenMass + fuel + cargo;
|
||||
const minSpeed = Calc.calcSpeed(maxMass, ship.speed, thrusters, ship.pipSpeed, 0, ship.boost / ship.speed, false);
|
||||
const maxSpeed = Calc.calcSpeed(minMass, ship.speed, thrusters, ship.pipSpeed, 4, ship.boost / ship.speed, true);
|
||||
// Add a mark at our current mass
|
||||
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 has a precipitous fall-off so we use lots of points to make it look a little smoother
|
||||
// This graph can have a precipitous fall-off so we use lots of points to make it look a little smoother
|
||||
return (
|
||||
<span>
|
||||
<h1>{translate('engine profile')}</h1>
|
||||
@@ -117,27 +104,6 @@ export default class EngineProfile extends TranslatedComponent {
|
||||
points={1000}
|
||||
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>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -16,7 +16,9 @@ export default class FSDProfile extends TranslatedComponent {
|
||||
static propTypes = {
|
||||
ship: React.PropTypes.object.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;
|
||||
|
||||
this.state = {
|
||||
cargo: ship.cargoCapacity,
|
||||
calcMaxRangeFunc: this._calcMaxRange.bind(this, ship)
|
||||
calcMaxRangeFunc: this._calcMaxRange.bind(this, ship, this.props.fuel)
|
||||
};
|
||||
}
|
||||
|
||||
@@ -42,8 +43,8 @@ export default class FSDProfile extends TranslatedComponent {
|
||||
* @return {boolean} Returns true if the component should be rerendered
|
||||
*/
|
||||
componentWillReceiveProps(nextProps, nextContext) {
|
||||
if (nextProps.code != this.props.code) {
|
||||
this.setState({ cargo: nextProps.ship.cargoCapacity, calcMaxRangeFunc: this._calcMaxRange.bind(this, nextProps.ship) });
|
||||
if (nextProps.marker != this.props.marker) {
|
||||
this.setState({ calcMaxRangeFunc: this._calcMaxRange.bind(this, nextProps.ship, nextProps.fuel) });
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -51,38 +52,23 @@ export default class FSDProfile extends TranslatedComponent {
|
||||
/**
|
||||
* Calculate the maximum range for this ship across its applicable mass
|
||||
* @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
|
||||
* @return {number} The maximum range
|
||||
*/
|
||||
_calcMaxRange(ship, mass) {
|
||||
// Obtain the FSD for this ship
|
||||
const fsd = ship.standard[2].m;
|
||||
|
||||
_calcMaxRange(ship, fuel, mass) {
|
||||
// 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
|
||||
* @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
|
||||
* Render FSD profile
|
||||
* @return {React.Component} contents
|
||||
*/
|
||||
render() {
|
||||
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
|
||||
const { formats, translate, units } = language;
|
||||
const { ship } = this.props;
|
||||
const { cargo } = this.state;
|
||||
const { ship, cargo, fuel } = this.props;
|
||||
|
||||
|
||||
// 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 minMass = ship.calcLowestPossibleMass({ th: thrusters });
|
||||
const maxMass = thrusters.getMaxMass();
|
||||
let mass = ship.unladenMass + ship.fuelCapacity + cargo;
|
||||
const minRange = Calc.jumpRange(maxMass, fsd, ship.fuelCapacity);
|
||||
const mass = ship.unladenMass + fuel + cargo;
|
||||
const minRange = 0;
|
||||
const maxRange = Calc.jumpRange(minMass + fsd.getMaxFuelPerJump(), fsd, fsd.getMaxFuelPerJump());
|
||||
// Add a mark at our current mass
|
||||
const mark = Math.min(mass, maxMass);
|
||||
|
||||
const cargoPercent = cargo / ship.cargoCapacity;
|
||||
|
||||
const code = ship.name + ship.toString() + '.' + ship.getModificationsString() + '.' + ship.getPowerEnabledString();
|
||||
const code = ship.name + ship.toString() + '.' + fuel;
|
||||
|
||||
return (
|
||||
<span>
|
||||
@@ -118,27 +102,6 @@ export default class FSDProfile extends TranslatedComponent {
|
||||
points={200}
|
||||
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>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -116,7 +116,7 @@ export default class LineChart extends TranslatedComponent {
|
||||
_updateDimensions(props, scale) {
|
||||
let { width, xMax, xMin, yMin, yMax } = props;
|
||||
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;
|
||||
|
||||
this.state.xScale.range([0, innerWidth]).domain([xMin, xMax || 1]).clamp(true);
|
||||
|
||||
@@ -33,6 +33,7 @@ export default class Movement extends TranslatedComponent {
|
||||
|
||||
return (
|
||||
<span id='movement'>
|
||||
<h1>{translate('movement profile')}</h1>
|
||||
<svg viewBox='0 0 600 600' fillRule="evenodd" clipRule="evenodd">
|
||||
// Axes
|
||||
<path d="M150 250v300" strokeWidth='1'/>
|
||||
|
||||
498
src/app/components/Offence.jsx
Normal file
498
src/app/components/Offence.jsx
Normal file
@@ -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>);
|
||||
}
|
||||
}
|
||||
156
src/app/components/OutfittingSubpages.jsx
Normal file
156
src/app/components/OutfittingSubpages.jsx
Normal file
@@ -0,0 +1,156 @@
|
||||
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>
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,10 @@ const LABEL_COLOUR = '#FFFFFF';
|
||||
*/
|
||||
export default class PieChart extends Component {
|
||||
|
||||
static propTypes = {
|
||||
data : React.PropTypes.array.isRequired
|
||||
};
|
||||
|
||||
/**
|
||||
* Constructor
|
||||
* @param {Object} props React Component properties
|
||||
|
||||
@@ -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.
