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78 Commits

Author SHA1 Message Date
Alex Williams
1dfd3cdc23 Merge pull request #821 from Brighter-Applications/develop
Develop
2025-06-28 14:31:03 +01:00
Alex Williams
a3d7c8b7a7 Features/add corsair (#94)
* Corsair Added Announcement

* Adding FDName Corsair Translation to imperial_corsair Coriolis internal name
2025-06-28 14:27:55 +01:00
Alex Williams
60a05d93c8 Features/add_corsair (#93)
* Corsair Added Announcement

* Adding FDName Corsair Translation to imperial_corsair Coriolis internal name
2025-04-10 12:33:51 +01:00
Alex Williams
7f3056560d Merge pull request #88 from Brighter-Applications/features/add_cobra5
Adding coriolis to fdname conversion
2024-12-13 20:57:51 +00:00
Alex Williams
43718e15cf Adding coriolis to fdname conversion 2024-12-13 20:46:16 +00:00
Alex Williams
8a1ad353e2 Merge pull request #85 from Brighter-Applications/features/add_cobra5
Adding Cobra Mk V
2024-12-13 19:55:37 +00:00
Alex Williams
fbe29d8087 Adding Cobra Mk V 2024-12-13 19:46:46 +00:00
Alex Williams
8583c6a811 Merge pull request #803 from Brighter-Applications/develop
Develop
2024-12-10 23:34:10 +00:00
Alex Williams
620a82faf2 Merge pull request #82 from Brighter-Applications/issues/624_Fix_thermal_values
Fix thermal and efficiency values for blueprint effects. Also fixing …
2024-12-10 23:33:03 +00:00
Alex Williams
8296562640 Fix thermal and efficiency values for blueprint effects. Also fixing jump range calc and display. 2024-12-10 23:23:12 +00:00
Alex Williams
505c6809a1 Merge pull request #800 from Brighter-Applications/develop
Develop
2024-11-25 00:25:31 +00:00
Alex Williams
35a24a55e8 Merge pull request #79 from Brighter-Applications/issues/699_Add_Charge_Rate_To_Rails
Adding 'charge' time into calculation of RoF, as RailGuns have a 'cha…
2024-11-25 00:02:07 +00:00
Alex Williams
b365faed0a Adding 'charge' time into calculation of RoF, as RailGuns have a 'charge' time as well as a reload time. 2024-11-24 23:53:15 +00:00
Alex Williams
060b98cc89 Merge pull request #76 from Brighter-Applications/issues/597_Warn_Users_2083_URL_Length
Checks to see if the URL is over 2083 characters and if it is, presen…
2024-11-24 21:40:56 +00:00
Alex Williams
6a1eae8e9e Checks to see if the URL is over 2083 characters and if it is, presents this as the most likely error with an import. 2024-11-24 21:35:33 +00:00
Alex Williams
98126267e7 Merge pull request #73 from Brighter-Applications/features/Update_About_Page
Updating the about page, removing erroneous link to edshipyard, addin…
2024-11-24 20:24:56 +00:00
Alex Williams
22b73b9b0c Updating the about page, removing erroneous link to edshipyard, adding current info, etc. 2024-11-24 20:23:02 +00:00
Alex Williams
f769a0d40d Merge pull request #70 from Brighter-Applications/features/Add_Specials_Tooltips_Descriptions
Adding functionality to pull the 'description' field from specials an…
2024-11-24 19:04:38 +00:00
Alex Williams
4ae2140178 Adding functionality to pull the 'description' field from specials and show a tooltip, describing what the special does. 2024-11-24 18:51:22 +00:00
Alex Williams
070beade85 Merge pull request #798 from Brighter-Applications/develop
Develop
2024-11-23 21:49:46 +00:00
Alex Williams
9705a49c96 Merge pull request #66 from Brighter-Applications/issues/796_Fix_Guardian_Module_Power_Priority
Fixes the issue where Guardian Modules can be re-prioritised in the p…
2024-11-23 21:44:49 +00:00
Alex Williams
d575d97837 Fixes the issue where Guardian Modules can be re-prioritised in the power section, but cannot in game. 2024-11-23 21:40:19 +00:00
Alex Williams
dd3aa5fd7b Merge pull request #63 from Brighter-Applications/issues/776_Fix_Overcharged_Blueprint
Fixes Blueprint selection issue caused by fixing overcharged_blueprint.
2024-11-23 21:06:01 +00:00
Alex Williams
bb658e8b59 Fixes Blueprint selection issue caused by fixing overcharged_blueprint. 2024-11-23 20:57:24 +00:00
Alex Williams
a40bd5344e Merge pull request #60 from Brighter-Applications/issues/776_Fix_Overcharged_Blueprint
Issues/776 fix overcharged blueprint
2024-11-23 20:48:50 +00:00
Alex Williams
16b341d0d0 Removing console.log events that are no longer needed 2024-11-23 20:43:27 +00:00
Alex Williams
e04a99222d These changes fix the issue where MC's with the Weapon_Overcharged blueprint, don't properly show the blueprint because of the Laser Weapon_Overcharged blueprint being a conflict. 2024-11-23 20:35:47 +00:00
Alex Williams
c78bbd1db4 Merge pull request #55 from Brighter-Applications/issues/215_translation_fixes
Issues/215 translation fixes
2024-11-08 22:45:07 +00:00
Alex Williams
f48d1bae20 Fixing English translation for minmass and maxmass 2024-11-08 22:29:24 +00:00
Alex Williams
112463a9e8 Fixing translation issues in StandardSlot.jsx 2024-11-08 22:19:28 +00:00
Alex Williams
b1fd7991b6 Merge pull request #797 from Brighter-Applications/develop
Develop update with mandalay, type8, concord, new boost int feature (…
2024-11-08 20:42:36 +00:00
Alex Williams
0f4eae7d4c Develop update with mandalay, type8, concord, new boost int feature (#48)
* Add concord cannon (#45)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Merge Coriolis beta to live - beta.coriolis.io content to deploy on coriolis.io (#14)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Live, from Beta (#15)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Beta (#21)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Beta (#22)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Beta to live (#25)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Make modal export better (#26)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Make modal export better (#27)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Make modal better clean (#29)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Modal Changes to export and link shortener

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Beta to live (#30)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Make modal export better (#26)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Make modal better clean (#29)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Modal Changes to export and link shortener

---------

Co-authored-by: David Sangrey <davidsangrey@gma…

* Add mandalay (#46)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Merge Coriolis beta to live - beta.coriolis.io content to deploy on coriolis.io (#14)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Live, from Beta (#15)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Beta (#21)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Beta (#22)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Beta to live (#25)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Make modal export better (#26)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Make modal export better (#27)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Make modal better clean (#29)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Modal Changes to export and link shortener

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Beta to live (#30)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Make modal export better (#26)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Make modal better clean (#29)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Modal Changes to export and link shortener

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com…

* Display boost intervals better (#47)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Merge Coriolis beta to live - beta.coriolis.io content to deploy on coriolis.io (#14)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Live, from Beta (#15)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Beta (#21)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Beta (#22)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Beta to live (#25)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Make modal export better (#26)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Make modal export better (#27)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Make modal better clean (#29)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Modal Changes to export and link shortener

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Beta to live (#30)

* Update pt.json - Brazilian Portuguese translations (#752)

* Update pt.json

Update Brazilian Portuguese translations:
- Updated Modules
- Engineering & Experimental Effect
- Corrections

* Update Portuguese Brazilian

Fixed Tab/Spaces indentation

* Updated PT-BR translation with Planetary Approach Suite

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fix changed files issue (#3)

* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files

* Adding workflow for autodeploy

* Improving workflow

* Changed deployment ordering

* Changing to clone single branch for deployment, not the whole repo

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4)

* Issue 754 imports need to be more graceful (#5)

* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR

* Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules

* Update PT-BR translations

Added translated strings for coriolis-data PRs 106 & 107

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

* Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Issue 703 edomh integration (#7)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

* Adding in buildname to EDOMH Export

* Issue 703 edomh integration (#8)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#9)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 703 edomh integration (#10)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Issue 764 unknown modules are selectable (#11)

* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>

* Adding tag to manual dispatch of workflow

* Adding fix for broken Armour Module Selection

* Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH

* Removing Autodeploy from this branch, it was merged in by github

* Removing debugging console.log entries that are no longer needed for EDOMH fix

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Removing unneccessary output lines from autodeploy (#19)

* Adding missing Constants for Advanced and Enhanced Weaponry (#20)

* Setting up definitive workflows, automatic for when coriolis is being updated, either on its own, or along with coriolis-data and manual, for when we've updated coriolis-data and need to re-deploy.

* Compartmentalising the build stages in the workflows.

* Fixed deployment steps

* deployment fix

* Deployment improvements and potential webpack fix

* Removing webpack change that made no difference.

* Changing deployment workflows to clear out old build before copying new build to web directory

* Supressing npm warnings in build process to avoid failure of the pipeline erroneously.

* Shifting node build to separate runner

* Fixing syntax in autodeploy

* issues with zipping

* Adding GCP Auth to download job

* Fixing unzipping process

* fixes for autodeploy

* zip path issues

* zip path

* rm command

* Fixes for broken EDEngineer button, plus styling changes to improve the modal popup for exporting builds. (#24)

* Make modal export better (#26)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Improved Modal UI, updated text, restored roll boxes, fixed ED Engineer button hide/show/disable/enable

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>

* Make modal better clean (#29)

* Fix missile rack glitch (#23)

* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github

* Modal Changes to export and link shortener

---------

Co-authored-by: David Sangrey <davi…

---------

Co-authored-by: leonardofelin <33718368+leonardofelin@users.noreply.github.com>
Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>
Co-authored-by: Chris <2653277+chennin@users.noreply.github.com>
2024-11-08 20:39:57 +00:00
Alex Williams
e545397d12 Merge pull request #792 from chennin/patch-1
Remove link to squatted domain
2024-10-20 10:02:58 +01:00
Alex Williams
d06388f7c5 Merge pull request #793 from Brighter-Applications/develop
Type 8 added to Shipyard with Announcement (#33)
2024-10-20 10:01:56 +01:00
Alex Williams
9a41153868 Type 8 added to Shipyard with Announcement (#33) 2024-10-20 10:01:19 +01:00
Chris
b7e6e7ab8b Remove link to squatted domain
`http://www.edshipyard.com/` is now owned by a Vietnamese betting company (Mu88). Remove the link to avoid giving them traffic.

I considered replacing the link with an archived version, but, for me, 
https://web.archive.org/web/20231030223647/http://www.edshipyard.com/ just shows a mostly-white page with some light grey text at the top, so it didn't seem useful.
2024-10-19 09:53:00 -04:00
David Sangrey
480466ff2a Merge pull request #772 from Brighter-Applications/make_modal_better_clean
Modal Changes to export and link shortener
2024-07-09 16:59:56 -04:00
Alex Williams
d1cb0fdcb5 Modal Changes to export and link shortener 2024-07-09 20:10:04 +01:00
David Sangrey
2362ded438 Merge pull request #768 from Brighter-Applications/develop
Fix missile rack glitch (#23)
2024-06-24 10:17:27 -04:00
Alex Williams
cb1612d828 Fix missile rack glitch (#23)
* Adding autodeploy for new 'beta' branch

* Fixing directory for beta deployment

* Updating beta autodeploy with nvm info

* Adding autodeploy for live site

* Making autodeploy aware of its target branch name (#16)

* Fixes for autodeploy (#17)

* Autodeploy fixes (#18)

* Fixes for autodeploy

* Adding npm start command to build dist from coriolis-data

* Adding missing Constants for Advanced and Enhanced Weaponry

* Removing workflow code merged in by github
2024-06-22 17:55:16 +01:00
David Sangrey
4b5940e651 Merge pull request #767 from Brighter-Applications/Issue_703_EDOMH_integration
Issue 703 edomh integration
2024-06-09 17:24:50 -04:00
Alex Williams
06552dd860 Removing debugging console.log entries that are no longer needed for EDOMH fix 2024-06-07 18:24:57 +01:00
Alex Williams
ca91401507 Removing Autodeploy from this branch, it was merged in by github 2024-06-07 11:58:38 +01:00
Alex Williams
ed5ffbc9f8 Fixed issue with special blueprint item not being correctly jsonified for export to EDOMH 2024-06-07 11:58:38 +01:00
Alex Williams
45935b90e4 Adding fix for broken Armour Module Selection 2024-06-07 11:58:38 +01:00
Alex Williams
5d41575e66 Adding tag to manual dispatch of workflow 2024-06-07 11:58:38 +01:00
Alex Williams
b86e90de4b Issue 764 unknown modules are selectable (#11)
* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>
2024-06-07 11:58:38 +01:00
Alex Williams
105fc60f43 Issue 703 edomh integration (#10)
* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

* Removed console.log lines which were only needed for testing.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>
2024-06-07 11:58:11 +01:00
Alex Williams
7ccfa09ddd Issue 703 edomh integration (#9)
* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

* Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>
2024-06-07 11:58:11 +01:00
Alex Williams
ab3c93d52d Issue 703 edomh integration (#8)
* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

* Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>
2024-06-07 11:57:22 +01:00
Alex Williams
ee04416e2b Adding in buildname to EDOMH Export 2024-06-07 11:57:22 +01:00
Alex Williams
4efc47dff0 Removed console.log lines which were only needed for testing. 2024-06-07 11:56:42 +01:00
Alex Williams
bd2e6eaf51 Fixed miscalculation of mats and got rid of unhelpful 'rolls' table, as the mats are calculated for the whole build and some blueprints may not be all the way up to g5. 2024-06-07 11:56:42 +01:00
Alex Williams
42b2e39064 Issue 703 edomh integration (#7)
* Adds valid module checking to all types of modules on import

* Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo

* Changes as per comments on the PR

* Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads.

