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change preset rolls to 100%, 75%, 50% and random
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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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