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https://github.com/EDCD/coriolis.git
synced 2025-12-09 22:55:35 +00:00
SVG sprites, modals, general improvements
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@@ -12,7 +12,6 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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this.incCost = true;
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this.cargoScoop = { enabled: true, c: Components.cargoScoop() };
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this.bulkheads = { incCost: true, maxClass: 8 };
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this.sgSI = null; // Shield Generator Index
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for (p in properties) { this[p] = properties[p]; } // Copy all base properties from shipData
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@@ -56,9 +55,6 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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if (comps.internal[i] !== 0) {
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internal[i].id = comps.internal[i];
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internal[i].c = Components.internal(comps.internal[i]);
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if (internal[i].c.grp == 'sg') {
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this.sgSI = i;
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}
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} else {
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internal[i].id = internal[i].c = null;
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}
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@@ -70,28 +66,30 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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* Updates the ship totals based on the components for every slot.
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*/
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Ship.prototype.updateTotals = function() {
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var c = _.reduce(this.common, optsSum, {cost: 0, power: 0, mass: 0, capacity: 0});
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var c = _.reduce(this.common, optsSum, {cost: 0, power: 0, mass: 0});
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var i = _.reduce(this.internal, optsSum, {cost: 0, power: 0, mass: 0, capacity: 0, armouradd: 0});
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var h = _.reduce(this.hardpoints, optsSum, {cost: 0, power: 0, mass: 0, shieldmul: 1});
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var fsd = this.common[2].c; // Frame Shift Drive;
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var h = _.reduce(this.hardpoints, hpSum, {cost: 0, active: 0, passive: 0, mass: 0, shieldmul: 1});
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var fsd = this.common[2].c; // Frame Shift Drive;
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var sgSI = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
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this.totalCost = c.cost + i.cost + h.cost + (this.incCost? this.cost : 0) + (this.bulkheads.incCost? this.bulkheads.c.cost : 0);
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this.unladenMass = c.mass + i.mass + h.mass + this.mass + this.bulkheads.c.mass;
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this.powerAvailable = this.common[0].c.pGen;
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this.powerAvailable = this.common[0].c.pGen; // Power Plant
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this.fuelCapacity = this.common[6].c.capacity;
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this.maxMass = this.common[1].c.maxmass;
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this.maxMass = this.common[1].c.maxmass; // Thrusters Max Mass
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this.cargoCapacity = i.capacity;
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this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
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this.powerRetracted = c.power + i.power + (this.cargoScoop.enabled? this.cargoScoop.c.power : 0);
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this.powerDeployed = this.powerRetracted + h.power;
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this.powerRetracted = c.power + i.power + h.passive + (this.cargoScoop.enabled? this.cargoScoop.c.power : 0);
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this.powerDeployed = this.powerRetracted + h.active;
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this.armourAdded = i.armouradd;
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this.shieldMultiplier = h.shieldmul;
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this.unladenJumpRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd); // Include fuel weight for jump
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this.ladenJumpRange = calcJumpRange(this.ladenMass, fsd);
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this.shieldStrength = this.sgSI !== null? calcShieldStrength(this.mass, this.shields, this.internal[this.sgSI].c, this.shieldMultiplier) : 0;
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this.shieldStrength = sgSI != -1? calcShieldStrength(this.mass, this.shields, this.internal[sgSI].c, this.shieldMultiplier) : 0;
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this.armourTotal = this.armourAdded + this.armour;
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// TODO: shield recharge rate
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// TODO: shield recharge rate based pips, shield generator, power distributor
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// TODO: armor bonus / damage reduction for bulkheads
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// TODO: Damage / DPS total (for all weapons)
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};
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/**
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@@ -104,17 +102,35 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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*/
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function optsSum(sum, slot) {
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var c = slot.c
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if (c) { // The slot has a component mounted
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if (c) { // The slot has a component installed
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sum.cost += (slot.incCost && c.cost)? c.cost : 0;
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sum.power += (slot.enabled && c.power)? c.power : 0;
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sum.mass += c.mass || 0;
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sum.capacity += c.capacity || 0;
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sum.shieldmul += c.shieldmul || 0;
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sum.armouradd += c.armouradd || 0;
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}
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return sum;
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}
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/**
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* Utilify function for summing the hardpoint properties
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*
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* @private
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* @param {object} sum Sum of cost, power, etc
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* @param {object} slot Slot object
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* @return {object} The mutated sum object
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*/
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function hpSum(sum, slot) {
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var c = slot.c
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if (c) { // The slot has a component installed
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sum.cost += (slot.incCost && c.cost)? c.cost : 0;
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sum[c.passive? 'passive': 'active'] += slot.enabled? c.power : 0;
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sum.mass += c.mass || 0;
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sum.shieldmul += c.shieldmul || 0;
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}
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return sum;
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}
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Ship.prototype.useBulkhead = function(index) {
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this.bulkheads.id = index;
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this.bulkheads.c = Components.bulkheads(this.id, index);
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@@ -123,40 +139,44 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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/**
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* Update a slot with a the component if the id is different from the current id for this slot.
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* Frees the slot of the current component if the id matches the current id for the slot.
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* Has logic handling components that you may only have 1 of (Shield Generator or Refinery).
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*
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* @param {object} slot The component slot
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* @param {string} id Unique ID for the selected component
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* @param {object} component Properties for the selected component
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*/
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Ship.prototype.use = function(slot, id, component) {
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// TODO: only single refinery allowed
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if (slot.id != id) { // Selecting a different component
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slot.id = id;
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slot.c = component;
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var slotIndex = this.internal.indexOf(slot);
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if(slot.id == null) { // Slot has been emptied
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if(this.sgSI == slotIndex) { // The slot containing the shield generator was emptied
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this.sgSI = null;
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}
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} else {
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// Selected component is a Shield Generator
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if(component.grp == 'sg') {
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// You can only have one shield Generator
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if (this.sgSI !== null && this.sgSI != slotIndex) {
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// A shield generator is already selected in a different slot
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this.internal[this.sgSI].id = null;
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this.internal[this.sgSI].c = null;
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}
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this.sgSI = slotIndex;
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// Replacing a shield generator with something else
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} else if (this.sgSI == slotIndex) {
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this.sgSI = null;
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// Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique
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if(slotIndex != -1 && component && (component.grp == 'sg' || component.grp || 'rf')) {
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// Find another internal slot that already has this type/group installed
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var similarSlotIndex = this.findInternalByGroup(component.grp);
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// If another slot has an installed component with of the same type
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if (similarSlotIndex != -1 && similarSlotIndex != slotIndex) {
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// Empty the slot
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this.internal[similarSlotIndex].id = null;
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this.internal[similarSlotIndex].c = null;
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}
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}
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// Update slot with selected component (or empty)
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slot.id = id;
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slot.c = component;
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this.updateTotals();
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}
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};
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/**
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* Find an internal slot that has an installed component of the specific group.
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*
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* @param {string} group Component group/type
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* @return {number} The index of the slot in ship.internal
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*/
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Ship.prototype.findInternalByGroup = function(group) {
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return _.findIndex(this.internal, function (slot) {
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return slot.c && slot.c.grp == group;
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});
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};
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return Ship;
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}]);
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