---------

Co-authored-by: David Sangrey <davidsangrey@gmail.com>
Co-authored-by: Felix Linker <linkerfelix@gmail.com>
2024-06-07 11:56:42 +01:00
Alex Williams
d1217439bd Fixed autodeploy to do latest coriolis-data dist. Fixed sendToEDOMH function to only send the blueprint at the selected grade, not each grade up to that grade. 2024-06-07 11:53:43 +01:00
Alex Williams
2a6ae0f2ff Modified export to EDOMH/EDEngineer page to be less 'bodged', allow EDOMH button to be clickable without checking for EDEngineer API (If they have EDOMH, they probably don't have EDEngineer...) and added a workaround for Coriolis sending bogus data for bulkheads. 2024-06-07 11:53:43 +01:00
Alex Williams
dedd2ddbba Merge pull request #766 from alex-williams/ISSUE_764_Previous_fix_fix_due_to_bug
Fixing bug introduced by the previous PR for ISSUE_764. The previous …
2024-06-06 22:41:51 +01:00
Alex Williams
f86ecede9b Fixing bug introduced by the previous PR for ISSUE_764. The previous fix introduced a bug which caused Armour Selection to error, due to Armour modules being completely different to other modules of any other type 2024-06-06 22:39:30 +01:00
David Sangrey
436a50cb45 Merge pull request #765 from alex-williams/ISSUE_764_Unknown_Modules_Are_Selectable
Issue 764 unknown modules are selectable
2024-06-03 11:04:25 -04:00
David Sangrey
f7cf39a9ae Merge branch 'develop' into ISSUE_764_Unknown_Modules_Are_Selectable 2024-06-03 11:04:14 -04:00
David Sangrey
680f3b10f3 Merge pull request #762 from alex-williams/issue_600_add_advanced_weapons
Added 'special' field to certain modules to allow for clearer …
2024-06-03 11:02:17 -04:00
Alex Williams
b31de9c37a Merge pull request #763 from leonardofelin/patch-2
Update PT-BR translations
2024-06-02 20:17:06 +01:00
Alex Williams
9ef054c271 Fixed 'Missing Module' category showing up in Optional Selection drop-down and fixed 'Missing Power Plant', 'Missing Power Distributor' and 'Missing Frameshift Drive' showing up in the Selection drop-downs for those module slots. 2024-06-02 20:03:12 +01:00
leonardofelin
aa620be113 Update PT-BR translations
Added translated strings for coriolis-data PRs 106 & 107
2024-05-27 19:45:44 -03:00
Alex Williams
27f19a72a6 Merge branch 'alpha' into issue_600_add_advanced_weapons 2024-05-27 17:02:42 +01:00
Alex Williams
634be1f197 Added 'special' field to certain modules to allow for clearer appearance in search results that they are the special type of module. Updated English descriptions of Advanced Modules and Special Modules 2024-05-27 15:50:32 +01:00
Felix Linker
f747b25f26 Merge pull request #759 from alex-williams/Issue_754_Imports_need_to_be_more_graceful
Adds valid module checking to all types of modules on import
2024-05-27 08:49:11 +02:00
Felix Linker
02bf133c98 Merge branch 'develop' into Issue_754_Imports_need_to_be_more_graceful 2024-05-27 08:48:49 +02:00
Alex Williams
6c34a26273 Issue 754 imports need to be more graceful (#5)
* Adds valid module checking to all types of modules on import

* Changes as per comments on the PR
2024-05-24 18:23:04 +01:00
Alex Williams
b0b5c82131 Merge branch 'alpha' into Issue_754_Imports_need_to_be_more_graceful 2024-05-24 18:22:53 +01:00
Alex Williams
ee92f2f2e4 Adds the Advanced MC's, AX MC's, AX MR's and Nanite Torpedo (#4) 2024-05-24 17:56:20 +01:00
Alex Williams
0d749202e2 Changing to clone single branch for deployment, not the whole repo 2024-05-24 17:41:27 +01:00
Alex Williams
4283b0b839 Changed deployment ordering 2024-05-24 17:38:47 +01:00
Alex Williams
fbd9c3d282 Improving workflow 2024-05-24 16:23:08 +01:00
Alex Williams
cd68199a41 Adding workflow for autodeploy 2024-05-24 16:23:08 +01:00
Alex Williams
f885fde04f Fix changed files issue (#3)
* Copied de.js contents to new file de-fix.js

* Copied de.js contents back from de-fix.js

* Copied contents of ko.js to ko-fix.js

* Copied ko.js contents back from ko-fix.js

* Copied contents from BlueprintFunctions.js to BlueprintFunctions-fix.js

* Copied contents back from BlueprintFunctions-fix.js to BlueprintFunctions.js

* Copied contents of LineChart.jsx to LineChart-fix.jsx

* Copied contents back from LineChart-fix.jsx to LineChart.jsx

* Copied contents of PieChart.jsx to PieChart-fix.jsx

* Copied contents back from PieChart-fix.jsx to PieChart.jsx

* Copied contents from Slider.jsx to Slider-fix.jsx

* Copied contents back from Slider-fix.jsx to Slider.jsx

* Copied contents from VerticalBarChart.jsx to VerticalBarChart-fix.jsx

* Copied contents back from VerticalBarChart-fix.jsx to VerticalBarChart.jsx

* Deleting 'fix' files
2024-05-24 16:03:03 +01:00
Alex Williams
5c8ff57d16 Changes as per comments on the PR 2024-05-17 15:24:29 +01:00
Alex Williams
14ffa26ef9 Adds valid module checking to all types of modules on import 2024-05-16 19:23:33 +01:00
37 changed files with 1910 additions and 1475 deletions

View File

@@ -2,7 +2,7 @@
## About ## About
The Coriolis project was inspired by [E:D Shipyard](http://www.edshipyard.com/) and, of course, [Elite Dangerous](http://www.elitedangerous.com). The ultimate goal of Coriolis is to provide rich features to support in-game play and planning while engaging the E:D community to support its development. The Coriolis project was inspired by E:D Shipyard and, of course, [Elite Dangerous](http://www.elitedangerous.com). The ultimate goal of Coriolis is to provide rich features to support in-game play and planning while engaging the E:D community to support its development.
Coriolis was created using assets and imagery from Elite: Dangerous, with the permission of Frontier Developments plc, for non-commercial purposes. It is not endorsed by nor reflects the views or opinions of Frontier Developments and no employee of Frontier Developments was involved in the making of it. Coriolis was created using assets and imagery from Elite: Dangerous, with the permission of Frontier Developments plc, for non-commercial purposes. It is not endorsed by nor reflects the views or opinions of Frontier Developments and no employee of Frontier Developments was involved in the making of it.

View File

@@ -68,7 +68,8 @@ export default class Coriolis extends React.Component {
this.state = { this.state = {
noTouch: !('ontouchstart' in window || navigator.msMaxTouchPoints || navigator.maxTouchPoints), noTouch: !('ontouchstart' in window || navigator.msMaxTouchPoints || navigator.maxTouchPoints),
page: null, page: null,
announcements: [], // Announcements must have an expiry date in format "YYYY-MM-DDTHH:MM:SSZ"
announcements: [{expiry: "2025-04-10T00:00:00Z", text: "Corsair added"}],
language: getLanguage(Persist.getLangCode()), language: getLanguage(Persist.getLangCode()),
route: {}, route: {},
sizeRatio: Persist.getSizeRatio() sizeRatio: Persist.getSizeRatio()
@@ -122,7 +123,15 @@ export default class Coriolis extends React.Component {
this._showModal(<ModalImport importString={data}/>); this._showModal(<ModalImport importString={data}/>);
} }
} catch (err) { } catch (err) {
this._onError('Failed to import ship', r.path, 0, 0, err); const fullUrl = window.location.href;
if (fullUrl.length >= 2083) {
err = 'URL Length = ' + fullUrl.length;
this._onError('Failed to import ship - Potential URL Length issue', r.path, 0, 0, err);
}
else {
this._onError('Failed to import ship - Unknown Reason', r.path, 0, 0, err);
}
} }
} }

View File

@@ -48,6 +48,7 @@ const GRPCAT = {
'pa': 'projectiles', 'pa': 'projectiles',
'rg': 'projectiles', 'rg': 'projectiles',
'mr': 'ordnance', 'mr': 'ordnance',
'amr': 'ordnance',
'axmr': 'experimental', 'axmr': 'experimental',
'axmre': 'experimental', 'axmre': 'experimental',
'rcpl': 'experimental', 'rcpl': 'experimental',
@@ -109,7 +110,7 @@ const CATEGORIES = {
// Hardpoints // Hardpoints
'lasers': ['pl', 'ul', 'bl'], 'lasers': ['pl', 'ul', 'bl'],
'projectiles': ['mc', 'advmc', 'c', 'fc', 'pa', 'rg'], 'projectiles': ['mc', 'advmc', 'c', 'fc', 'pa', 'rg'],
'ordnance': ['mr', 'tp', 'nl'], 'ordnance': ['mr', 'amr', 'tp', 'nl'],
// Utilities // Utilities
'sb': ['sb'], 'sb': ['sb'],
'hs': ['hs'], 'hs': ['hs'],
@@ -217,16 +218,30 @@ export default class AvailableModulesMenu extends TranslatedComponent {
if (categories.length === 1) { if (categories.length === 1) {
// Show category header instead of group header // Show category header instead of group header
if (m && grp == m.grp) { if (m && grp == m.grp) {
list.push(<div ref={(elem) => this.groupElem = elem} key={category} // If this is a missing module/weapon, skip it
if (m.grp == "mh" || m.grp == "mm"){
continue;
} else {
list.push(<div ref={(elem) => this.groupElem = elem} key={category}
className={'select-category upp'}>{translate(category)}</div>); className={'select-category upp'}>{translate(category)}</div>);
}
} else { } else {
list.push(<div key={category} className={'select-category upp'}>{translate(category)}</div>); if (category == "mh" || category == "mm"){
continue;
} else {
list.push(<div key={category} className={'select-category upp'}>{translate(category)}</div>);
}
} }
} else { } else {
// Show category header as well as group header // Show category header as well as group header
if (!categoryHeader) { if (!categoryHeader) {
list.push(<div key={category} className={'select-category upp'}>{translate(category)}</div>); if (category == "mh" || category == "mm"){
categoryHeader = true; continue;
}
else {
list.push(<div key={category} className={'select-category upp'}>{translate(category)}</div>);
categoryHeader = true;
}
} }
if (m && grp == m.grp) { if (m && grp == m.grp) {
list.push(<div ref={(elem) => this.groupElem = elem} key={grp} list.push(<div ref={(elem) => this.groupElem = elem} key={grp}
@@ -245,7 +260,11 @@ export default class AvailableModulesMenu extends TranslatedComponent {
} else if (i.mount === 'T') { } else if (i.mount === 'T') {
mount = 'Turreted'; mount = 'Turreted';
} }
const fuzz = { grp, m: i, name: `${i.class}${i.rating}${mount ? ' ' + mount : ''} ${translate(grp)}` }; let special = '';
if (typeof(i.special) !== 'undefined') {
special = `(${translate(i.special)})`;
}
const fuzz = { grp, m: i, name: `${i.class}${i.rating}${mount ? ' ' + mount : ''} ${translate(grp)} ${translate(special)}` };
fuzzy.push(fuzz); fuzzy.push(fuzz);
} }
} }
@@ -302,6 +321,11 @@ export default class AvailableModulesMenu extends TranslatedComponent {
let itemsOnThisRow = 0; let itemsOnThisRow = 0;
for (let i = 0; i < sortedModules.length; i++) { for (let i = 0; i < sortedModules.length; i++) {
let m = sortedModules[i]; let m = sortedModules[i];
// If m.grp is mh or mm, or m.symbol contains 'Missing' skip it
if (m.grp == 'mh' || m.grp == 'mm' || (typeof(m.symbol) !== 'undefined' && m.symbol.includes("Missing"))) {
// If this is a missing module, skip it
continue;
}
let mount = null; let mount = null;
let disabled = false; let disabled = false;
prevName = m.name; prevName = m.name;

View File

@@ -136,6 +136,7 @@ export default class HardpointSlot extends Slot {
{showModuleResistances && m.getThermalResistance() ? <div {showModuleResistances && m.getThermalResistance() ? <div
className='l'>{translate('thermres')}: {formats.pct(m.getThermalResistance())}</div> : null} className='l'>{translate('thermres')}: {formats.pct(m.getThermalResistance())}</div> : null}
{m.getIntegrity() ? <div className='l'>{translate('integrity')}: {formats.int(m.getIntegrity())}</div> : null} {m.getIntegrity() ? <div className='l'>{translate('integrity')}: {formats.int(m.getIntegrity())}</div> : null}
{m.getInfo() ? <div className='l'>{translate(m.getInfo())}</div> : null}
{m && validMods.length > 0 ? <div className='r' tabIndex="0" ref={modButton => this.modButton = modButton}> {m && validMods.length > 0 ? <div className='r' tabIndex="0" ref={modButton => this.modButton = modButton}>
<button tabIndex="-1" onClick={this._toggleModifications.bind(this)} onContextMenu={stopCtxPropagation} <button tabIndex="-1" onClick={this._toggleModifications.bind(this)} onContextMenu={stopCtxPropagation}
onMouseOver={termtip.bind(null, 'modifications')} onMouseOut={tooltip.bind(null, null)}> onMouseOver={termtip.bind(null, 'modifications')} onMouseOut={tooltip.bind(null, null)}>

View File

@@ -388,9 +388,11 @@ export default class Header extends TranslatedComponent {
if (this.props.announcements) { if (this.props.announcements) {
announcements = []; announcements = [];
for (let announce of this.props.announcements) { for (let announce of this.props.announcements) {
if (announce.expiry < Date.now()) { // Announcement has expired, skip it
if (Date.now() > Date.parse(announce.expiry)) {
continue; continue;
} }
// Add announcements which have not expired to the menu
announcements.push(<Announcement text={announce.text} />); announcements.push(<Announcement text={announce.text} />);
announcements.push(<hr/>); announcements.push(<hr/>);
} }
@@ -398,7 +400,6 @@ export default class Header extends TranslatedComponent {
return ( return (
<div className='menu-list' onClick={ (e) => e.stopPropagation() } style={{ whiteSpace: 'nowrap' }}> <div className='menu-list' onClick={ (e) => e.stopPropagation() } style={{ whiteSpace: 'nowrap' }}>
{announcements} {announcements}
<hr />
</div> </div>
); );
} }

