mirror of
https://github.com/EDCD/coriolis.git
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change preset rolls to 100%, 75%, 50% and random
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@@ -6,7 +6,7 @@ import { isEmpty, stopCtxPropagation } from '../utils/UtilityFunctions';
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import cn from 'classnames';
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import { Modifications } from 'coriolis-data/dist';
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import Modification from './Modification';
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import { getBlueprint, blueprintTooltip, setWorst, setBest, setExtreme, setRandom } from '../utils/BlueprintFunctions';
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import { getBlueprint, blueprintTooltip, setPercent, setRandom } from '../utils/BlueprintFunctions';
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/**
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* Modifications menu
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@@ -30,10 +30,10 @@ export default class ModificationsMenu extends TranslatedComponent {
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this._toggleBlueprintsMenu = this._toggleBlueprintsMenu.bind(this);
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this._toggleSpecialsMenu = this._toggleSpecialsMenu.bind(this);
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this._rollWorst = this._rollWorst.bind(this);
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this._rollFifty = this._rollFifty.bind(this);
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this._rollRandom = this._rollRandom.bind(this);
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this._rollBest = this._rollBest.bind(this);
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this._rollExtreme = this._rollExtreme.bind(this);
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this._rollSevenFive = this._rollSevenFive.bind(this);
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this._reset = this._reset.bind(this);
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this.state = {
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@@ -168,11 +168,11 @@ export default class ModificationsMenu extends TranslatedComponent {
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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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* Provide a '50%' roll within the information we have
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*/
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_rollWorst() {
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_rollFifty() {
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const { m, ship } = this.props;
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setWorst(ship, m);
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setPercent(ship, m, 50);
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this.props.onChange();
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}
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@@ -190,16 +190,16 @@ 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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setBest(ship, m);
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setPercent(ship, m, 100);
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this.props.onChange();
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}
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/**
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* Provide an 'extreme' roll within the information we have
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* Provide an '75%' roll within the information we have
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*/
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_rollExtreme() {
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_rollSevenFive() {
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const { m, ship } = this.props;
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setExtreme(ship, m);
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setPercent(ship, m, 75);
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this.props.onChange();
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}
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@@ -226,9 +226,9 @@ export default class ModificationsMenu extends TranslatedComponent {
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const _toggleBlueprintsMenu = this._toggleBlueprintsMenu;
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const _toggleSpecialsMenu = this._toggleSpecialsMenu;
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const _rollBest = this._rollBest;
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const _rollExtreme = this._rollExtreme;
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const _rollWorst = this._rollWorst;
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const _rollFull = this._rollBest;
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const _rollSevenFive = this._rollSevenFive;
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const _rollFifty = this._rollFifty;
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const _rollRandom = this._rollRandom;
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const _reset = this._reset;
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@@ -275,9 +275,9 @@ export default class ModificationsMenu extends TranslatedComponent {
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{ showRolls ?
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<tr>
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<td> { translate('roll') }: </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollWorst} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_WORST')} onMouseOut={tooltip.bind(null, null)}> { translate('worst') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollBest}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_BEST')} onMouseOut={tooltip.bind(null, null)}> { translate('best') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollExtreme}onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_EXTREME')} onMouseOut={tooltip.bind(null, null)}> { translate('extreme') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollFifty} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_FIFTY')} onMouseOut={tooltip.bind(null, null)}> { translate('50%') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollSevenFive} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_SEVEN_FIVE')} onMouseOut={tooltip.bind(null, null)}> { translate('75%') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollFull} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_BEST')} onMouseOut={tooltip.bind(null, null)}> { translate('100%') } </td>
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<td style={{ cursor: 'pointer' }} onClick={_rollRandom} onMouseOver={termtip.bind(null, 'PHRASE_BLUEPRINT_RANDOM')} onMouseOut={tooltip.bind(null, null)}> { translate('random') } </td>
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</tr> : null }
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{ showReset ?
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@@ -16,6 +16,8 @@
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"PHRASE_ENGAGEMENT_RANGE": "The distance between your ship and its target",
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"PHRASE_SELECT_BLUEPRINT": "Click to select a blueprint",
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"PHRASE_BLUEPRINT_WORST": "Worst primary values for this blueprint",
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"PHRASE_BLUEPRINT_FIFTY": "50% of full values for this blueprint",
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"PHRASE_BLUEPRINT_SEVEN_FIVE": "75% of full values for this blueprint",
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"PHRASE_BLUEPRINT_RANDOM": "Random selection between worst and best primary values for this blueprint",
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"PHRASE_BLUEPRINT_BEST": "Best primary values for this blueprint",
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"PHRASE_BLUEPRINT_EXTREME": "Best beneficial and worst detrimental primary values for this blueprint",
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@@ -253,57 +253,19 @@ export function getBlueprint(name, module) {
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* Provide 'worst' primary modifications
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* @param {Object} ship The ship for which to perform the modifications
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* @param {Object} m The module for which to perform the modifications
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* @param {Number} percent The percent to set values to of full.
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*/
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export function setWorst(ship, m) {
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export function setPercent(ship, m, percent) {
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ship.clearModifications(m);
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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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const value = features[featureName][0];
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_setValue(ship, m, featureName, value);
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}
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}
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/**
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* Provide 'best' primary modifications
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* @param {Object} ship The ship for which to perform the modifications
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* @param {Object} m The module for which to perform the modifications
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*/
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export function setBest(ship, m) {
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ship.clearModifications(m);
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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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const value = features[featureName][1];
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_setValue(ship, m, featureName, value);
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}
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}
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/**
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* Provide 'extreme' primary modifications
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* @param {Object} ship The ship for which to perform the modifications
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* @param {Object} m The module for which to perform the modifications
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*/
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export function setExtreme(ship, m) {
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ship.clearModifications(m);
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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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let value;
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if (Modifications.modifications[featureName].higherbetter) {
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// Higher is better, but is this making it better or worse?
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if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
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value = features[featureName][0];
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} else {
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value = features[featureName][1];
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}
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const featureIsBeneficial = isBeneficial(featureName, features[featureName]);
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if (featureIsBeneficial === true) {
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_setValue(ship, m, featureName, (percent / 100) * value);
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} else {
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// Higher is worse, but is this making it better or worse?
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if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
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value = features[featureName][1];
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} else {
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value = features[featureName][0];
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}
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_setValue(ship, m, featureName, value);
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}
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_setValue(ship, m, featureName, value);
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}
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}
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