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Rename common to standard for consistency
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@@ -20,7 +20,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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*
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* @param {string} id Unique ship Id / Key
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* @param {object} properties Basic ship properties such as name, manufacturer, mass, etc
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* @param {object} slots Collection of slot groups (standard/common, internal, hardpoints) with their max class size.
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* @param {object} slots Collection of slot groups (standard/standard, internal, hardpoints) with their max class size.
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*/
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function Ship(id, properties, slots) {
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this.id = id;
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@@ -32,7 +32,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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for (var slotType in slots) { // Initialize all slots
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var slotGroup = slots[slotType];
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var group = this[slotType] = []; // Initialize Slot group (Common, Hardpoints, Internal)
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var group = this[slotType] = []; // Initialize Slot group (Standard, Hardpoints, Internal)
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for (var i = 0; i < slotGroup.length; i++) {
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if (typeof slotGroup[i] == 'object') {
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group.push({ id: null, c: null, incCost: true, maxClass: slotGroup[i].class, eligible: slotGroup[i].eligible });
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@@ -44,18 +44,18 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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// Make a Ship 'slot'/item similar to other slots
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this.c = { incCost: true, type: 'SHIP', discountedCost: this.hullCost, c: { name: this.name, cost: this.hullCost } };
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this.costList = _.union(this.internal, this.common, this.hardpoints);
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this.costList = _.union(this.internal, this.standard, this.hardpoints);
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this.costList.push(this.bulkheads); // Add The bulkheads
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this.costList.unshift(this.c); // Add the ship itself to the list
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this.powerList = _.union(this.internal, this.hardpoints);
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this.powerList.unshift(this.cargoHatch);
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this.powerList.unshift(this.common[1]); // Add Thrusters
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this.powerList.unshift(this.common[5]); // Add Sensors
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this.powerList.unshift(this.common[4]); // Add Power Distributor
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this.powerList.unshift(this.common[3]); // Add Life Support
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this.powerList.unshift(this.common[2]); // Add FSD
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this.powerList.unshift(this.common[0]); // Add Power Plant
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this.powerList.unshift(this.standard[1]); // Add Thrusters
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this.powerList.unshift(this.standard[5]); // Add Sensors
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this.powerList.unshift(this.standard[4]); // Add Power Distributor
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this.powerList.unshift(this.standard[3]); // Add Life Support
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this.powerList.unshift(this.standard[2]); // Add FSD
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this.powerList.unshift(this.standard[0]); // Add Power Plant
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this.shipCostMultiplier = 1;
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this.componentCostMultiplier = 1;
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@@ -99,7 +99,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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* @return {number} Jump range in Light Years
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*/
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Ship.prototype.getJumpRangeForMass = function(mass, fuel) {
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return calcJumpRange(mass, this.common[2].c, fuel);
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return calcJumpRange(mass, this.standard[2].c, fuel);
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};
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/**
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@@ -160,10 +160,10 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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*/
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Ship.prototype.buildWith = function(comps, priorities, enabled) {
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var internal = this.internal,
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common = this.common,
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standard = this.standard,
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hps = this.hardpoints,
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bands = this.priorityBands,
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cl = common.length,
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cl = standard.length,
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i, l;
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// Reset Cumulative stats
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@@ -193,20 +193,20 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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}
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for (i = 0; i < cl; i++) {
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common[i].cat = 0;
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common[i].enabled = enabled ? enabled[i + 1] * 1 : true;
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common[i].priority = priorities && priorities[i + 1] ? priorities[i + 1] * 1 : 0;
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common[i].type = 'SYS';
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common[i].c = common[i].id = null; // Resetting 'old' component if there was one
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common[i].discountedCost = 0;
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standard[i].cat = 0;
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standard[i].enabled = enabled ? enabled[i + 1] * 1 : true;
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standard[i].priority = priorities && priorities[i + 1] ? priorities[i + 1] * 1 : 0;
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standard[i].type = 'SYS';
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standard[i].c = standard[i].id = null; // Resetting 'old' component if there was one
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standard[i].discountedCost = 0;
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if (comps) {
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this.use(common[i], comps.common[i], Components.common(i, comps.common[i]), true);
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this.use(standard[i], comps.standard[i], Components.standard(i, comps.standard[i]), true);
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}
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}
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common[1].type = 'ENG'; // Thrusters
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common[2].type = 'ENG'; // FSD
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standard[1].type = 'ENG'; // Thrusters
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standard[2].type = 'ENG'; // FSD
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cl++; // Increase accounts for Cargo Scoop
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for (i = 0, l = hps.length; i < l; i++) {
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@@ -283,10 +283,10 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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/**
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* Optimize for the lower mass build that can still boost and power the ship
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* without power management.
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* @param {object} c Common Component overrides
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* @param {object} c Standard Component overrides
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*/
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Ship.prototype.optimizeMass = function(c) {
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return this.emptyHardpoints().emptyInternal().useLightestCommon(c);
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return this.emptyHardpoints().emptyInternal().useLightestStandard(c);
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};
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Ship.prototype.setCostIncluded = function(item, included) {
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@@ -322,7 +322,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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* Updates the ship's cumulative and aggregated stats based on the component change.