View File

@@ -88,6 +88,7 @@ export default class InternalSlot extends Slot {
{ m.getHullReinforcement() ? <div className='l'>{translate('armour')}: {formats.int(m.getHullReinforcement() + ship.baseArmour * m.getModValue('hullboost') / 10000)}</div> : null } { m.getHullReinforcement() ? <div className='l'>{translate('armour')}: {formats.int(m.getHullReinforcement() + ship.baseArmour * m.getModValue('hullboost') / 10000)}</div> : null }
{ m.getProtection() ? <div className='l'>{translate('protection')}: {formats.rPct(m.getProtection())}</div> : null } { m.getProtection() ? <div className='l'>{translate('protection')}: {formats.rPct(m.getProtection())}</div> : null }
{ m.getIntegrity() ? <div className='l'>{translate('integrity')}: {formats.int(m.getIntegrity())}</div> : null } { m.getIntegrity() ? <div className='l'>{translate('integrity')}: {formats.int(m.getIntegrity())}</div> : null }
{ m.getInfo() ? <div className='l'>{translate(m.getInfo())}</div> : null }
{ m && validMods.length > 0 ? <div className='r' tabIndex="0" ref={ modButton => this.modButton = modButton }><button tabIndex="-1" onClick={this._toggleModifications.bind(this)} onContextMenu={stopCtxPropagation} onMouseOver={termtip.bind(null, 'modifications')} onMouseOut={tooltip.bind(null, null)}><ListModifications /></button></div> : null } { m && validMods.length > 0 ? <div className='r' tabIndex="0" ref={ modButton => this.modButton = modButton }><button tabIndex="-1" onClick={this._toggleModifications.bind(this)} onContextMenu={stopCtxPropagation} onMouseOver={termtip.bind(null, 'modifications')} onMouseOut={tooltip.bind(null, null)}><ListModifications /></button></div> : null }
</div> </div>
</div>; </div>;

View File

@@ -57,7 +57,7 @@ export default class JumpRange extends TranslatedComponent {
const fuel = this.state.fuelLevel * ship.fuelCapacity; const fuel = this.state.fuelLevel * ship.fuelCapacity;
// Obtain the jump range // Obtain the jump range
return Calc.jumpRange(ship.unladenMass + fuel + cargo, fsd, fuel, ship); return Calc.jumpRange(ship.unladenMass + cargo, fsd, fuel, ship);
} }
/** /**

View File

@@ -1,281 +1,281 @@
import React from 'react'; import React from 'react';
import PropTypes from 'prop-types'; import PropTypes from 'prop-types';
import ContainerDimensions from 'react-container-dimensions'; import ContainerDimensions from 'react-container-dimensions';
import * as d3 from 'd3'; import * as d3 from 'd3';
import TranslatedComponent from './TranslatedComponent'; import TranslatedComponent from './TranslatedComponent';
const MARGIN = { top: 15, right: 20, bottom: 35, left: 60 }; const MARGIN = { top: 15, right: 20, bottom: 35, left: 60 };
/** /**
* Line Chart * Line Chart
*/ */
export default class LineChart extends TranslatedComponent { export default class LineChart extends TranslatedComponent {
static defaultProps = { static defaultProps = {
code: '', code: '',
xMin: 0, xMin: 0,
yMin: 0, yMin: 0,
points: 20, points: 20,
colors: ['#ff8c0d'], colors: ['#ff8c0d'],
aspect: 0.5 aspect: 0.5
}; };
static propTypes = { static propTypes = {
func: PropTypes.func.isRequired, func: PropTypes.func.isRequired,
xLabel: PropTypes.string.isRequired, xLabel: PropTypes.string.isRequired,
xMin: PropTypes.number, xMin: PropTypes.number,
xMax: PropTypes.number.isRequired, xMax: PropTypes.number.isRequired,
xUnit: PropTypes.string.isRequired, xUnit: PropTypes.string.isRequired,
xMark: PropTypes.number, xMark: PropTypes.number,
yLabel: PropTypes.string.isRequired, yLabel: PropTypes.string.isRequired,
yMin: PropTypes.number, yMin: PropTypes.number,
yMax: PropTypes.number.isRequired, yMax: PropTypes.number.isRequired,
yUnit: PropTypes.string, yUnit: PropTypes.string,
series: PropTypes.array, series: PropTypes.array,
colors: PropTypes.array, colors: PropTypes.array,
points: PropTypes.number, points: PropTypes.number,
aspect: PropTypes.number, aspect: PropTypes.number,
code: PropTypes.string, code: PropTypes.string,
}; };
/** /**
* Constructor * Constructor
* @param {Object} props React Component properties * @param {Object} props React Component properties
* @param {Object} context React Component context * @param {Object} context React Component context
*/ */
constructor(props, context) { constructor(props, context) {
super(props); super(props);
this._updateDimensions = this._updateDimensions.bind(this); this._updateDimensions = this._updateDimensions.bind(this);
this._updateSeries = this._updateSeries.bind(this); this._updateSeries = this._updateSeries.bind(this);
this._tooltip = this._tooltip.bind(this); this._tooltip = this._tooltip.bind(this);
this._showTip = this._showTip.bind(this); this._showTip = this._showTip.bind(this);
this._hideTip = this._hideTip.bind(this); this._hideTip = this._hideTip.bind(this);
this._moveTip = this._moveTip.bind(this); this._moveTip = this._moveTip.bind(this);
const series = props.series; const series = props.series;
let xScale = d3.scaleLinear(); let xScale = d3.scaleLinear();
let yScale = d3.scaleLinear(); let yScale = d3.scaleLinear();
let xAxisScale = d3.scaleLinear(); let xAxisScale = d3.scaleLinear();
this.xAxis = d3.axisBottom(xAxisScale).tickSizeOuter(0); this.xAxis = d3.axisBottom(xAxisScale).tickSizeOuter(0);
this.yAxis = d3.axisLeft(yScale).ticks(6).tickSizeOuter(0); this.yAxis = d3.axisLeft(yScale).ticks(6).tickSizeOuter(0);
this.state = { this.state = {
xScale, xScale,
xAxisScale, xAxisScale,
yScale, yScale,
tipHeight: 2 + (1.2 * (series ? series.length : 0.8)), tipHeight: 2 + (1.2 * (series ? series.length : 0.8)),
}; };
} }
/** /**
* Update tooltip content * Update tooltip content
* @param {number} xPos x coordinate * @param {number} xPos x coordinate
* @param {number} width current container width * @param {number} width current container width
*/ */
_tooltip(xPos, width) { _tooltip(xPos, width) {
let { xLabel, yLabel, xUnit, yUnit, func, series } = this.props; let { xLabel, yLabel, xUnit, yUnit, func, series } = this.props;
let { xScale, yScale } = this.state; let { xScale, yScale } = this.state;
let { formats, translate } = this.context.language; let { formats, translate } = this.context.language;
let x0 = xScale.invert(xPos), let x0 = xScale.invert(xPos),
y0 = func(x0), y0 = func(x0),
tips = this.tipContainer, tips = this.tipContainer,
yTotal = 0, yTotal = 0,
flip = (xPos / width > 0.50), flip = (xPos / width > 0.50),
tipWidth = 0, tipWidth = 0,
tipHeightPx = tips.selectAll('rect').node().getBoundingClientRect().height; tipHeightPx = tips.selectAll('rect').node().getBoundingClientRect().height;
xPos = xScale(x0); // Clamp xPos xPos = xScale(x0); // Clamp xPos
tips.selectAll('text.text-tip.y').text(function(d, i) { tips.selectAll('text.text-tip.y').text(function(d, i) {
let yVal = series ? y0[series[i]] : y0; let yVal = series ? y0[series[i]] : y0;
yTotal += yVal; yTotal += yVal;
return (series ? translate(series[i]) : '') + ' ' + formats.f2(yVal); return (series ? translate(series[i]) : '') + ' ' + formats.f2(yVal);
}).append('tspan').attr('class', 'metric').text(yUnit ? ' ' + yUnit : ''); }).append('tspan').attr('class', 'metric').text(yUnit ? ' ' + yUnit : '');
tips.selectAll('text').each(function() { tips.selectAll('text').each(function() {
if (this.getBBox().width > tipWidth) { if (this.getBBox().width > tipWidth) {
tipWidth = Math.ceil(this.getBBox().width); tipWidth = Math.ceil(this.getBBox().width);
} }
}); });
let tipY = Math.floor(yScale(yTotal / (series ? series.length : 1)) - (tipHeightPx / 2)); let tipY = Math.floor(yScale(yTotal / (series ? series.length : 1)) - (tipHeightPx / 2));
tipWidth += 8; tipWidth += 8;
tips.attr('transform', 'translate(' + xPos + ',' + tipY + ')'); tips.attr('transform', 'translate(' + xPos + ',' + tipY + ')');
tips.selectAll('text.text-tip').attr('x', flip ? -12 : 12).style('text-anchor', flip ? 'end' : 'start'); tips.selectAll('text.text-tip').attr('x', flip ? -12 : 12).style('text-anchor', flip ? 'end' : 'start');
tips.selectAll('text.text-tip.x').text(formats.f2(x0)).append('tspan').attr('class', 'metric').text(' ' + xUnit); tips.selectAll('text.text-tip.x').text(formats.f2(x0)).append('tspan').attr('class', 'metric').text(' ' + xUnit);
tips.selectAll('rect').attr('width', tipWidth + 4).attr('x', flip ? -tipWidth - 12 : 8).attr('y', 0).style('text-anchor', flip ? 'end' : 'start'); tips.selectAll('rect').attr('width', tipWidth + 4).attr('x', flip ? -tipWidth - 12 : 8).attr('y', 0).style('text-anchor', flip ? 'end' : 'start');
this.markersContainer.selectAll('circle').attr('cx', xPos).attr('cy', (d, i) => yScale(series ? y0[series[i]] : y0)); this.markersContainer.selectAll('circle').attr('cx', xPos).attr('cy', (d, i) => yScale(series ? y0[series[i]] : y0));
} }
/** /**
* Update dimensions based on properties and scale * Update dimensions based on properties and scale
* @param {Object} props React Component properties * @param {Object} props React Component properties
* @param {number} scale size ratio / scale * @param {number} scale size ratio / scale
* @param {number} width current width of the container * @param {number} width current width of the container
* @returns {Object} calculated dimensions * @returns {Object} calculated dimensions
*/ */
_updateDimensions(props, scale, width) { _updateDimensions(props, scale, width) {
const { xMax, xMin, yMin, yMax } = props; const { xMax, xMin, yMin, yMax } = props;
const innerWidth = width - MARGIN.left - MARGIN.right; const innerWidth = width - MARGIN.left - MARGIN.right;
const outerHeight = Math.round(width * props.aspect); const outerHeight = Math.round(width * props.aspect);
const innerHeight = outerHeight - MARGIN.top - MARGIN.bottom; const innerHeight = outerHeight - MARGIN.top - MARGIN.bottom;
this.state.xScale.range([0, innerWidth]).domain([xMin, xMax || 1]).clamp(true); this.state.xScale.range([0, innerWidth]).domain([xMin, xMax || 1]).clamp(true);
this.state.xAxisScale.range([0, innerWidth]).domain([xMin, xMax]).clamp(true); this.state.xAxisScale.range([0, innerWidth]).domain([xMin, xMax]).clamp(true);
this.state.yScale.range([innerHeight, 0]).domain([yMin, yMax + (yMax - yMin) * 0.1]); // 10% higher than maximum value for tooltip visibility this.state.yScale.range([innerHeight, 0]).domain([yMin, yMax + (yMax - yMin) * 0.1]); // 10% higher than maximum value for tooltip visibility
return { innerWidth, outerHeight, innerHeight }; return { innerWidth, outerHeight, innerHeight };
} }
/** /**
* Show tooltip * Show tooltip
* @param {SyntheticEvent} e Event * @param {SyntheticEvent} e Event
*/ */
_showTip(e) { _showTip(e) {
e.preventDefault(); e.preventDefault();
this.tipContainer.style('display', null); this.tipContainer.style('display', null);
this.markersContainer.style('display', null); this.markersContainer.style('display', null);
this._moveTip(e); this._moveTip(e);
} }
/** /**
* Move and update tooltip * Move and update tooltip
* @param {SyntheticEvent} e Event * @param {SyntheticEvent} e Event
* @param {number} width current container width * @param {number} width current container width
*/ */
_moveTip(e, width) { _moveTip(e, width) {
let clientX = e.touches ? e.touches[0].clientX : e.clientX; let clientX = e.touches ? e.touches[0].clientX : e.clientX;
this._tooltip(Math.round(clientX - e.currentTarget.getBoundingClientRect().left), width); this._tooltip(Math.round(clientX - e.currentTarget.getBoundingClientRect().left), width);
} }
/** /**
* Hide tooltip * Hide tooltip
* @param {SyntheticEvent} e Event * @param {SyntheticEvent} e Event
*/ */
_hideTip(e) { _hideTip(e) {
e.preventDefault(); e.preventDefault();
this.tipContainer.style('display', 'none'); this.tipContainer.style('display', 'none');
this.markersContainer.style('display', 'none'); this.markersContainer.style('display', 'none');
} }
/** /**
* Update series generated from props * Update series generated from props
* @param {Object} props React Component properties * @param {Object} props React Component properties
* @param {Object} state React Component state * @param {Object} state React Component state
*/ */
_updateSeries(props, state) { _updateSeries(props, state) {
let { func, xMin, xMax, series, points } = props; let { func, xMin, xMax, series, points } = props;
let delta = (xMax - xMin) / points; let delta = (xMax - xMin) / points;
let seriesData = new Array(points); let seriesData = new Array(points);
if (delta) { if (delta) {
seriesData = new Array(points); seriesData = new Array(points);
for (let i = 0, x = xMin; i < points; i++) { for (let i = 0, x = xMin; i < points; i++) {
seriesData[i] = [x, func(x)]; seriesData[i] = [x, func(x)];
x += delta; x += delta;
} }
seriesData[points - 1] = [xMax, func(xMax)]; seriesData[points - 1] = [xMax, func(xMax)];
} else { } else {
let yVal = func(xMin); let yVal = func(xMin);
seriesData = [[0, yVal], [1, yVal]]; seriesData = [[0, yVal], [1, yVal]];
} }
const markerElems = []; const markerElems = [];
const detailElems = [<text key='lbl' className='text-tip x' y='1.25em'/>]; const detailElems = [<text key='lbl' className='text-tip x' y='1.25em'/>];
const seriesLines = []; const seriesLines = [];
for (let i = 0, l = series ? series.length : 1; i < l; i++) { for (let i = 0, l = series ? series.length : 1; i < l; i++) {
const yAccessor = series ? function(d) { return state.yScale(d[1][this]); }.bind(series[i]) : (d) => state.yScale(d[1]); const yAccessor = series ? function(d) { return state.yScale(d[1][this]); }.bind(series[i]) : (d) => state.yScale(d[1]);
seriesLines.push(d3.line().x((d, i) => this.state.xScale(d[0])).y(yAccessor)); seriesLines.push(d3.line().x((d, i) => this.state.xScale(d[0])).y(yAccessor));
detailElems.push(<text key={i} className='text-tip y' strokeWidth={0} fill={props.colors[i]} y={1.25 * (i + 2) + 'em'}/>); detailElems.push(<text key={i} className='text-tip y' strokeWidth={0} fill={props.colors[i]} y={1.25 * (i + 2) + 'em'}/>);
markerElems.push(<circle key={i} className='marker' r='4' />); markerElems.push(<circle key={i} className='marker' r='4' />);
} }
const tipHeight = 2 + (1.2 * (seriesLines ? seriesLines.length : 0.8)); const tipHeight = 2 + (1.2 * (seriesLines ? seriesLines.length : 0.8));
this.setState({ markerElems, detailElems, seriesLines, seriesData, tipHeight }); this.setState({ markerElems, detailElems, seriesLines, seriesData, tipHeight });
} }
/** /**
* Update dimensions and series data based on props and context. * Update dimensions and series data based on props and context.
*/ */
componentWillMount() { componentWillMount() {
this._updateSeries(this.props, this.state); this._updateSeries(this.props, this.state);
} }
/** /**
* Update state based on property and context changes * Update state based on property and context changes
* @param {Object} nextProps Incoming/Next properties * @param {Object} nextProps Incoming/Next properties
* @param {Object} nextContext Incoming/Next conext * @param {Object} nextContext Incoming/Next conext
*/ */
componentWillReceiveProps(nextProps, nextContext) { componentWillReceiveProps(nextProps, nextContext) {
const props = this.props; const props = this.props;
if (props.code != nextProps.code) { if (props.code != nextProps.code) {
this._updateSeries(nextProps, this.state); this._updateSeries(nextProps, this.state);
} }
} }
/** /**
* Render the chart * Render the chart
* @return {React.Component} Chart SVG * @return {React.Component} Chart SVG
*/ */
render() { render() {
return ( return (
<ContainerDimensions> <ContainerDimensions>
{ ({ width, height }) => { { ({ width, height }) => {
const { innerWidth, outerHeight, innerHeight } = this._updateDimensions(this.props, this.context.sizeRatio, width, height); const { innerWidth, outerHeight, innerHeight } = this._updateDimensions(this.props, this.context.sizeRatio, width, height);
const { xMin, xMax, xLabel, yLabel, xUnit, yUnit, xMark, colors } = this.props; const { xMin, xMax, xLabel, yLabel, xUnit, yUnit, xMark, colors } = this.props;
const { tipHeight, detailElems, markerElems, seriesData, seriesLines } = this.state; const { tipHeight, detailElems, markerElems, seriesData, seriesLines } = this.state;
const lines = seriesLines.map((line, i) => <path key={i} className='line' fill='none' stroke={colors[i]} strokeWidth='1' d={line(seriesData)} />).reverse(); const lines = seriesLines.map((line, i) => <path key={i} className='line' fill='none' stroke={colors[i]} strokeWidth='1' d={line(seriesData)} />).reverse();
const markX = xMark ? innerWidth * (xMark - xMin) / (xMax - xMin) : 0; const markX = xMark ? innerWidth * (xMark - xMin) / (xMax - xMin) : 0;
const xmark = xMark ? <path key={'mark'} className='line' fill='none' strokeDasharray='5,5' stroke={'#ff8c0d'} strokeWidth='1' d={'M ' + markX + ' ' + innerHeight + ' L ' + markX + ' 0'} /> : ''; const xmark = xMark ? <path key={'mark'} className='line' fill='none' strokeDasharray='5,5' stroke={'#ff8c0d'} strokeWidth='1' d={'M ' + markX + ' ' + innerHeight + ' L ' + markX + ' 0'} /> : '';
return ( return (
<div width={width} height={height}> <div width={width} height={height}>
<svg style={{ width: '100%', height: outerHeight }}> <svg style={{ width: '100%', height: outerHeight }}>
<g transform={`translate(${MARGIN.left},${MARGIN.top})`}> <g transform={`translate(${MARGIN.left},${MARGIN.top})`}>
<g>{xmark}</g> <g>{xmark}</g>
<g>{lines}</g> <g>{lines}</g>
<g className='x axis' ref={(elem) => d3.select(elem).call(this.xAxis)} transform={`translate(0,${innerHeight})`}> <g className='x axis' ref={(elem) => d3.select(elem).call(this.xAxis)} transform={`translate(0,${innerHeight})`}>
<text className='cap' y='30' dy='.1em' x={innerWidth / 2} style={{ textAnchor: 'middle' }}> <text className='cap' y='30' dy='.1em' x={innerWidth / 2} style={{ textAnchor: 'middle' }}>
<tspan>{xLabel}</tspan> <tspan>{xLabel}</tspan>
<tspan className='metric'> ({xUnit})</tspan> <tspan className='metric'> ({xUnit})</tspan>
</text> </text>
</g> </g>
<g className='y axis' ref={(elem) => d3.select(elem).call(this.yAxis)}> <g className='y axis' ref={(elem) => d3.select(elem).call(this.yAxis)}>
<text className='cap' transform='rotate(-90)' y='-50' dy='.1em' x={innerHeight / -2} style={{ textAnchor: 'middle' }}> <text className='cap' transform='rotate(-90)' y='-50' dy='.1em' x={innerHeight / -2} style={{ textAnchor: 'middle' }}>
<tspan>{yLabel}</tspan> <tspan>{yLabel}</tspan>
{ yUnit && <tspan className='metric'> ({yUnit})</tspan> } { yUnit && <tspan className='metric'> ({yUnit})</tspan> }
</text> </text>
</g> </g>
<g ref={(g) => this.tipContainer = d3.select(g)} style={{ display: 'none' }}> <g ref={(g) => this.tipContainer = d3.select(g)} style={{ display: 'none' }}>
<rect className='tooltip' height={tipHeight + 'em'}></rect> <rect className='tooltip' height={tipHeight + 'em'}></rect>
{detailElems} {detailElems}
</g> </g>
<g ref={(g) => this.markersContainer = d3.select(g)} style={{ display: 'none' }}> <g ref={(g) => this.markersContainer = d3.select(g)} style={{ display: 'none' }}>
{markerElems} {markerElems}
</g> </g>
<rect <rect
fillOpacity='0' fillOpacity='0'
height={innerHeight} height={innerHeight}
width={innerWidth + 1} width={innerWidth + 1}
onMouseEnter={this._showTip} onMouseEnter={this._showTip}
onTouchStart={this._showTip} onTouchStart={this._showTip}
onMouseLeave={this._hideTip} onMouseLeave={this._hideTip}
onTouchEnd={this._hideTip} onTouchEnd={this._hideTip}
onMouseMove={e => this._moveTip(e, width)} onMouseMove={e => this._moveTip(e, width)}
onTouchMove={e => this._moveTip(e, width)} onTouchMove={e => this._moveTip(e, width)}
/> />
</g> </g>
</svg> </svg>
</div> </div>
); );
}} }}
</ContainerDimensions> </ContainerDimensions>
); );
} }
} }

