mirror of
https://github.com/EDCD/coriolis.git
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Merge branch 'feature/mods' into develop
This commit is contained in:
@@ -1,3 +1,8 @@
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#2.2.14
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* Ensure that jitter is shown correctly when the result of a special effect
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* Use restyled blueprint information
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* Use the ship name (if available) rather than the ship model for the window title
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#2.2.13
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* Add 'time to drain' summary value. This is the time to drain the WEP capacitor if firing all enabled weapons
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* Do not include utility slot DPS/EPS/HPS in summary information
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@@ -87,7 +87,7 @@ export default class ModificationsMenu extends TranslatedComponent {
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const { m, onChange, ship } = props;
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let modifications = [];
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for (const modName of Modifications.modules[m.grp].modifications) {
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if (Modifications.modifications[modName].type === 'percentage' || Modifications.modifications[modName].type === 'numeric') {
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if (!Modifications.modifications[modName].hidden) {
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const key = modName + (m.getModValue(modName) / 100 || 0);
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modifications.push(<Modification key={ key } ship={ ship } m={ m } name={ modName } value={ m.getModValue(modName) / 100 || 0 } onChange={ onChange }/>);
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}
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@@ -147,30 +147,40 @@ export default class ModificationsMenu extends TranslatedComponent {
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this.props.onChange();
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}
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/**
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* Set the result of a roll
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* @param {object} ship The ship to which the roll applies
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* @param {object} m The module to which the roll applies
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* @param {string} featureName The modification feature to which the roll applies
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* @param {number} value The value of the roll
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*/
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_setRollResult(ship, m, featureName, value) {
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if (Modifications.modifications[featureName].method !== 'overwrite') {
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if (m.grp == 'sb' && featureName == 'shieldboost') {
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// Shield boosters are a special case. Their boost is dependent on their base so we need to calculate the value here
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value = ((1 + m.shieldboost) * (1 + value) - 1) / m.shieldboost - 1;
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}
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}
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if (Modifications.modifications[featureName].type == 'percentage') {
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ship.setModification(m, featureName, value * 10000);
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} else if (Modifications.modifications[featureName].type == 'numeric') {
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ship.setModification(m, featureName, value * 100);
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} else {
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ship.setModification(m, featureName, value);
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}
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}
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/**
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* Provide a 'worst' roll within the information we have
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*/
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_rollWorst() {
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const { m, ship } = this.props;
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const features = m.blueprint.features[m.blueprint.grade];
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const features = m.blueprint.grades[m.blueprint.grade].features;
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for (const featureName in features) {
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if (Modifications.modifications[featureName].method == 'overwrite') {
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ship.setModification(m, featureName, features[featureName][1]);
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} else {
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let value = features[featureName][0];
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if (m.grp == 'sb' && featureName == 'shieldboost') {
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// Shield boosters are a special case. Their boost is dependent on their base so we need to calculate the value here
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value = ((1 + m.shieldboost) * (1 + value) - 1) / m.shieldboost - 1;
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}
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if (Modifications.modifications[featureName].type == 'percentage') {
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ship.setModification(m, featureName, value * 10000);
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} else if (Modifications.modifications[featureName].type == 'numeric') {
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ship.setModification(m, featureName, value * 100);
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}
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}
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let value = features[featureName][0];
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this._setRollResult(ship, m, featureName, value);
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}
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this.setState({ modifications: this._setModifications(this.props) });
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this.props.onChange();
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}
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@@ -180,25 +190,11 @@ export default class ModificationsMenu extends TranslatedComponent {
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*/
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_rollAverage() {
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const { m, ship } = this.props;
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const features = m.blueprint.features[m.blueprint.grade];
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const features = m.blueprint.grades[m.blueprint.grade].features;
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for (const featureName in features) {
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if (Modifications.modifications[featureName].method == 'overwrite') {
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ship.setModification(m, featureName, (features[featureName][0] + features[featureName][1]) / 2);
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} else {
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let value = (features[featureName][0] + features[featureName][1]) / 2;
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if (m.grp == 'sb' && featureName == 'shieldboost') {