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*/
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Ship.prototype.updateStats = function(slot, n, old, preventUpdate) {
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var powerChange = slot == this.common[0];
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var powerChange = slot == this.standard[0];
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if (old) { // Old component now being removed
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switch (old.grp) {
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@@ -410,14 +410,14 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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prevDeployed = band.deployedSum = prevDeployed + band.deployed + band.retracted;
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}
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this.powerAvailable = this.common[0].c.pGen;
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this.powerAvailable = this.standard[0].c.pGen;
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this.powerRetracted = prevRetracted;
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this.powerDeployed = prevDeployed;
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return this;
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};
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Ship.prototype.updateTopSpeed = function() {
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var speeds = calcSpeed(this.unladenMass + this.fuelCapacity, this.speed, this.boost, this.common[1].c, this.pipSpeed);
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var speeds = calcSpeed(this.unladenMass + this.fuelCapacity, this.speed, this.boost, this.standard[1].c, this.pipSpeed);
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this.topSpeed = speeds['4 Pips'];
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this.topBoost = speeds.boost;
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return this;
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@@ -433,7 +433,7 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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* Jump Range and total range calculations
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*/
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Ship.prototype.updateJumpStats = function() {
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var fsd = this.common[2].c; // Frame Shift Drive;
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var fsd = this.standard[2].c; // Frame Shift Drive;
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this.unladenRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd, this.fuelCapacity); // Include fuel weight for jump
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this.fullTankRange = calcJumpRange(this.unladenMass + this.fuelCapacity, fsd, this.fuelCapacity); // Full Tanke
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this.ladenRange = calcJumpRange(this.ladenMass, fsd, this.fuelCapacity);
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@@ -493,37 +493,37 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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};
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/**
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* [useCommon description]
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* [useStandard description]
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* @param {[type]} rating [description]
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* @return {[type]} [description]
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*/
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Ship.prototype.useCommon = function(rating) {
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for (var i = this.common.length - 1; i--; ) { // All except Fuel Tank
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var id = this.common[i].maxClass + rating;
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this.use(this.common[i], id, Components.common(i, id));
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Ship.prototype.useStandard = function(rating) {
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for (var i = this.standard.length - 1; i--; ) { // All except Fuel Tank
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var id = this.standard[i].maxClass + rating;
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this.use(this.standard[i], id, Components.standard(i, id));
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}
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return this;
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};
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/**
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* Use the lightest common components unless otherwise specified
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* Use the lightest standard components unless otherwise specified
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* @param {object} c Component overrides
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*/
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Ship.prototype.useLightestCommon = function(c) {
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Ship.prototype.useLightestStandard = function(c) {
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c = c || {};
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var common = this.common,
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var standard = this.standard,
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pd = c.pd || this.availCS.lightestPowerDist(this.boostEnergy), // Find lightest Power Distributor that can still boost;
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fsd = c.fsd || common[2].maxClass + 'A',
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ls = c.ls || common[3].maxClass + 'D',
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s = c.s || common[5].maxClass + 'D',
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fsd = c.fsd || standard[2].maxClass + 'A',
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ls = c.ls || standard[3].maxClass + 'D',
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s = c.s || standard[5].maxClass + 'D',
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updated;
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this.useBulkhead(0)
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.use(common[2], fsd, Components.common(2, fsd)) // FSD
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.use(common[3], ls, Components.common(3, ls)) // Life Support
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.use(common[5], s, Components.common(5, s)) // Sensors
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.use(common[4], pd, Components.common(4, pd)); // Power Distributor
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.use(standard[2], fsd, Components.standard(2, fsd)) // FSD
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.use(standard[3], ls, Components.standard(3, ls)) // Life Support
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.use(standard[5], s, Components.standard(5, s)) // Sensors
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.use(standard[4], pd, Components.standard(4, pd)); // Power Distributor
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// Thrusters and Powerplant must be determined after all other components are mounted
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// Loop at least once to determine absolute lightest PD and TH
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@@ -531,15 +531,15 @@ angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength',
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updated = false;
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// Find lightest Thruster that still works for the ship at max mass
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var th = c.th || this.availCS.lightestThruster(this.ladenMass);
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if (th != common[1].id) {
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this.use(common[1], th, Components.common(1, th));
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if (th != standard[1].id) {
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this.use(standard[1], th, Components.standard(1, th));
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updated = true;
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}
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// Find lightest Power plant that can power the ship
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var pp = c.pp || this.availCS.lightestPowerPlant(Math.max(this.powerRetracted, this.powerDeployed), c.ppRating);
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if (pp != common[0].id) {
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this.use(common[0], pp, Components.common(0, pp));
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if (pp != standard[0].id) {
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this.use(standard[0], pp, Components.standard(0, pp));
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updated = true;
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}
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} while (updated);
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