View File

@@ -34,6 +34,18 @@ export default class ModalPermalink extends TranslatedComponent {
); );
} }
/**
* Copy the shortened URL to the clipboard
* @param {Event} e Click event
* @return {void}
*/
copyShortLink() {
let copyText = document.getElementById("shortenedUrl");
// Copy the text inside the shortendUrl input to the clipboard
copyText.select();
document.execCommand("copy");
}
/** /**
* Render the modal * Render the modal
* @return {React.Component} Modal Content * @return {React.Component} Modal Content
@@ -42,15 +54,17 @@ export default class ModalPermalink extends TranslatedComponent {
let translate = this.context.language.translate; let translate = this.context.language.translate;
return <div className='modal' onClick={ (e) => e.stopPropagation() }> return <div className='modal' onClick={ (e) => e.stopPropagation() }>
<h2>{translate('permalink')}</h2> <h3>{translate('permalink')}</h3>
<br/> <br/>
<h3>{translate('URL')}</h3> <h3>{translate('URL')}</h3>
<input value={this.props.url} size={40} readOnly onFocus={ (e) => e.target.select() }/> <input value={this.props.url} size={40} readOnly onFocus={ (e) => e.target.select() }/>
<br/><br/> <br/><br/>
<h3 >{translate('shortened')}</h3> <h3 >{translate('shortened')}</h3>
<input value={this.state.shortenedUrl} readOnly size={25} onFocus={ (e) => e.target.select() }/> <input id={'shortenedUrl'} value={this.state.shortenedUrl} readOnly size={25} onFocus={ (e) => e.target.select() }/><button className={'cb dismiss cap'} onClick={this.copyShortLink}>{translate('copy to clipboard')}</button>
<br/><br/> <br/><br/>
<p>s.orbis.zone is the new URL shortener domain, old eddp.co urls are considered end of life and could go down at any moment. Sorry for any inconvenience.</p> <hr />
<p>s.orbis.zone is the URL shortener domain. These links should persist indefinitely going forward. If for some reason there is a problem with the link shortening process, please report it in the EDCD Discord Server.</p>
<hr />
<button className={'r dismiss cap'} onClick={this.context.hideModal}>{translate('close')}</button> <button className={'r dismiss cap'} onClick={this.context.hideModal}>{translate('close')}</button>
</div>; </div>;
} }

