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Add 'Damage received' section
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259
src/app/components/DamageReceived.jsx
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259
src/app/components/DamageReceived.jsx
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import React from 'react';
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import TranslatedComponent from './TranslatedComponent';
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import { Modules } from 'coriolis-data/dist';
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import { nameComparator } from '../utils/SlotFunctions';
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import { MountFixed, MountGimballed, MountTurret } from './SvgIcons';
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/**
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* Generates an internationalization friendly weapon comparator that will
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* sort by specified property (if provided) then by name/group, class, rating
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* @param {function} translate Translation function
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* @param {function} propComparator Optional property comparator
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* @param {boolean} desc Use descending order
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* @return {function} Comparator function for names
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*/
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export function weaponComparator(translate, propComparator, desc) {
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return (a, b) => {
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if (!desc) { // Flip A and B if ascending order
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let t = a;
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a = b;
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b = t;
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}
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// If a property comparator is provided use it first
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let diff = propComparator ? propComparator(a, b) : nameComparator(translate, a, b);
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if (diff) {
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return diff;
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}
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// Property matches so sort by name / group, then class, rating
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if (a.name === b.name && a.grp === b.grp) {
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if(a.class == b.class) {
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return a.rating > b.rating ? 1 : -1;
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}
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return a.class - b.class;
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}
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return nameComparator(translate, a, b);
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};
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}
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/**
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* Damage received by a selected ship
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*/
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export default class DamageReceived extends TranslatedComponent {
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static PropTypes = {
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ship: React.PropTypes.object.isRequired,
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code: React.PropTypes.string.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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*/
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constructor(props) {
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super(props);
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this._sort = this._sort.bind(this);
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this.state = {
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predicate: 'n',
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desc: true
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};
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}
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/**
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* Set the initial weapons state
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*/
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componentWillMount() {
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this.setState({ weapons: this._calcWeapons(this.props.ship) });
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}
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/**
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* Set the updated weapons state
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*/
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componentWillReceiveProps(nextProps, nextContext) {
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this.setState({ weapons: this._calcWeapons(nextProps.ship) });
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return true;
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}
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_calcWeapons(ship) {
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// Create a list of all weapons and include their stats - this is so that we can muck around with re-ordering and the like on the fly
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let weapons = [];
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for (let grp in Modules.hardpoints) {
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if (Modules.hardpoints[grp][0].damage && Modules.hardpoints[grp][0].type) {
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for (let mId in Modules.hardpoints[grp]) {
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const m = Modules.hardpoints[grp][mId];
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const classRating = `${m.class}${m.rating}${m.missile ? '/' + m.missile : ''}`;
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// Basic values
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let damage = m.damage;
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let rpshot = m.roundspershot || 1;
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let rof = m.rof || 1;
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// Base DPS
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const baseDps = damage * rpshot * rof;
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const baseSDps = m.clip ? (m.clip * baseDps / m.rof) / ((m.clip / m.rof) + m.reload) : baseDps;
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// Effective DPS taking in to account shield resistance
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let effectivenessShields = 0;
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if (m.type.indexOf('E') != -1) {
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effectivenessShields += ship.shieldExplRes;
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}
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if (m.type.indexOf('K') != -1) {
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effectivenessShields += ship.shieldKinRes;
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}
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if (m.type.indexOf('T') != -1) {
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effectivenessShields += ship.shieldThermRes;
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}
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effectivenessShields /= m.type.length;
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// Plasma accelerators deal absolute damage
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if (m.grp == 'pa') effectivenessShields = 1;
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const effectiveDpsShields = baseDps * effectivenessShields;
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const effectiveSDpsShields = baseSDps * effectivenessShields;
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// Effective DPS taking in to account hull hardness and resistance
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let effectivenessHull = 0;
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if (m.type.indexOf('E') != -1) {
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effectivenessHull += ship.hullExplRes;
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}
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if (m.type.indexOf('K') != -1) {
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effectivenessHull += ship.hullKinRes;
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}
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if (m.type.indexOf('T') != -1) {
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effectivenessHull += ship.hullThermRes;
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}
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effectivenessHull /= m.type.length;
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// Plasma accelerators deal absolute damage (but could be reduced by hardness)
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if (m.grp == 'pa') effectivenessHull = 1;
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effectivenessHull *= Math.min(m.piercing / ship.hardness, 1);
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const effectiveDpsHull = baseDps * effectivenessHull;
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const effectiveSDpsHull = baseSDps * effectivenessHull;
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weapons.push({id: m.id,
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classRating: classRating,
