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Use opponent's pip info
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@@ -533,10 +533,11 @@ export function armourMetrics(ship) {
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* @param {Object} ship The ship
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* @param {Object} opponent The opponent ship
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* @param {int} sys The pips to SYS
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* @param {int} opponentWep The pips to pponent's WEP
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* @param {int} engagementrange The range between the ship and opponent
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* @returns {Object} Defence metrics
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*/
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export function defenceMetrics(ship, opponent, sys, engagementrange) {
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export function defenceMetrics(ship, opponent, sys, opponentWep, engagementrange) {
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// Obtain the shield metrics
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const shield = this.shieldMetrics(ship, sys);
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@@ -572,15 +573,16 @@ export function defenceMetrics(ship, opponent, sys, engagementrange) {
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* @param {Object} ship The ship
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* @param {Object} opponent The opponent ship
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* @param {int} wep The pips to WEP
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* @param {int} opponentSys The pips to opponent's SYS
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* @param {int} engagementrange The range between the ship and opponent
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* @returns {array} Offence metrics
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*/
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export function offenceMetrics(ship, opponent, wep, engagementrange) {
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export function offenceMetrics(ship, opponent, wep, opponentSys, engagementrange) {
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// Per-weapon and total damage
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const damage = [];
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// Obtain the opponent's shield and armour metrics
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const opponentShields = this.shieldMetrics(opponent, 4);
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const opponentShields = this.shieldMetrics(opponent, opponentSys);
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const opponentArmour = this.armourMetrics(opponent);
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// Per-weapon and total damage to shields
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@@ -612,18 +614,6 @@ export function offenceMetrics(ship, opponent, wep, engagementrange) {
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}
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return damage;
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const shielddamage = opponentShields.generator ? {
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absolute: {
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weapon1: 10,
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weapon2: 10,
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weapon3: 10,
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weapon4: 10,
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total: 40
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}
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} : {};
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return damage;
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}
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/**
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@@ -632,7 +622,7 @@ export function offenceMetrics(ship, opponent, wep, engagementrange) {
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* @returns {integer} the resistance for the given pips
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*/
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export function sysResistance(sys) {
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return Math.pow(sys,0.85) * 0.6 / Math.pow(4,0.85);
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return Math.pow(sys, 0.85) * 0.6 / Math.pow(4, 0.85);
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}
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/**
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