View File

@@ -12,7 +12,8 @@ const base64url = require('base64url');
export default class ModalShoppingList extends TranslatedComponent { export default class ModalShoppingList extends TranslatedComponent {
static propTypes = { static propTypes = {
ship: PropTypes.object.isRequired ship: PropTypes.object.isRequired,
buildName: PropTypes.string
}; };
/** /**
@@ -90,8 +91,10 @@ export default class ModalShoppingList extends TranslatedComponent {
request request
.get('http://localhost:44405/commanders') .get('http://localhost:44405/commanders')
.end((err, res) => { .end((err, res) => {
this.display = 'block';
if (err) { if (err) {
console.log(err); console.log(err);
this.display = 'none';
return this.setState({ failed: true }); return this.setState({ failed: true });
} }
const cmdrs = JSON.parse(res.text); const cmdrs = JSON.parse(res.text);
@@ -147,6 +150,34 @@ export default class ModalShoppingList extends TranslatedComponent {
} }
} }
/**
* Fix issues with the item name for bulkheads when sending to EDOMH
* @param {*} ship Ship object
* @param {*} item Item name
* @returns updated item name
*/
fixArmourItemNameForEDOMH(ship, item) {
// The module blueprint fdname contains "Armour_" it's a bulkhead and we need to pre-populate the item field with the correct name from the ship object
switch (ship.bulkheads.m.name){
case "Lightweight Alloy":
item = ship.id + "_Armour_Grade1";
break;
case "Reinforced Alloy":
item = ship.id + "_Armour_Grade2";
break;
case "Military Grade Composite":
item = ship.id + "_Armour_Grade3";
break;
case "Mirrored Surface Composite":
item = ship.id + "_Armour_Mirrored";
break;
case "Reactive Surface Composite":
item = ship.id + "_Armour_Reactive";
break;
}
return item;
}
/** /**
* Send all blueprints to EDOMH. This is a modified copy of registerBPs because this.state.blueprints was empty when I tried to modify sendToEDEng and I couldn't figure out why * Send all blueprints to EDOMH. This is a modified copy of registerBPs because this.state.blueprints was empty when I tried to modify sendToEDEng and I couldn't figure out why
* @param {Event} event React event * @param {Event} event React event
@@ -154,6 +185,7 @@ export default class ModalShoppingList extends TranslatedComponent {
sendToEDOMH(event) { sendToEDOMH(event) {
event.preventDefault(); event.preventDefault();
const ship = this.props.ship; const ship = this.props.ship;
const buildName = this.props.buildName;
let blueprints = []; let blueprints = [];
//create the json //create the json
@@ -166,20 +198,38 @@ export default class ModalShoppingList extends TranslatedComponent {
continue; continue;
} }
if (module.m.blueprint.special) { if (module.m.blueprint.special) {
let item = "";
// If the module blueprint fdname contains "Armour_" it's a bulkhead and we need to pre-populate the item field with the correct name from the ship object
if (module.m.blueprint.fdname.includes("Armour_")) {
item = this.fixArmourItemNameForEDOMH(ship, item)
}
else {
item = module.m.symbol;
}
blueprints.push({ blueprints.push({
"item": module.m.symbol, "item": item,
"blueprint": module.m.blueprint.special.edname "blueprint": module.m.blueprint.special.edname
}); });
} }
for (const g in module.m.blueprint.grades) { for (let g in module.m.blueprint.grades) {
if (!module.m.blueprint.grades.hasOwnProperty(g)) { if (!module.m.blueprint.grades.hasOwnProperty(g)) {
continue; continue;
} }
if (g < module.m.blueprint.grade) { // We only want the grade that the module is currently at, not every grade up to that point
if (Number(g) !== module.m.blueprint.grade) {
continue; continue;
} }
let item = "";
// If the module blueprint fdname contains "Armour_" it's a bulkhead and we need to pre-populate the item field with the correct name from the ship object
if (module.m.blueprint.fdname.includes("Armour_")) {
item = this.fixArmourItemNameForEDOMH(ship, item)
}
else {
item = module.m.symbol;
}
blueprints.push({ blueprints.push({
"item": module.m.symbol, "item": item,
"blueprint": module.m.blueprint.fdname, "blueprint": module.m.blueprint.fdname,
"grade": module.m.blueprint.grade, "grade": module.m.blueprint.grade,
"highestGradePercentage":1.0 "highestGradePercentage":1.0
@@ -188,16 +238,18 @@ export default class ModalShoppingList extends TranslatedComponent {
} }
} }
let shipName = buildName + " - " + ship.name;
//create JSON to encode //create JSON to encode
let baseJson = { let baseJson = {
"version":1, "version":1,
"name":ship.name, // TO-DO: Import build name and put that here correctly "name": shipName, // TO-DO: Import build name and put that here correctly
"items": blueprints "items": blueprints
} }
let JSONString = JSON.stringify(baseJson) let JSONString = JSON.stringify(baseJson)
let deflated = zlib.deflateSync(JSONString) let deflated = zlib.deflateSync(JSONString)
//actually encode //actually encode
let link = base64url.encode(deflated) let link = base64url.encode(deflated)
link = "edomh://coriolis/?" + link; link = "edomh://coriolis/?" + link;
@@ -219,14 +271,15 @@ export default class ModalShoppingList extends TranslatedComponent {
if (!module.m.blueprint.grade || !module.m.blueprint.grades) { if (!module.m.blueprint.grade || !module.m.blueprint.grades) {
continue; continue;
} }
for (const g in module.m.blueprint.grades) { for (let g in module.m.blueprint.grades) {
if (!module.m.blueprint.grades.hasOwnProperty(g)) { if (!module.m.blueprint.grades.hasOwnProperty(g)) {
continue; continue;
} }
if (g > module.m.blueprint.grade) { // Ignore grades higher than the grade selected
if (Number(g) > module.m.blueprint.grade) {
continue; continue;
} }
for (const i in module.m.blueprint.grades[g].components) { for (let i in module.m.blueprint.grades[g].components) {
if (!module.m.blueprint.grades[g].components.hasOwnProperty(i)) { if (!module.m.blueprint.grades[g].components.hasOwnProperty(i)) {
continue; continue;
} }
@@ -236,16 +289,16 @@ export default class ModalShoppingList extends TranslatedComponent {
mats[i] = module.m.blueprint.grades[g].components[i] * this.state.matsPerGrade[g]; mats[i] = module.m.blueprint.grades[g].components[i] * this.state.matsPerGrade[g];
} }
} }
if (module.m.blueprint.special) { }
for (const j in module.m.blueprint.special.components) { if (module.m.blueprint.special) {
if (!module.m.blueprint.special.components.hasOwnProperty(j)) { for (const j in module.m.blueprint.special.components) {
continue; if (!module.m.blueprint.special.components.hasOwnProperty(j)) {
} continue;
if (mats[j]) { }
mats[j] += module.m.blueprint.special.components[j]; if (mats[j]) {
} else { mats[j] += module.m.blueprint.special.components[j];
mats[j] = module.m.blueprint.special.components[j]; } else {
} mats[j] = module.m.blueprint.special.components[j];
} }
} }
} }
@@ -302,34 +355,46 @@ export default class ModalShoppingList extends TranslatedComponent {
this.sendToEDEng = this.sendToEDEng.bind(this); this.sendToEDEng = this.sendToEDEng.bind(this);
this.sendToEDOMH = this.sendToEDOMH.bind(this); this.sendToEDOMH = this.sendToEDOMH.bind(this);
return <div className='modal' onClick={ (e) => e.stopPropagation() }> return <div className='modal' onClick={ (e) => e.stopPropagation() }>
<h2>{translate('PHRASE_SHOPPING_MATS')}</h2> <h3>{translate('PHRASE_SHOPPING_MATS')}</h3>
<label>{translate('Grade 1 rolls ')}</label>
<input id={1} type={'number'} min={0} defaultValue={this.state.matsPerGrade[1]} onChange={this.changeHandler} />
<br/>
<label>{translate('Grade 2 rolls ')}</label>
<input id={2} type={'number'} min={0} defaultValue={this.state.matsPerGrade[2]} onChange={this.changeHandler} />
<br/>
<label>{translate('Grade 3 rolls ')}</label>
<input id={3} type={'number'} min={0} value={this.state.matsPerGrade[3]} onChange={this.changeHandler} />
<br/>
<label>{translate('Grade 4 rolls ')}</label>
<input id={4} type={'number'} min={0} value={this.state.matsPerGrade[4]} onChange={this.changeHandler} />
<br/>
<label>{translate('Grade 5 rolls ')}</label>
<input id={5} type={'number'} min={0} value={this.state.matsPerGrade[5]} onChange={this.changeHandler} />
<div> <div>
<textarea className='cb json' readOnly value={this.state.matsList} /> <p>{translate('PHRASE_DIFFERENT_ROLLS')}</p>
<label>{translate('G1')}</label>
<input className={'groll'} id={1} type={'number'} min={0} defaultValue={this.state.matsPerGrade[1]} onChange={this.changeHandler} />
&nbsp;|&nbsp;<label>{translate('G2')}</label>
<input className={'groll'} id={2} type={'number'} min={0} defaultValue={this.state.matsPerGrade[2]} onChange={this.changeHandler} />
&nbsp;|&nbsp;<label>{translate('G3')}</label>
<input className={'groll'} id={3} type={'number'} min={0} value={this.state.matsPerGrade[3]} onChange={this.changeHandler} />
&nbsp;|&nbsp;<label>{translate('G4')}</label>
<input className={'groll'} id={4} type={'number'} min={0} value={this.state.matsPerGrade[4]} onChange={this.changeHandler} />
&nbsp;|&nbsp;<label>{translate('G5')}</label>
<input className={'groll'} id={5} type={'number'} min={0} value={this.state.matsPerGrade[5]} onChange={this.changeHandler} />
</div> </div>
<label hidden={!compatible} className={'l cap'}>{translate('CMDR Name')}</label>
<br/> <div>
<select hidden={!compatible} className={'cmdr-select l cap'} onChange={this.cmdrChangeHandler} defaultValue={this.state.cmdrName}> <p>{translate('PHRASE_ALL_MODULES_ALL_ROLLS')}</p>
{this.state.cmdrs.map(e => <option key={e}>{e}</option>)} <textarea className='cb json' readOnly value={this.state.matsList} />
</select> <p>{translate('PHRASE_FOR_FINER_CONTROL')}</p>
<br/> </div>
<p hidden={!this.state.failed} id={'failed'} className={'l'}>{translate('PHRASE_FAIL_EDENGINEER')}</p>
<p hidden={compatible} id={'browserbad'} className={'l'}>{translate('PHRASE_FIREFOX_EDENGINEER')}</p> <div id='edengineer' display={this.display} hidden={!!this.state.failed && !compatible}>
<button className={'l cb dismiss cap'} disabled={!!this.state.failed || !compatible} onClick={this.sendToEDEng}>{translate('Send to EDEngineer')}</button> <hr />
<button style={{marginTop: 5}} className={'l cb dismiss cap'} disabled={!!this.state.failed} onClick={this.sendToEDOMH}>{translate('Send to EDOMH')}</button> <h3>ED Engineer</h3>
<h4 hidden={compatible} id={'browserbad'} className={'l'}>{translate('PHRASE_FIREFOX_EDENGINEER')}</h4>
<h4 hidden={!this.state.failed} id={'failed'} className={'l'}>{translate('PHRASE_FAILED_TO_FIND_EDENGINEER')}</h4>
<label for='cmdr-select' hidden={!!this.state.failed || !compatible} className={'l cap'}>{translate('CMDR Name:')}</label>
<select id='cmdr-select' hidden={!!this.state.failed || !compatible} className={'cmdr-select l cap'} onChange={this.cmdrChangeHandler} defaultValue={this.state.cmdrName}>
{this.state.cmdrs.map(e => <option key={e}>{e}</option>)}
</select>
<br/>
<button className={'l cb dismiss cap'} disabled={!!this.state.failed || !compatible} onClick={this.sendToEDEng}>{translate('Send to EDEngineer')}</button>
</div>
<div id='edomh'>
<hr />
<h3>ED Odyssey Materials Helper</h3>
<p>{translate('PHRASE_ENSURE_EDOMH')}</p>
<button className={'l cb dismiss cap'} onClick={this.sendToEDOMH}>{translate('Send to EDOMH')}</button>
</div>
<hr />
<button className={'r dismiss cap'} onClick={this.context.hideModal}>{translate('close')}</button> <button className={'r dismiss cap'} onClick={this.context.hideModal}>{translate('close')}</button>
</div>; </div>;
} }

View File

@@ -57,6 +57,7 @@ export default class ModificationsMenu extends TranslatedComponent {
this.modValDidChange = false; // used to determine if component update was caused by change in modification value. this.modValDidChange = false; // used to determine if component update was caused by change in modification value.
this._handleModChange = this._handleModChange.bind(this); this._handleModChange = this._handleModChange.bind(this);
// console.log(props.m.blueprint)
this.state = { this.state = {
blueprintMenuOpened: !(props.m.blueprint && props.m.blueprint.name), blueprintMenuOpened: !(props.m.blueprint && props.m.blueprint.name),
specialMenuOpened: false specialMenuOpened: false
@@ -421,15 +422,31 @@ export default class ModificationsMenu extends TranslatedComponent {
let haveBlueprint = false; let haveBlueprint = false;
let blueprintTt; let blueprintTt;
let blueprintCv; let blueprintCv;
let bprintSearchName;
// If the fdname is Weapon_Overcharged, we need to check if it's an MC
if (m.blueprint && m.blueprint.fdname) {
// Set the bprintSearchName value to the fdname of the blueprint for this module
bprintSearchName = m.blueprint.fdname;
if (m.blueprint.fdname === 'Weapon_Overcharged') {
// If the module is a MultiCannon, we need to fix the blueprint search name, else it will find the Laser Weapon_Overcharged Blueprint and not the MC Weapon_Overcharged Blueprint
if (m.symbol.match(/MultiCannon/i)) {
// console.log(Modifications.modules[m.grp].blueprints['MC_Overcharged']);
// console.log(m.blueprint.fdname);
bprintSearchName = 'MC_Overcharged';
}
}
}
// TODO: Fix this to actually find the correct blueprint. // TODO: Fix this to actually find the correct blueprint.
if (!m.blueprint || !m.blueprint.name || !m.blueprint.fdname || !Modifications.modules[m.grp].blueprints || !Modifications.modules[m.grp].blueprints[m.blueprint.fdname]) { if (!m.blueprint || !m.blueprint.name || !m.blueprint.fdname || !Modifications.modules[m.grp].blueprints || !Modifications.modules[m.grp].blueprints[bprintSearchName]) {
this.props.ship.clearModuleBlueprint(m); this.props.ship.clearModuleBlueprint(m);
this.props.ship.clearModuleSpecial(m); this.props.ship.clearModuleSpecial(m);
} }
if (m.blueprint && m.blueprint.name && Modifications.modules[m.grp].blueprints[m.blueprint.fdname].grades[m.blueprint.grade]) { if (m.blueprint && m.blueprint.name && Modifications.modules[m.grp].blueprints[bprintSearchName].grades[m.blueprint.grade]) {
blueprintLabel = translate(m.blueprint.name) + ' ' + translate('grade') + ' ' + m.blueprint.grade; blueprintLabel = translate(m.blueprint.name) + ' ' + translate('grade') + ' ' + m.blueprint.grade;
haveBlueprint = true; haveBlueprint = true;
blueprintTt = blueprintTooltip(translate, m.blueprint.grades[m.blueprint.grade], Modifications.modules[m.grp].blueprints[m.blueprint.fdname].grades[m.blueprint.grade].engineers, m.grp); // console.log(haveBlueprint);
blueprintTt = blueprintTooltip(translate, m.blueprint.grades[m.blueprint.grade], Modifications.modules[m.grp].blueprints[bprintSearchName].grades[m.blueprint.grade].engineers, m.grp);
blueprintCv = getPercent(m); blueprintCv = getPercent(m);
} }

View File

@@ -1,92 +1,92 @@
import React, { Component } from 'react'; import React, { Component } from 'react';
import PropTypes from 'prop-types'; import PropTypes from 'prop-types';
import ContainerDimensions from 'react-container-dimensions'; import ContainerDimensions from 'react-container-dimensions';
import * as d3 from 'd3'; import * as d3 from 'd3';
const CORIOLIS_COLOURS = ['#FF8C0D', '#1FB0FF', '#71A052', '#D5D54D']; const CORIOLIS_COLOURS = ['#FF8C0D', '#1FB0FF', '#71A052', '#D5D54D'];
const LABEL_COLOUR = '#000000'; const LABEL_COLOUR = '#000000';
/** /**
* A pie chart * A pie chart
*/ */
export default class PieChart extends Component { export default class PieChart extends Component {
static propTypes = { static propTypes = {
data : PropTypes.array.isRequired data : PropTypes.array.isRequired
}; };
/** /**
* Constructor * Constructor
* @param {Object} props React Component properties * @param {Object} props React Component properties
* @param {Object} context React Component context * @param {Object} context React Component context
*/ */
constructor(props, context) { constructor(props, context) {
super(props); super(props);
this.pie = d3.pie().value((d) => d.value); this.pie = d3.pie().value((d) => d.value);
this.colors = CORIOLIS_COLOURS; this.colors = CORIOLIS_COLOURS;
this.arc = d3.arc(); this.arc = d3.arc();
this.arc.innerRadius(0); this.arc.innerRadius(0);
} }
/** /**
* Generate a slice of the pie chart * Generate a slice of the pie chart
* @param {Object} d the data for this slice * @param {Object} d the data for this slice
* @param {number} i the index of this slice * @param {number} i the index of this slice
* @param {number} width the current width of the parent container * @param {number} width the current width of the parent container
* @returns {Object} the SVG for the slice * @returns {Object} the SVG for the slice
*/ */
sliceGenerator(d, i, width) { sliceGenerator(d, i, width) {
if (!d || d.value == 0) { if (!d || d.value == 0) {
// Ignore 0 values // Ignore 0 values
return null; return null;
} }
const { data } = this.props; const { data } = this.props;
// Push the labels further out from the centre of the slice // Push the labels further out from the centre of the slice
let [labelX, labelY] = this.arc.centroid(d); let [labelX, labelY] = this.arc.centroid(d);
const labelTranslate = `translate(${labelX * 1.5}, ${labelY * 1.5})`; const labelTranslate = `translate(${labelX * 1.5}, ${labelY * 1.5})`;
// Put the keys in a line with equal spacing // Put the keys in a line with equal spacing
const nonZeroItems = data.filter(d => d.value != 0).length; const nonZeroItems = data.filter(d => d.value != 0).length;
const thisItemIndex = data.slice(0, i + 1).filter(d => d.value != 0).length - 1; const thisItemIndex = data.slice(0, i + 1).filter(d => d.value != 0).length - 1;
const keyX = -width / 2 + (width / nonZeroItems) * (thisItemIndex + 0.5); const keyX = -width / 2 + (width / nonZeroItems) * (thisItemIndex + 0.5);
const keyTranslate = `translate(${keyX}, ${width * 0.45})`; const keyTranslate = `translate(${keyX}, ${width * 0.45})`;
return ( return (
<g key={`group-${i}`}> <g key={`group-${i}`}>
<path key={`arc-${i}`} d={this.arc(d)} style={{ fill: this.colors[i] }} /> <path key={`arc-${i}`} d={this.arc(d)} style={{ fill: this.colors[i] }} />
<text key={`label-${i}`} transform={labelTranslate} style={{ strokeWidth: '0px', fill: LABEL_COLOUR }} textAnchor='middle'>{d.value}</text> <text key={`label-${i}`} transform={labelTranslate} style={{ strokeWidth: '0px', fill: LABEL_COLOUR }} textAnchor='middle'>{d.value}</text>
<text key={`key-${i}`} transform={keyTranslate} style={{ strokeWidth:'0px', fill: this.colors[i] }} textAnchor='middle'>{d.data.label}</text> <text key={`key-${i}`} transform={keyTranslate} style={{ strokeWidth:'0px', fill: this.colors[i] }} textAnchor='middle'>{d.data.label}</text>
</g> </g>
); );
} }
/** /**
* Render the component * Render the component
* @returns {object} Markup * @returns {object} Markup
*/ */
render() { render() {
return ( return (
<ContainerDimensions> <ContainerDimensions>
{ ({ width }) => { { ({ width }) => {
const pie = this.pie(this.props.data), const pie = this.pie(this.props.data),
translate = `translate(${width / 2}, ${width * 0.4})`; translate = `translate(${width / 2}, ${width * 0.4})`;
this.arc.outerRadius(width * 0.4); this.arc.outerRadius(width * 0.4);
return ( return (
<div width={width} height={width}> <div width={width} height={width}>
<svg style={{ stroke: 'None' }} width={width} height={width * 0.9}> <svg style={{ stroke: 'None' }} width={width} height={width * 0.9}>
<g transform={translate}> <g transform={translate}>
{pie.map((d, i) => this.sliceGenerator(d, i, width))} {pie.map((d, i) => this.sliceGenerator(d, i, width))}
</g> </g>
</svg> </svg>
</div> </div>
); );
}} }}
</ContainerDimensions> </ContainerDimensions>
); );
} }
} }