|
||||
* 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 {
|
||||
static propTypes = {
|
||||
marker: React.PropTypes.string.isRequired,
|
||||
ship: React.PropTypes.object.isRequired,
|
||||
onChange: React.PropTypes.func.isRequired
|
||||
};
|
||||
@@ -31,14 +30,12 @@ export default class Pips extends TranslatedComponent {
|
||||
const pd = ship.standard[4].m;
|
||||
|
||||
this._keyDown = this._keyDown.bind(this);
|
||||
this._toggleBoost = this._toggleBoost.bind(this);
|
||||
|
||||
let pipsSvg = this._renderPips(2, 2, 2);
|
||||
this.state = {
|
||||
sys: 2,
|
||||
eng: 2,
|
||||
wep: 2,
|
||||
boost: false,
|
||||
sysCap: pd.getSystemsCapacity(),
|
||||
engCap: pd.getEnginesCapacity(),
|
||||
wepCap: pd.getWeaponsCapacity(),
|
||||
@@ -69,7 +66,7 @@ export default class Pips extends TranslatedComponent {
|
||||
* @returns {boolean} Returns true if the component should be rerendered
|
||||
*/
|
||||
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 pd = nextShip.standard[4].m;
|
||||
|
||||
@@ -79,22 +76,19 @@ export default class Pips extends TranslatedComponent {
|
||||
const nextSysRate = pd.getSystemsRechargeRate();
|
||||
const nextEngRate = pd.getEnginesRechargeRate();
|
||||
const nextWepRate = pd.getWeaponsRechargeRate();
|
||||
const nextBoost = nextShip.canBoost() ? boost : false;
|
||||
if (nextSysCap != sysCap ||
|
||||
nextEngCap != engCap ||
|
||||
nextWepCap != wepCap ||
|
||||
nextSysRate != sysRate ||
|
||||
nextEngRate != engRate ||
|
||||
nextWepRate != wepRate ||
|
||||
nextBoost != boost) {
|
||||
nextWepRate != wepRate) {
|
||||
this.setState({
|
||||
sysCap: nextSysCap,
|
||||
engCap: nextEngCap,
|
||||
wepCap: nextWepCap,
|
||||
sysRate: nextSysRate,
|
||||
engRate: nextEngRate,
|
||||
wepRate: nextWepRate,
|
||||
boost: nextBoost
|
||||
wepRate: nextWepRate
|
||||
});
|
||||
}
|
||||
|
||||
@@ -108,12 +102,6 @@ export default class Pips extends TranslatedComponent {
|
||||
_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;
|
||||
case 37: // Left arrow == increase SYS
|
||||
e.preventDefault();
|
||||
this._incSys();
|
||||
@@ -154,11 +142,11 @@ export default class Pips extends TranslatedComponent {
|
||||
* Reset the capacitor
|
||||
*/
|
||||
_reset() {
|
||||
let { sys, eng, wep, boost } = this.state;
|
||||
let { sys, eng, wep } = this.state;
|
||||
if (sys != 2 || eng != 2 || wep != 2) {
|
||||
sys = eng = wep = 2;
|
||||
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
|
||||
*/
|
||||
_incSys() {
|
||||
let { sys, eng, wep, boost } = this.state;
|
||||
let { sys, eng, wep } = this.state;
|
||||
|
||||
const required = Math.min(1, 4 - sys);
|
||||
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.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
|
||||
*/
|
||||
_incEng() {
|
||||
let { sys, eng, wep, boost } = this.state;
|
||||
let { sys, eng, wep } = this.state;
|
||||
|
||||
const required = Math.min(1, 4 - eng);
|
||||
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.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
|
||||
*/
|
||||
_incWep() {
|
||||
let { sys, eng, wep, boost } = this.state;
|
||||
let { sys, eng, wep } = this.state;
|
||||
|
||||
const required = Math.min(1, 4 - wep);
|
||||
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.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
|
||||
* @param {int} sys the SYS pips
|
||||
@@ -336,7 +314,7 @@ export default class Pips extends TranslatedComponent {
|
||||
render() {
|
||||
const { formats, translate, units } = this.context.language;
|
||||
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 onEngClicked = this.onClick.bind(this, 'ENG');