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// Shield boosters are a special case. Their boost is dependent on their base so we need to calculate the value here
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value = ((1 + m.shieldboost) * (1 + value) - 1) / m.shieldboost - 1;
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}
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if (Modifications.modifications[featureName].type == 'percentage') {
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ship.setModification(m, featureName, value * 10000);
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} else if (Modifications.modifications[featureName].type == 'numeric') {
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ship.setModification(m, featureName, value * 100);
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}
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}
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let value = (features[featureName][0] + features[featureName][1]) / 2;
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this._setRollResult(ship, m, featureName, value);
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}
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this.setState({ modifications: this._setModifications(this.props) });
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this.props.onChange();
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}
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@@ -208,25 +204,11 @@ export default class ModificationsMenu extends TranslatedComponent {
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*/
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_rollRandom() {
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const { m, ship } = this.props;
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const features = m.blueprint.features[m.blueprint.grade];
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const features = m.blueprint.grades[m.blueprint.grade].features;
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for (const featureName in features) {
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if (Modifications.modifications[featureName].method == 'overwrite') {
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ship.setModification(m, featureName, features[featureName][1]);
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} else {
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let value = features[featureName][0] + (Math.random() * (features[featureName][1] - features[featureName][0]));
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if (m.grp == 'sb' && featureName == 'shieldboost') {
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// Shield boosters are a special case. Their boost is dependent on their base so we need to calculate the value here
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value = ((1 + m.shieldboost) * (1 + value) - 1) / m.shieldboost - 1;
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}
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if (Modifications.modifications[featureName].type == 'percentage') {
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ship.setModification(m, featureName, value * 10000);
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} else if (Modifications.modifications[featureName].type == 'numeric') {
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ship.setModification(m, featureName, value * 100);
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}
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}
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let value = features[featureName][0] + (Math.random() * (features[featureName][1] - features[featureName][0]));
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this._setRollResult(ship, m, featureName, value);
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}
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this.setState({ modifications: this._setModifications(this.props) });
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this.props.onChange();
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}
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@@ -236,25 +218,11 @@ export default class ModificationsMenu extends TranslatedComponent {
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*/
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_rollBest() {
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const { m, ship } = this.props;
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const features = m.blueprint.features[m.blueprint.grade];
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const features = m.blueprint.grades[m.blueprint.grade].features;
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for (const featureName in features) {
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if (Modifications.modifications[featureName].method == 'overwrite') {
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ship.setModification(m, featureName, features[featureName][1]);
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} else {
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let value = features[featureName][1];
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if (m.grp == 'sb' && featureName == 'shieldboost') {
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// Shield boosters are a special case. Their boost is dependent on their base so we need to calculate the value here
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value = ((1 + m.shieldboost) * (1 + value) - 1) / m.shieldboost - 1;
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}
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if (Modifications.modifications[featureName].type == 'percentage') {
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ship.setModification(m, featureName, value * 10000);
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} else if (Modifications.modifications[featureName].type == 'numeric') {
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ship.setModification(m, featureName, value * 100);
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}
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}
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let value = features[featureName][1];
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this._setRollResult(ship, m, featureName, value);
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}
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this.setState({ modifications: this._setModifications(this.props) });
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this.props.onChange();
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}
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@@ -36,7 +36,7 @@ const SPEED_COLORS = ['#0088d2', '#ff8c0d', '#D26D00', '#c06400'];
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* @return {String} Document title
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*/
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function getTitle(shipName, buildName) {
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return `${shipName}${buildName ? ` - ${buildName}` : ''}`;
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return buildName ? buildName : shipName;
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}
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/**
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@@ -60,7 +60,8 @@ export default class Module {
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} else {
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mod = modifierActions[name];
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}
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result = (((1 + result / 10000) * (1 + mod)) - 1) * 10000;
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const multiplier = modification.type === 'percentage' ? 10000 : 100;
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result = (((1 + result / multiplier) * (1 + mod)) - 1) * multiplier;
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}
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}
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}
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