View File

@@ -125,15 +125,31 @@ export default class PowerManagement extends TranslatedComponent {
retractedElem = <td className='ptr disabled upp' colSpan='2' onClick={toggleEnabled}>{translate('disabled')}</td>; retractedElem = <td className='ptr disabled upp' colSpan='2' onClick={toggleEnabled}>{translate('disabled')}</td>;
} }
// If this is a Guardian Shield Reinforcement Package or Guardian Hull Reinforcement Package, or Guardian Module Reinforcement Package, it cannot change priority
let priorityField;
if (m.symbol) {
if (m.symbol.match(/GuardianShield/i) || m.symbol.match(/GuardianHull/i) || m.symbol.match(/GuardianModule/i)) {
priorityField = <td>1</td>;
} else {
priorityField = <td>
<span className='flip ptr btn' onClick={this._priority.bind(this, slot, -1)}>&#9658;</span>
{' ' + (slot.priority + 1) + ' '}
<span className='ptr btn' onClick={this._priority.bind(this, slot, 1)}>&#9658;</span>
</td>;
}
}
else {
priorityField = <td>
<span className='flip ptr btn' onClick={this._priority.bind(this, slot, -1)}>&#9658;</span>
{' ' + (slot.priority + 1) + ' '}
<span className='ptr btn' onClick={this._priority.bind(this, slot, 1)}>&#9658;</span>
</td>;
}
powerRows.push(<tr key={i} className={cn('highlight', { disabled: !slot.enabled })}> powerRows.push(<tr key={i} className={cn('highlight', { disabled: !slot.enabled })}>
<td className='ptr' style={{ width: '1em' }} onClick={toggleEnabled}>{m.class + m.rating}</td> <td className='ptr' style={{ width: '1em' }} onClick={toggleEnabled}>{m.class + m.rating}</td>
<td className='ptr le shorten cap' onClick={toggleEnabled}>{slotName(translate, slot)}</td> <td className='ptr le shorten cap' onClick={toggleEnabled}>{slotName(translate, slot)}</td>
<td className='ptr' onClick={toggleEnabled}><u>{translate(slot.type)}</u></td> <td className='ptr' onClick={toggleEnabled}><u>{translate(slot.type)}</u></td>
<td> {priorityField}
<span className='flip ptr btn' onClick={this._priority.bind(this, slot, -1)}>&#9658;</span>
{' ' + (slot.priority + 1) + ' '}
<span className='ptr btn' onClick={this._priority.bind(this, slot, 1)}>&#9658;</span>
</td>
<td className='ri ptr' style={{ width: '3.25em' }} onClick={toggleEnabled}>{pwr(m.getPowerUsage())}</td> <td className='ri ptr' style={{ width: '3.25em' }} onClick={toggleEnabled}>{pwr(m.getPowerUsage())}</td>
<td className='ri ptr' style={{ width: '3em' }} onClick={toggleEnabled}><u>{pct(m.getPowerUsage() / ship.powerAvailable)}</u></td> <td className='ri ptr' style={{ width: '3em' }} onClick={toggleEnabled}><u>{pct(m.getPowerUsage() / ship.powerAvailable)}</u></td>
{retractedElem} {retractedElem}

View File

@@ -52,7 +52,8 @@ export default class ShipSummaryTable extends TranslatedComponent {
const boostTooltip = canBoost ? 'TT_SUMMARY_BOOST' : canThrust ? 'TT_SUMMARY_BOOST_NONFUNCTIONAL' : 'TT_SUMMARY_SPEED_NONFUNCTIONAL'; const boostTooltip = canBoost ? 'TT_SUMMARY_BOOST' : canThrust ? 'TT_SUMMARY_BOOST_NONFUNCTIONAL' : 'TT_SUMMARY_SPEED_NONFUNCTIONAL';
const canJump = ship.getSlotStatus(ship.standard[2]) == 3; const canJump = ship.getSlotStatus(ship.standard[2]) == 3;
const sgMetrics = Calc.shieldMetrics(ship, pips.sys); const sgMetrics = Calc.shieldMetrics(ship, pips.sys);
const shipBoost = canBoost ? Calc.calcBoost(ship) : 'No Boost'; const distBoost = canBoost ? Calc.calcBoost(ship) : 'No Boost';
//const shipBoost = ship.boostInterval(ship)
const restingHeat = Math.sqrt(((ship.standard[0].m.pgen * ship.standard[0].m.eff) / ship.heatCapacity) / 0.2); const restingHeat = Math.sqrt(((ship.standard[0].m.pgen * ship.standard[0].m.eff) / ship.heatCapacity) / 0.2);
const armourMetrics = Calc.armourMetrics(ship); const armourMetrics = Calc.armourMetrics(ship);
let shieldColour = 'blue'; let shieldColour = 'blue';
@@ -72,6 +73,7 @@ export default class ShipSummaryTable extends TranslatedComponent {
<tr className='main'> <tr className='main'>
<th rowSpan={2} className={ cn({ 'bg-warning-disabled': !canThrust }) }>{translate('speed')}</th> <th rowSpan={2} className={ cn({ 'bg-warning-disabled': !canThrust }) }>{translate('speed')}</th>
<th rowSpan={2} className={ cn({ 'bg-warning-disabled': !canBoost }) }>{translate('boost')}</th> <th rowSpan={2} className={ cn({ 'bg-warning-disabled': !canBoost }) }>{translate('boost')}</th>
<th onMouseEnter={termtip.bind(null, 'TT_SUMMARY_BOOST_INTERVALS', { cap: 0 })}colSpan={2} className={ cn({ 'bg-warning-disabled': !canBoost }) }>{translate('boost int')}</th>
<th colSpan={5} className={ cn({ 'bg-warning-disabled': !canJump }) }>{translate('jump range')}</th> <th colSpan={5} className={ cn({ 'bg-warning-disabled': !canJump }) }>{translate('jump range')}</th>
<th rowSpan={2}>{translate('shield')}</th> <th rowSpan={2}>{translate('shield')}</th>
<th rowSpan={2}>{translate('integrity')}</th> <th rowSpan={2}>{translate('integrity')}</th>
@@ -86,10 +88,11 @@ export default class ShipSummaryTable extends TranslatedComponent {
<th onMouseEnter={termtip.bind(null, 'hull hardness', { cap: 0 })} onMouseLeave={hide} rowSpan={2}>{translate('hrd')}</th> <th onMouseEnter={termtip.bind(null, 'hull hardness', { cap: 0 })} onMouseLeave={hide} rowSpan={2}>{translate('hrd')}</th>
<th rowSpan={2}>{translate('crew')}</th> <th rowSpan={2}>{translate('crew')}</th>
<th onMouseEnter={termtip.bind(null, 'mass lock factor', { cap: 0 })} onMouseLeave={hide} rowSpan={2}>{translate('MLF')}</th> <th onMouseEnter={termtip.bind(null, 'mass lock factor', { cap: 0 })} onMouseLeave={hide} rowSpan={2}>{translate('MLF')}</th>
<th onMouseEnter={termtip.bind(null, 'TT_SUMMARY_BOOST_INTERVAL', { cap: 0 })} onMouseLeave={hide} rowSpan={2}>{translate('boost interval')}</th>
<th rowSpan={2}>{translate('resting heat (Beta)')}</th> <th rowSpan={2}>{translate('resting heat (Beta)')}</th>
</tr> </tr>
<tr> <tr>
<th onMouseEnter={termtip.bind(null, 'TT_SUMMARY_BOOST_INTERVAL', { cap: 0 })} onMouseLeave={hide}>{translate('distro')}</th>
<th onMouseEnter={termtip.bind(null, 'TT_SUMMARY_SHIP_BOOST_INTERVAL', { cap: 0 })} onMouseLeave={hide}>{translate('ship')}</th>
<th className={ cn({ 'lft': true, 'bg-warning-disabled': !canJump }) }>{translate('max')}</th> <th className={ cn({ 'lft': true, 'bg-warning-disabled': !canJump }) }>{translate('max')}</th>
<th className={ cn({ 'bg-warning-disabled': !canJump }) }>{translate('unladen')}</th> <th className={ cn({ 'bg-warning-disabled': !canJump }) }>{translate('unladen')}</th>
<th className={ cn({ 'bg-warning-disabled': !canJump }) }>{translate('laden')}</th> <th className={ cn({ 'bg-warning-disabled': !canJump }) }>{translate('laden')}</th>
@@ -104,11 +107,13 @@ export default class ShipSummaryTable extends TranslatedComponent {
<tr> <tr>
<td onMouseEnter={termtip.bind(null, speedTooltip, { cap: 0 })} onMouseLeave={hide}>{ canThrust ? <span>{int(ship.calcSpeed(4, ship.fuelCapacity, 0, false))}{u['m/s']}</span> : <span className='warning'>0 <Warning/></span> }</td> <td onMouseEnter={termtip.bind(null, speedTooltip, { cap: 0 })} onMouseLeave={hide}>{ canThrust ? <span>{int(ship.calcSpeed(4, ship.fuelCapacity, 0, false))}{u['m/s']}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td onMouseEnter={termtip.bind(null, boostTooltip, { cap: 0 })} onMouseLeave={hide}>{ canBoost ? <span>{int(ship.calcSpeed(4, ship.fuelCapacity, 0, true))}{u['m/s']}</span> : <span className='warning'>0 <Warning/></span> }</td> <td onMouseEnter={termtip.bind(null, boostTooltip, { cap: 0 })} onMouseLeave={hide}>{ canBoost ? <span>{int(ship.calcSpeed(4, ship.fuelCapacity, 0, true))}{u['m/s']}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_MAX_SINGLE_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{ f2(Calc.jumpRange(ship.unladenMass + ship.standard[2].m.getMaxFuelPerJump(), ship.standard[2].m, ship.standard[2].m.getMaxFuelPerJump(), ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td> <td>{distBoost !== 'No Boost' ? formats.time(distBoost) : 'No Boost'}</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_UNLADEN_SINGLE_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.jumpRange(ship.unladenMass + ship.fuelCapacity, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td> <td>{ship.boostInt && ship.boostInt !== 'undefined' ? formats.time(ship.boostInt) : 0 }</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_LADEN_SINGLE_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.jumpRange(ship.unladenMass + ship.fuelCapacity + ship.cargoCapacity, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td> <td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_MAX_SINGLE_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{ f2(Calc.jumpRange(ship.unladenMass - ship.fuelCapacity + ship.standard[2].m.getMaxFuelPerJump(), ship.standard[2].m, ship.standard[2].m.getMaxFuelPerJump(), ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_UNLADEN_TOTAL_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.totalJumpRange(ship.unladenMass + ship.fuelCapacity, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td> <td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_UNLADEN_SINGLE_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.jumpRange(ship.unladenMass, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_LADEN_TOTAL_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.totalJumpRange(ship.unladenMass + ship.fuelCapacity + ship.cargoCapacity, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td> <td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_LADEN_SINGLE_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.jumpRange(ship.unladenMass + ship.cargoCapacity, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_UNLADEN_TOTAL_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.totalJumpRange(ship.unladenMass, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_LADEN_TOTAL_JUMP', { cap: 0 })} onMouseLeave={hide}>{ canJump ? <span>{f2(Calc.totalJumpRange(ship.unladenMass + ship.cargoCapacity, ship.standard[2].m, ship.fuelCapacity, ship))}{u.LY}</span> : <span className='warning'>0 <Warning/></span> }</td>
<td className={sgClassNames} onMouseEnter={termtip.bind(null, sgTooltip, { cap: 0 })} onMouseLeave={hide}>{int(ship.shield)}{u.MJ}</td> <td className={sgClassNames} onMouseEnter={termtip.bind(null, sgTooltip, { cap: 0 })} onMouseLeave={hide}>{int(ship.shield)}{u.MJ}</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_INTEGRITY', { cap: 0 })} onMouseLeave={hide}>{int(ship.armour)}</td> <td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_INTEGRITY', { cap: 0 })} onMouseLeave={hide}>{int(ship.armour)}</td>
<td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_DPS', { cap: 0 })} onMouseLeave={hide}>{f1(ship.totalDps)}</td> <td onMouseEnter={termtip.bind(null, 'TT_SUMMARY_DPS', { cap: 0 })} onMouseLeave={hide}>{f1(ship.totalDps)}</td>
@@ -124,7 +129,6 @@ export default class ShipSummaryTable extends TranslatedComponent {
<td>{int(ship.hardness)}</td> <td>{int(ship.hardness)}</td>
<td>{ship.crew}</td> <td>{ship.crew}</td>
<td>{ship.masslock}</td> <td>{ship.masslock}</td>
<td>{shipBoost !== 'No Boost' ? formats.time(shipBoost) : 'No Boost'}</td>
<td>{formats.pct(restingHeat)}</td> <td>{formats.pct(restingHeat)}</td>
</tr> </tr>
</tbody> </tbody>