|
||||
@@ -344,16 +322,9 @@ export default class Pips extends TranslatedComponent {
|
||||
const onRstClicked = this.onClick.bind(this, 'RST');
|
||||
|
||||
return (
|
||||
<div id='pips'>
|
||||
<span id='pips'>
|
||||
<table>
|
||||
<tbody>
|
||||
{ ship.canBoost() ?
|
||||
<tr>
|
||||
<td> </td>
|
||||
<td> </td>
|
||||
<td><button className={boost ? 'selected' : null} onClick={this._toggleBoost}>{translate('boost')}</button></td>
|
||||
<td> </td>
|
||||
</tr> : null }
|
||||
<tr>
|
||||
<td> </td>
|
||||
<td> </td>
|
||||
@@ -374,7 +345,7 @@ export default class Pips extends TranslatedComponent {
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
</span>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -128,12 +128,13 @@ export default class ShipPicker extends TranslatedComponent {
|
||||
const { formats, translate, units } = language;
|
||||
const { menuOpen, ship, build } = this.state;
|
||||
|
||||
const shipString = ship.name + ': ' + (build ? build : 'stock');
|
||||
const shipString = ship.name + ': ' + (build ? build : translate('stock'));
|
||||
return (
|
||||
<div className='shippicker' onClick={ (e) => e.stopPropagation() }>
|
||||
<div className='menu'>
|
||||
<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>
|
||||
{ menuOpen ?
|
||||
<div className='menu-list' onClick={ (e) => e.stopPropagation() }>
|
||||
|
||||
@@ -17,12 +17,13 @@ import UtilitySlotSection from '../components/UtilitySlotSection';
|
||||
import OffenceSummary from '../components/OffenceSummary';
|
||||
import DefenceSummary from '../components/DefenceSummary';
|
||||
import MovementSummary from '../components/MovementSummary';
|
||||
import EngineProfile from '../components/EngineProfile';
|
||||
import FSDProfile from '../components/FSDProfile';
|
||||
import JumpRange from '../components/JumpRange';
|
||||
import BattleCentre from '../components/BattleCentre';
|
||||
import PowerManagement from '../components/PowerManagement';
|
||||
import CostSection from '../components/CostSection';
|
||||
import Pips from '../components/Pips';
|
||||
import Boost from '../components/Boost';
|
||||
import Fuel from '../components/Fuel';
|
||||
import Cargo from '../components/Cargo';
|
||||
import ShipPicker from '../components/ShipPicker';
|
||||
import EngagementRange from '../components/EngagementRange';
|
||||
import OutfittingSubpages from '../components/OutfittingSubpages';
|
||||
import ModalExport from '../components/ModalExport';
|
||||
import ModalPermalink from '../components/ModalPermalink';
|
||||
|
||||
@@ -51,6 +52,12 @@ export default class OutfittingPage extends Page {
|
||||
this.state = this._initState(context);
|
||||
this._keyDown = this._keyDown.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,
|
||||
ship,
|
||||
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);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
@@ -294,7 +360,7 @@ export default class OutfittingPage extends Page {
|
||||
let state = this.state,
|
||||
{ language, termtip, tooltip, sizeRatio, onWindowResize } = this.context,
|
||||
{ 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),
|
||||
menu = this.props.currentMenu,
|
||||
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 = 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 (
|
||||
<div id='outfit' className={'page'} style={{ fontSize: (sizeRatio * 0.9) + 'em' }}>
|
||||
<div id='overview'>
|
||||
@@ -340,40 +409,59 @@ export default class OutfittingPage extends Page {
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Main tables */}
|
||||
<ShipSummaryTable ship={ship} code={code} />
|
||||