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name: m.name || m.grp,
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mount: m.mount,
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effectiveDpsShields: effectiveDpsShields,
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effectiveSDpsShields: effectiveSDpsShields,
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effectivenessShields: effectivenessShields,
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effectiveDpsHull: effectiveDpsHull,
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effectiveSDpsHull: effectiveSDpsHull,
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effectivenessHull: effectivenessHull});
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}
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}
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}
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return weapons;
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}
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/**
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* Set the sort order and sort
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* @param {string} predicate Sort predicate
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*/
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_sortOrder(predicate) {
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let desc = this.state.desc;
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if (predicate == this.state.predicate) {
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desc = !desc;
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} else {
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desc = true;
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}
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this._sort(this.props.ship, predicate, desc);
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this.setState({ predicate, desc });
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}
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/**
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* Sorts the weapon list
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* @param {Ship} ship Ship instance
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* @param {string} predicate Sort predicate
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* @param {Boolean} desc Sort order descending
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*/
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_sort(ship, predicate, desc) {
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let comp = weaponComparator.bind(null, this.context.language.translate);
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switch (predicate) {
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case 'n': comp = comp(null, desc); break;
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case 'edpss': comp = comp((a, b) => a.effectiveDpsShields - b.effectiveDpsShields, desc); break;
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case 'esdpss': comp = comp((a, b) => a.effectiveSDpsShields - b.effectiveSDpsShields, desc); break;
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case 'es': comp = comp((a, b) => a.effectivenessShields - b.effectivenessShields, desc); break;
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case 'edpsh': comp = comp((a, b) => a.effectiveDpsHull - b.effectiveDpsHull, desc); break;
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case 'esdpsh': comp = comp((a, b) => a.effectiveSDpsHull - b.effectiveSDpsHull, desc); break;
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case 'eh': comp = comp((a, b) => a.effectivenessHull - b.effectivenessHull, desc); break;
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}
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this.state.weapons.sort(comp);
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}
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/**
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* Render individual rows for weapons
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* @param {Function} translate Translate function
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* @param {Object} formats Localised formats map
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* @return {array} The individual rows
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*
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*/
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_renderRows(translate, formats) {
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const { termtip, tooltip } = this.context;
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let rows = [];
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for (let i = 0; i < this.state.weapons.length; i++) {
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const weapon = this.state.weapons[i];
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rows.push(<tr key={weapon.id}>
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<td className='ri'>
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{weapon.mount == 'F' ? <span onMouseOver={termtip.bind(null, 'fixed')} onMouseOut={tooltip.bind(null, null)}><MountFixed className='icon'/></span> : null}
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{weapon.mount == 'G' ? <span onMouseOver={termtip.bind(null, 'gimballed')} onMouseOut={tooltip.bind(null, null)}><MountGimballed /></span> : null}
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{weapon.mount == 'T' ? <span onMouseOver={termtip.bind(null, 'turreted')} onMouseOut={tooltip.bind(null, null)}><MountTurret /></span> : null}
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{weapon.classRating} {translate(weapon.name)}
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</td>
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<td>{formats.round1(weapon.effectiveDpsShields)}</td>
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<td>{formats.round1(weapon.effectiveSDpsShields)}</td>
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<td>{formats.pct(weapon.effectivenessShields)}</td>
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<td>{formats.round1(weapon.effectiveDpsHull)}</td>
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<td>{formats.round1(weapon.effectiveSDpsHull)}</td>
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<td>{formats.pct(weapon.effectivenessHull)}</td>
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</tr>);
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}
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return rows;
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}
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/**
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* Render damage received
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* @return {React.Component} contents
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*/
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render() {
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const { language, tooltip, termtip } = this.context;
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const { formats, translate } = language;
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const sortOrder = this._sortOrder;
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return (
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<span>
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<h1>{translate('damage received by')}</h1>
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<table className='summary' style={{ width: '100%' }}>
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<thead>
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<tr className='main'>
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<th rowSpan={2} className='sortable' onClick={sortOrder.bind(this, 'n')} >{translate('weapon')}</th>
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<th colSpan={3} >{translate('against shields')}</th>
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<th colSpan={3} >{translate('against hull')}</th>
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</tr>
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<tr>
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<th className='sortable lft' onClick={sortOrder.bind(this, 'edpss')} onMouseOver={termtip.bind(null, 'dps')} onMouseOut={tooltip.bind(null, null)}>{translate('DPS')}</th>
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<th className='sortable' onClick={sortOrder.bind(this, 'esdpss')} onMouseOver={termtip.bind(null, 'sdps')} onMouseOut={tooltip.bind(null, null)}>{translate('SDPS')}</th>
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<th className='sortable' onClick={sortOrder.bind(this, 'es')} >{translate('effectiveness')}</th>
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<th className='sortable lft' onClick={sortOrder.bind(this, 'edpsh')} onMouseOver={termtip.bind(null, 'dps')} onMouseOut={tooltip.bind(null, null)}>{translate('DPS')}</th>
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<th className='sortable' onClick={sortOrder.bind(this, 'esdpsh')} onMouseOver={termtip.bind(null, 'sdps')} onMouseOut={tooltip.bind(null, null)}>{translate('SDPS')}</th>
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<th className='sortable' onClick={sortOrder.bind(this, 'eh')} >{translate('effectiveness')}</th>
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</tr>
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</thead>
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<tbody>
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{this._renderRows(translate, formats)}
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</tbody>
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</table>
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</span>
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);
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}
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}
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