View File

@@ -1,386 +1,386 @@
import React from 'react'; import React from 'react';
import PropTypes from 'prop-types'; import PropTypes from 'prop-types';
const MARGIN_LR = 8; // Left/ Right margin const MARGIN_LR = 8; // Left/ Right margin
/** /**
* Horizontal Slider * Horizontal Slider
*/ */
export default class Slider extends React.Component { export default class Slider extends React.Component {
static defaultProps = { static defaultProps = {
axis: false, axis: false,
min: 0, min: 0,
max: 1, max: 1,
scale: 1 // SVG render scale scale: 1 // SVG render scale
}; };
static propTypes = { static propTypes = {
axis: PropTypes.bool, axis: PropTypes.bool,
axisUnit: PropTypes.string,// units (T, M, etc.) axisUnit: PropTypes.string,// units (T, M, etc.)
max: PropTypes.number, max: PropTypes.number,
min: PropTypes.number, min: PropTypes.number,
onChange: PropTypes.func.isRequired,// function which determins percent value onChange: PropTypes.func.isRequired,// function which determins percent value
onResize: PropTypes.func, onResize: PropTypes.func,
percent: PropTypes.number.isRequired,// value of slider percent: PropTypes.number.isRequired,// value of slider
scale: PropTypes.number scale: PropTypes.number
}; };
/** /**
* Constructor * Constructor
* @param {Object} props React Component properties * @param {Object} props React Component properties
*/ */
constructor(props) { constructor(props) {
super(props); super(props);
this._down = this._down.bind(this); this._down = this._down.bind(this);
this._move = this._move.bind(this); this._move = this._move.bind(this);
this._up = this._up.bind(this); this._up = this._up.bind(this);
this._keyup = this._keyup.bind(this); this._keyup = this._keyup.bind(this);
this._keydown = this._keydown.bind(this); this._keydown = this._keydown.bind(this);
this._touchstart = this._touchstart.bind(this); this._touchstart = this._touchstart.bind(this);
this._touchend = this._touchend.bind(this); this._touchend = this._touchend.bind(this);
this._updatePercent = this._updatePercent.bind(this); this._updatePercent = this._updatePercent.bind(this);
this._updateDimensions = this._updateDimensions.bind(this); this._updateDimensions = this._updateDimensions.bind(this);
this.state = { width: 0 }; this.state = { width: 0 };
} }
/** /**
* On Mouse/Touch down handler * On Mouse/Touch down handler
* @param {SyntheticEvent} event Event * @param {SyntheticEvent} event Event
*/ */
_down(event) { _down(event) {
let rect = event.currentTarget.getBoundingClientRect(); let rect = event.currentTarget.getBoundingClientRect();
this.left = rect.left; this.left = rect.left;
this.width = rect.width; this.width = rect.width;
this._move(event); this._move(event);
this.touchStartTimer = setTimeout(() => this.sliderInputBox._setDisplay('block'), 1500); this.touchStartTimer = setTimeout(() => this.sliderInputBox._setDisplay('block'), 1500);
} }
/** /**
* Update the slider percentage on move * Update the slider percentage on move
* @param {SyntheticEvent} event Event * @param {SyntheticEvent} event Event
*/ */
_move(event) { _move(event) {
if(this.width !== null && this.left != null) { if(this.width !== null && this.left != null) {
let clientX = event.touches ? event.touches[0].clientX : event.clientX; let clientX = event.touches ? event.touches[0].clientX : event.clientX;
event.preventDefault(); event.preventDefault();
this._updatePercent(clientX - this.left, this.width); this._updatePercent(clientX - this.left, this.width);
} }
} }
/** /**
* On Mouse/Touch up handler * On Mouse/Touch up handler
* @param {Event} event DOM Event * @param {Event} event DOM Event
*/ */
_up(event) { _up(event) {
this.sliderInputBox.sliderVal.focus(); this.sliderInputBox.sliderVal.focus();
clearTimeout(this.touchStartTimer); clearTimeout(this.touchStartTimer);
event.preventDefault(); event.preventDefault();
this.left = null; this.left = null;
this.width = null; this.width = null;
} }
/** /**
* Key up handler for keyboard. * Key up handler for keyboard.
* display the number field then set focus to it * display the number field then set focus to it
* when "Enter" key is pressed * when "Enter" key is pressed
* @param {Event} event Keyboard event * @param {Event} event Keyboard event
*/ */
_keyup(event) { _keyup(event) {
switch (event.key) { switch (event.key) {
case 'Enter': case 'Enter':
event.preventDefault(); event.preventDefault();
this.sliderInputBox._setDisplay('block'); this.sliderInputBox._setDisplay('block');
return; return;
default: default:
return; return;
} }
} }
/** /**
* Key down handler * Key down handler
* increment slider position by +/- 1 when right/left arrow key is pressed or held * increment slider position by +/- 1 when right/left arrow key is pressed or held
* @param {Event} event Keyboard even * @param {Event} event Keyboard even
*/ */
_keydown(event) { _keydown(event) {
let newVal = this.props.percent * this.props.max; let newVal = this.props.percent * this.props.max;
switch (event.key) { switch (event.key) {
case 'ArrowRight': case 'ArrowRight':
newVal += 1; newVal += 1;
if (newVal <= this.props.max) this.props.onChange(newVal / this.props.max); if (newVal <= this.props.max) this.props.onChange(newVal / this.props.max);
return; return;
case 'ArrowLeft': case 'ArrowLeft':
newVal -= 1; newVal -= 1;
if (newVal >= 0) this.props.onChange(newVal / this.props.max); if (newVal >= 0) this.props.onChange(newVal / this.props.max);
return; return;
default: default:
return; return;
} }
} }
/** /**
* Touch start handler * Touch start handler
* @param {Event} event DOM Event * @param {Event} event DOM Event
* *
*/ */
_touchstart(event) { _touchstart(event) {
this.touchStartTimer = setTimeout(() => this.sliderInputBox._setDisplay('block'), 1500); this.touchStartTimer = setTimeout(() => this.sliderInputBox._setDisplay('block'), 1500);
} }
/** /**
* Touch end handler * Touch end handler
* @param {Event} event DOM Event * @param {Event} event DOM Event
* *
*/ */
_touchend(event) { _touchend(event) {
this.sliderInputBox.sliderVal.focus(); this.sliderInputBox.sliderVal.focus();
clearTimeout(this.touchStartTimer); clearTimeout(this.touchStartTimer);
} }
/** /**
* Determine if the user is still dragging * Determine if the user is still dragging
* @param {SyntheticEvent} event Event * @param {SyntheticEvent} event Event
*/ */
_enter(event) { _enter(event) {
if(event.buttons !== 1) { if(event.buttons !== 1) {
this.left = null; this.left = null;
this.width = null; this.width = null;
} }
} }
/** /**
* Update the slider percentage * Update the slider percentage
* @param {number} pos Slider drag position * @param {number} pos Slider drag position
* @param {number} width Slider width * @param {number} width Slider width
* @param {Event} event DOM Event * @param {Event} event DOM Event
*/ */
_updatePercent(pos, width) { _updatePercent(pos, width) {
this.props.onChange(Math.min(Math.max(pos / width, 0), 1)); this.props.onChange(Math.min(Math.max(pos / width, 0), 1));
} }
/** /**
* Update dimenions from rendered DOM * Update dimenions from rendered DOM
*/ */
_updateDimensions() { _updateDimensions() {
this.setState({ this.setState({
outerWidth: this.node.getBoundingClientRect().width outerWidth: this.node.getBoundingClientRect().width
}); });
} }
/** /**
* Add listeners when about to mount * Add listeners when about to mount
*/ */
componentWillMount() { componentWillMount() {
if (this.props.onResize) { if (this.props.onResize) {
this.resizeListener = this.props.onResize(this._updateDimensions); this.resizeListener = this.props.onResize(this._updateDimensions);
} }
} }
/** /**
* Trigger DOM updates on mount * Trigger DOM updates on mount
*/ */
componentDidMount() { componentDidMount() {
this._updateDimensions(); this._updateDimensions();
} }
/** /**
* Remove listeners on unmount * Remove listeners on unmount
*/ */
componentWillUnmount() { componentWillUnmount() {
if (this.resizeListener) { if (this.resizeListener) {
this.resizeListener.remove(); this.resizeListener.remove();
} }
} }
/** /**
* Render the slider * Render the slider
* @return {React.Component} The slider * @return {React.Component} The slider
*/ */
render() { render() {
let outerWidth = this.state.outerWidth; let outerWidth = this.state.outerWidth;
let { axis, axisUnit, min, max, scale } = this.props; let { axis, axisUnit, min, max, scale } = this.props;
let style = { let style = {
width: '100%', width: '100%',
height: axis ? '2.5em' : '1.5em', height: axis ? '2.5em' : '1.5em',
boxSizing: 'border-box' boxSizing: 'border-box'
}; };
if (!outerWidth) { if (!outerWidth) {
return <svg style={style} ref={node => this.node = node} />; return <svg style={style} ref={node => this.node = node} />;
} }
let margin = MARGIN_LR * scale; let margin = MARGIN_LR * scale;
let width = outerWidth - (margin * 2); let width = outerWidth - (margin * 2);
let pctPos = width * this.props.percent; let pctPos = width * this.props.percent;
return <div><svg return <div><svg
onMouseUp={this._up} onMouseEnter={this._enter.bind(this)} onMouseMove={this._move} onKeyUp={this._keyup} onKeyDown={this._keydown} style={style} ref={node => this.node = node} tabIndex="0"> onMouseUp={this._up} onMouseEnter={this._enter.bind(this)} onMouseMove={this._move} onKeyUp={this._keyup} onKeyDown={this._keydown} style={style} ref={node => this.node = node} tabIndex="0">
<rect className='primary' style={{ opacity: 0.3 }} x={margin} y='0.25em' rx='0.3em' ry='0.3em' width={width} height='0.7em' /> <rect className='primary' style={{ opacity: 0.3 }} x={margin} y='0.25em' rx='0.3em' ry='0.3em' width={width} height='0.7em' />
<rect className='primary-disabled' x={margin} y='0.45em' rx='0.15em' ry='0.15em' width={pctPos} height='0.3em' /> <rect className='primary-disabled' x={margin} y='0.45em' rx='0.15em' ry='0.15em' width={pctPos} height='0.3em' />
<circle className='primary' r={margin} cy='0.6em' cx={pctPos + margin} /> <circle className='primary' r={margin} cy='0.6em' cx={pctPos + margin} />
<rect x={margin} width={width} height='100%' fillOpacity='0' style={{ cursor: 'col-resize' }} onMouseDown={this._down} onTouchMove={this._move} onTouchStart={this._down} onTouchEnd={this._touchend} /> <rect x={margin} width={width} height='100%' fillOpacity='0' style={{ cursor: 'col-resize' }} onMouseDown={this._down} onTouchMove={this._move} onTouchStart={this._down} onTouchEnd={this._touchend} />
{axis && <g style={{ fontSize: '.7em' }}> {axis && <g style={{ fontSize: '.7em' }}>
<text className='primary-disabled' y='3em' x={margin} style={{ textAnchor: 'middle' }}>{min + axisUnit}</text> <text className='primary-disabled' y='3em' x={margin} style={{ textAnchor: 'middle' }}>{min + axisUnit}</text>
<text className='primary-disabled' y='3em' x='50%' style={{ textAnchor: 'middle' }}>{(min + max / 2) + axisUnit}</text> <text className='primary-disabled' y='3em' x='50%' style={{ textAnchor: 'middle' }}>{(min + max / 2) + axisUnit}</text>
<text className='primary-disabled' y='3em' x='100%' style={{ textAnchor: 'end' }}>{max + axisUnit}</text> <text className='primary-disabled' y='3em' x='100%' style={{ textAnchor: 'end' }}>{max + axisUnit}</text>
</g>} </g>}
</svg> </svg>
<TextInputBox ref={(tb) => this.sliderInputBox = tb} <TextInputBox ref={(tb) => this.sliderInputBox = tb}
onChange={this.props.onChange} onChange={this.props.onChange}
percent={this.props.percent} percent={this.props.percent}
axisUnit={this.props.axisUnit} axisUnit={this.props.axisUnit}
scale={this.props.scale} scale={this.props.scale}
max={this.props.max} max={this.props.max}
/> />
</div>; </div>;
} }
} }
/** /**
* New component to add keyboard support for sliders - works on all devices (desktop, iOS, Android) * New component to add keyboard support for sliders - works on all devices (desktop, iOS, Android)
**/ **/
class TextInputBox extends React.Component { class TextInputBox extends React.Component {
static propTypes = { static propTypes = {
axisUnit: PropTypes.string,// units (T, M, etc.) axisUnit: PropTypes.string,// units (T, M, etc.)
max: PropTypes.number, max: PropTypes.number,
onChange: PropTypes.func.isRequired,// function which determins percent value onChange: PropTypes.func.isRequired,// function which determins percent value
percent: PropTypes.number.isRequired,// value of slider percent: PropTypes.number.isRequired,// value of slider
scale: PropTypes.number scale: PropTypes.number
}; };
/** /**
* Determine if the user is still dragging * Determine if the user is still dragging
* @param {Object} props React Component properties * @param {Object} props React Component properties
*/ */
constructor(props) { constructor(props) {
super(props); super(props);
this._handleFocus = this._handleFocus.bind(this); this._handleFocus = this._handleFocus.bind(this);
this._handleBlur = this._handleBlur.bind(this); this._handleBlur = this._handleBlur.bind(this);
this._handleChange = this._handleChange.bind(this); this._handleChange = this._handleChange.bind(this);
this._keyup = this._keyup.bind(this); this._keyup = this._keyup.bind(this);
this.state = this._getInitialState(); this.state = this._getInitialState();
} }
/** /**
* Update input value if slider changes will change props/state * Update input value if slider changes will change props/state
* @param {Object} nextProps React Component properites * @param {Object} nextProps React Component properites
* @param {Object} nextState React Component state values * @param {Object} nextState React Component state values
*/ */
componentWillReceiveProps(nextProps, nextState) { componentWillReceiveProps(nextProps, nextState) {
let nextValue = nextProps.percent * nextProps.max; let nextValue = nextProps.percent * nextProps.max;
// See https://stackoverflow.com/questions/32414308/updating-state-on-props-change-in-react-form // See https://stackoverflow.com/questions/32414308/updating-state-on-props-change-in-react-form
if (nextValue !== this.state.inputValue && nextValue <= nextProps.max) { if (nextValue !== this.state.inputValue && nextValue <= nextProps.max) {
this.setState({ inputValue: nextValue }); this.setState({ inputValue: nextValue });
} }
} }
/** /**
* Update slider textbox visibility/values if changes are made to slider * Update slider textbox visibility/values if changes are made to slider
* @param {Object} prevProps React Component properites * @param {Object} prevProps React Component properites
* @param {Object} prevState React Component state values * @param {Object} prevState React Component state values
*/ */
componentDidUpdate(prevProps, prevState) { componentDidUpdate(prevProps, prevState) {
if (prevState.divStyle.display == 'none' && this.state.divStyle.display == 'block') { if (prevState.divStyle.display == 'none' && this.state.divStyle.display == 'block') {
this.enterTimer = setTimeout(() => this.sliderVal.focus(), 10); this.enterTimer = setTimeout(() => this.sliderVal.focus(), 10);
} }
if (prevProps.max !== this.props.max && this.state.inputValue > this.props.max) { if (prevProps.max !== this.props.max && this.state.inputValue > this.props.max) {
// they chose a different module // they chose a different module
this.setState({ inputValue: this.props.max }); this.setState({ inputValue: this.props.max });
} }
if (this.state.inputValue != prevState.inputValue && prevProps.max == this.props.max) { if (this.state.inputValue != prevState.inputValue && prevProps.max == this.props.max) {
this.props.onChange(this.state.inputValue / this.props.max); this.props.onChange(this.state.inputValue / this.props.max);
} }
} }
/** /**
* Set initial state for the textbox. * Set initial state for the textbox.
* We may want to rethink this to * We may want to rethink this to
* try and make it a stateless component * try and make it a stateless component
* @returns {object} React state object with initial values set * @returns {object} React state object with initial values set
*/ */
_getInitialState() { _getInitialState() {
return { return {
divStyle: { display:'none' }, divStyle: { display:'none' },
inputStyle: { width:'4em' }, inputStyle: { width:'4em' },
labelStyle: { marginLeft: '.1em' }, labelStyle: { marginLeft: '.1em' },
maxLength:5, maxLength:5,
size:5, size:5,
min:0, min:0,
tabIndex:-1, tabIndex:-1,
type:'number', type:'number',
readOnly: true, readOnly: true,
inputValue: this.props.percent * this.props.max inputValue: this.props.percent * this.props.max
}; };
} }
/** /**
* *
* @param {string} val block or none * @param {string} val block or none
*/ */
_setDisplay(val) { _setDisplay(val) {
this.setState({ this.setState({
divStyle: { display:val } divStyle: { display:val }
}); });
} }
/** /**
* Update the input value * Update the input value
* when textbox gets focus * when textbox gets focus
*/ */
_handleFocus() { _handleFocus() {
this.setState({ this.setState({
inputValue:this._getValue() inputValue:this._getValue()
}); });
} }
/** /**
* Update inputValue when textbox loses focus * Update inputValue when textbox loses focus
*/ */
_handleBlur() { _handleBlur() {
this._setDisplay('none'); this._setDisplay('none');
if (this.state.inputValue !== '') { if (this.state.inputValue !== '') {
this.props.onChange(this.state.inputValue / this.props.max); this.props.onChange(this.state.inputValue / this.props.max);
} else { } else {
this.setState({ this.setState({
inputValue: this.props.percent * this.props.max inputValue: this.props.percent * this.props.max
}); });
} }
} }
/** /**
* Get the value in the text box * Get the value in the text box
* @returns {number} inputValue Value of the input box * @returns {number} inputValue Value of the input box
*/ */
_getValue() { _getValue() {
return this.state.inputValue; return this.state.inputValue;
} }
/** /**
* Update and set limits on input box * Update and set limits on input box
* values depending on what user * values depending on what user
* has selected * has selected
* *
* @param {SyntheticEvent} event ReactJs onChange event * @param {SyntheticEvent} event ReactJs onChange event
*/ */
_handleChange(event) { _handleChange(event) {
if (event.target.value < 0) { if (event.target.value < 0) {
this.setState({ inputValue: 0 }); this.setState({ inputValue: 0 });
} else if (event.target.value <= this.props.max) { } else if (event.target.value <= this.props.max) {
this.setState({ inputValue: event.target.value }); this.setState({ inputValue: event.target.value });
} else { } else {
this.setState({ inputValue: this.props.max }); this.setState({ inputValue: this.props.max });
} }
} }
/** /**
* Key up handler for input field. * Key up handler for input field.
* If user hits Enter key, blur/close the input field * If user hits Enter key, blur/close the input field
* @param {Event} event Keyboard event * @param {Event} event Keyboard event
*/ */
_keyup(event) { _keyup(event) {
switch (event.key) { switch (event.key) {
case 'Enter': case 'Enter':
this.sliderVal.blur(); this.sliderVal.blur();
return; return;
default: default:
return; return;
} }
} }
/** /**
* Get the value in the text box * Get the value in the text box
* @return {React.Component} Text Input component for Slider * @return {React.Component} Text Input component for Slider
*/ */
render() { render() {
let { axisUnit, onChange, percent, scale } = this.props; let { axisUnit, onChange, percent, scale } = this.props;
return <div style={this.state.divStyle}><input style={this.state.inputStyle} value={this._getValue()} min={this.state.min} max={this.props.max} onChange={this._handleChange} onKeyUp={this._keyup} tabIndex={this.state.tabIndex} maxLength={this.state.maxLength} size={this.state.size} onBlur={() => {this._handleBlur();}} onFocus={() => {this._handleFocus();}} type={this.state.type} ref={(ip) => this.sliderVal = ip}/><text className="primary upp" style={this.state.labelStyle}>{this.props.axisUnit}</text></div>; return <div style={this.state.divStyle}><input style={this.state.inputStyle} value={this._getValue()} min={this.state.min} max={this.props.max} onChange={this._handleChange} onKeyUp={this._keyup} tabIndex={this.state.tabIndex} maxLength={this.state.maxLength} size={this.state.size} onBlur={() => {this._handleBlur();}} onFocus={() => {this._handleFocus();}} type={this.state.type} ref={(ip) => this.sliderVal = ip}/><text className="primary upp" style={this.state.labelStyle}>{this.props.axisUnit}</text></div>;
} }
} }