<StandardSlotSection ship={ship} code={code} onChange={shipUpdated} currentMenu={menu} />
|
||||
<InternalSlotSection ship={ship} code={iStr} onChange={shipUpdated} currentMenu={menu} />
|
||||
<HardpointsSlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} />
|
||||
<UtilitySlotSection ship={ship} code={hStr || ''} onChange={shipUpdated} currentMenu={menu} />
|
||||
|
||||
<div ref='chartThird' className='group third'>
|
||||
<OffenceSummary ship={ship} code={code}/>
|
||||
{/* Control of ship and opponent */}
|
||||
<div className='group quarter'>
|
||||
<div className='group half'>
|
||||
<h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('ship control')}</h2>
|
||||
</div>
|
||||
<div className='group third'>
|
||||
<DefenceSummary ship={ship} code={code}/>
|
||||
<div className='group half'>
|
||||
<Boost marker={boostMarker} ship={ship} onChange={this._boostUpdated} />
|
||||
</div>
|
||||
<div className='group third'>
|
||||
<MovementSummary ship={ship} code={code}/>
|
||||
</div>
|
||||
|
||||
<PowerManagement ship={ship} code={code} onChange={shipUpdated} />
|
||||
<CostSection ship={ship} buildName={buildName} code={code} />
|
||||
|
||||
<div className='group third'>
|
||||
<EngineProfile ship={ship} code={code} chartWidth={thirdChartWidth} />
|
||||
<div className='group quarter'>
|
||||
<Pips ship={ship} onChange={this._pipsUpdated} />
|
||||
</div>
|
||||
|
||||
<div className='group third'>
|
||||
<FSDProfile ship={ship} code={code} chartWidth={thirdChartWidth} />
|
||||
<div className='group quarter'>
|
||||
<Fuel ship={ship} onChange={this._fuelUpdated}/>
|
||||
</div>
|
||||
|
||||
<div className='group third'>
|
||||
<JumpRange ship={ship} code={code} chartWidth={thirdChartWidth} />
|
||||
<div className='group quarter'>
|
||||
{ ship.cargoCapacity > 0 ? <Cargo ship={ship} onChange={this._cargoUpdated}/> : null }
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<BattleCentre ship={ship} />
|
||||
<div className='group half'>
|
||||
<div className='group quarter'>
|
||||
<h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('opponent')}</h2>
|
||||
</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>
|
||||
|
||||
);
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
@import 'sortable';
|
||||
@import 'loader';
|
||||
@import 'pips';
|
||||
@import 'boost';
|
||||
@import 'movement';
|
||||
@import 'shippicker';
|
||||
@import 'defence';
|
||||
|
||||
14
src/less/boost.less
Executable file
14
src/less/boost.less
Executable 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -220,6 +220,14 @@
|
||||
});
|
||||
}
|
||||
|
||||
&.threequarters {
|
||||
width: 75%;
|
||||
|
||||
.smallTablet({
|
||||
width: 100% !important;
|
||||
});
|
||||
}
|
||||
|
||||
&.full {
|
||||
width: 100%;
|
||||
|
||||
|
||||
@@ -12,19 +12,6 @@
|
||||
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
|
||||
.full {
|
||||
stroke: @primary;
|
||||
|
||||
@@ -1,12 +1,11 @@
|
||||
.shippicker {
|
||||
background-color: @bgBlack;
|
||||
margin: 0;
|
||||
padding: 0 0 0 1em;
|
||||
height: 3em;
|
||||
line-height: 3em;
|
||||
font-family: @fTitle;
|
||||
vertical-align: middle;
|
||||
position: relative;
|
||||
display: block;
|
||||
|
||||
.user-select-none();
|
||||
|
||||
@@ -34,7 +33,6 @@
|
||||
cursor: pointer;
|
||||
color: @warning;
|
||||
text-transform: uppercase;
|
||||
// Less than 600px screen width: hide text
|
||||
|
||||
&.disabled {
|
||||
color: @warning-disabled;
|
||||
@@ -47,7 +45,6 @@
|
||||
|
||||
.menu-item-label {
|
||||
margin-left: 1em;
|
||||
display: inline-block;
|
||||
|
||||
.smallTablet({
|
||||
display: none;
|
||||
|
||||
Reference in New Issue
Block a user