Break out metric calculations

This commit is contained in:
Cmdr McDonald
2017-03-18 13:42:32 +00:00
parent 369d882354
commit eb83969015
5 changed files with 181 additions and 481 deletions

View File

@@ -100,13 +100,12 @@ export default class WeaponDamageChart extends TranslatedComponent {
*/
_calcMaxSDps(ship, opponent, hull) {
// Additional information to allow effectiveness calculations
const { shield, armour, shielddamage, armourdamage } = Calc.defenceMetrics(opponent, ship, 4, 0);
const defence = hull ? Calc.armourMetrics(opponent) : Calc.shieldMetrics(opponent, 4);
let maxSDps = 0;
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const m = ship.hardpoints[i].m;
const thisSDps = this._calcWeaponSDps(ship, m, opponent, hull, shield, armour, 0);
const thisSDps = this._calcWeaponSDps(ship, m, opponent, defence, 0);
if (thisSDps > maxSDps) {
maxSDps = thisSDps;
}
@@ -156,14 +155,14 @@ export default class WeaponDamageChart extends TranslatedComponent {
*/
_calcSDps(ship, weaponNames, opponent, hull, engagementRange) {
// Additional information to allow effectiveness calculations
const { shield, armour, shielddamage, armourdamage } = Calc.defenceMetrics(opponent, ship, 4, engagementRange);
const defence = hull ? Calc.armourMetrics(opponent) : Calc.shieldMetrics(opponent, 4);
let results = {};
let weaponNum = 0;
for (let i = 0; i < ship.hardpoints.length; i++) {
if (ship.hardpoints[i].maxClass > 0 && ship.hardpoints[i].m && ship.hardpoints[i].enabled) {
const m = ship.hardpoints[i].m;
results[weaponNames[weaponNum++]] = this._calcWeaponSDps(ship, m, opponent, hull, shield, armour, engagementRange);
results[weaponNames[weaponNum++]] = this._calcWeaponSDps(ship, m, opponent, defence, engagementRange);
}
}
return results;
@@ -174,13 +173,11 @@ export default class WeaponDamageChart extends TranslatedComponent {
* @param {Object} ship The ship that will deal the damage
* @param {Object} m The weapon that will deal the damage
* @param {Object} opponent The ship against which damage will be dealt
* @param {boolean} hull True if hitting hull
* @param {Object} shield Shield defence metrics
* @param {Object} armour Armour defence metrics
* @param {Object} defence defence metrics (either shield or hull)
* @param {Object} engagementRange The engagement range
* @return {object} Returns the sustained DPS for the weapon
*/
_calcWeaponSDps(ship, m, opponent, hull, shield, armour, engagementRange) {
_calcWeaponSDps(ship, m, opponent, defence, engagementRange) {
let falloff = 1;
if (m.getFalloff()) {
// Calculate the falloff % due to range
@@ -199,16 +196,16 @@ export default class WeaponDamageChart extends TranslatedComponent {
let effectiveness = 0;
if (m.getDamageDist().E) {
effectiveness += m.getDamageDist().E * (hull ? armour.explosive.total : shield.explosive.total);
effectiveness += m.getDamageDist().E * defence.explosive.total;
}
if (m.getDamageDist().K) {
effectiveness += m.getDamageDist().K * (hull ? armour.kinetic.total : shield.kinetic.total);
effectiveness += m.getDamageDist().K * defence.kinetic.total;
}
if (m.getDamageDist().T) {
effectiveness += m.getDamageDist().T * (hull ? armour.thermal.total : shield.thermal.total);
effectiveness += m.getDamageDist().T * defence.thermal.total;
}
if (m.getDamageDist().A) {
effectiveness += m.getDamageDist().A * (hull ? armour.absolute.total : shield.absolute.total);
effectiveness += m.getDamageDist().A * defence.absolute.total;
}
// Return the final effective SDPS