View File

@@ -99,6 +99,7 @@ export default class Slot extends TranslatedComponent {
let translate = language.translate; let translate = language.translate;
let { ship, m, enabled, dropClass, dragOver, onOpen, onChange, selected, eligible, onSelect, warning, availableModules } = this.props; let { ship, m, enabled, dropClass, dragOver, onOpen, onChange, selected, eligible, onSelect, warning, availableModules } = this.props;
let slotDetails, modificationsMarker, menu; let slotDetails, modificationsMarker, menu;
let missing = false;
if (!selected) { if (!selected) {
// If not selected then sure that modifications flag is unset // If not selected then sure that modifications flag is unset
@@ -108,6 +109,11 @@ export default class Slot extends TranslatedComponent {
if (m) { if (m) {
slotDetails = this._getSlotDetails(m, enabled, translate, language.formats, language.units); // Must be implemented by sub classes slotDetails = this._getSlotDetails(m, enabled, translate, language.formats, language.units); // Must be implemented by sub classes
modificationsMarker = JSON.stringify(m); modificationsMarker = JSON.stringify(m);
if(typeof m.grp !== 'undefined' || m.grp !== null) {
if(m.grp == "mh" || m.grp == "mm") {
missing = true;
}
}
} else { } else {
slotDetails = <div className={'empty'}>{translate(eligible ? 'emptyrestricted' : 'empty')}</div>; slotDetails = <div className={'empty'}>{translate(eligible ? 'emptyrestricted' : 'empty')}</div>;
modificationsMarker = ''; modificationsMarker = '';
@@ -138,13 +144,16 @@ export default class Slot extends TranslatedComponent {
} }
// TODO: implement touch dragging // TODO: implement touch dragging
return ( return (
<div className={cn('slot', dropClass, { selected })} onClick={onOpen} onKeyDown={this._keyDown} onContextMenu={this._contextMenu} onDragOver={dragOver} tabIndex="0" ref={slotDiv => this.slotDiv = slotDiv}> <div className={cn('slot', dropClass, { selected })} onClick={onOpen} onKeyDown={this._keyDown} onContextMenu={this._contextMenu} onDragOver={dragOver} tabIndex="0" ref={slotDiv => this.slotDiv = slotDiv}>
<div className='details-container'> {
// If missing module/hardpoint, set the div container to warning status.
}
<div className={ missing === true ? 'details-container warning' : 'details-container'}>
<div className='sz'>{this._getMaxClassLabel(translate)}</div> <div className='sz'>{this._getMaxClassLabel(translate)}</div>
{slotDetails} {slotDetails}
</div> </div>
{menu} {menu}
</div> </div>
); );

View File

@@ -93,6 +93,11 @@ export default class StandardSlot extends TranslatedComponent {
this._modificationsSelected = false; this._modificationsSelected = false;
} }
// If this is a missing module, therefore has the 'info' field, set the warning value on the module to be true when loaded.
if (m.info) {
warning = () => true;
}
const modificationsMarker = JSON.stringify(m); const modificationsMarker = JSON.stringify(m);
if (selected) { if (selected) {
@@ -124,14 +129,14 @@ export default class StandardSlot extends TranslatedComponent {
<div className={cn('details-container', { warning: warning && warning(slot.m), disabled: m.grp !== 'bh' && !slot.enabled })}> <div className={cn('details-container', { warning: warning && warning(slot.m), disabled: m.grp !== 'bh' && !slot.enabled })}>
<div className={'sz'}>{m.grp == 'bh' ? m.name.charAt(0) : slot.maxClass}</div> <div className={'sz'}>{m.grp == 'bh' ? m.name.charAt(0) : slot.maxClass}</div>
<div> <div>
<div className={'l'}>{classRating} {translate(m.name || m.grp)}{m.mods && Object.keys(m.mods).length > 0 ? <span className='r' onMouseOver={termtip.bind(null, modTT)} onMouseOut={tooltip.bind(null, null)}><Modified /></span> : null }</div> <div className={'l'}>{classRating} {m.getInfo() ? translate(m.ukName) : translate(m.name || m.grp)}{m.mods && Object.keys(m.mods).length > 0 ? <span className='r' onMouseOver={termtip.bind(null, modTT)} onMouseOut={tooltip.bind(null, null)}><Modified /></span> : null }</div>
<div className={'r'}>{formats.round(mass)}{units.T}</div> <div className={'r'}>{formats.round(mass)}{units.T}</div>
<div/> <div/>
<div className={'cb'}> <div className={'cb'}>
{ m.getMinMass() ? <div className='l'>{translate('minimum mass')}: {formats.int(m.getMinMass())}{units.T}</div> : null } { m.getMinMass() ? <div className='l'>{translate('minmass')}: {formats.int(m.getMinMass())}{units.T}</div> : null }
{ m.getOptMass() ? <div className='l'>{translate('optimal mass')}: {formats.int(m.getOptMass())}{units.T}</div> : null } { m.getOptMass() ? <div className='l'>{translate('optmass')}: {formats.int(m.getOptMass())}{units.T}</div> : null }
{ m.getMaxMass() ? <div className='l'>{translate('max mass')}: {formats.int(m.getMaxMass())}{units.T}</div> : null } { m.getMaxMass() ? <div className='l'>{translate('maxmass')}: {formats.int(m.getMaxMass())}{units.T}</div> : null }
{ m.getOptMul() ? <div className='l'>{translate('optimal multiplier')}: {formats.rPct(m.getOptMul())}</div> : null } { m.getOptMul() ? <div className='l'>{translate('optmul')}: {formats.rPct(m.getOptMul())}</div> : null }
{ m.getRange() ? <div className='l'>{translate('range', m.grp)}: {formats.f2(m.getRange())}{units.km}</div> : null } { m.getRange() ? <div className='l'>{translate('range', m.grp)}: {formats.f2(m.getRange())}{units.km}</div> : null }
{ m.time ? <div className='l'>{translate('time')}: {formats.time(m.time)}</div> : null } { m.time ? <div className='l'>{translate('time')}: {formats.time(m.time)}</div> : null }
{ m.getThermalEfficiency() ? <div className='l'>{translate('efficiency')}: {formats.f2(m.getThermalEfficiency())}</div> : null } { m.getThermalEfficiency() ? <div className='l'>{translate('efficiency')}: {formats.f2(m.getThermalEfficiency())}</div> : null }
@@ -144,7 +149,8 @@ export default class StandardSlot extends TranslatedComponent {
{ showModuleResistances && m.getKineticResistance() ? <div className='l'>{translate('kinres')}: {formats.pct(m.getKineticResistance())}</div> : null } { showModuleResistances && m.getKineticResistance() ? <div className='l'>{translate('kinres')}: {formats.pct(m.getKineticResistance())}</div> : null }
{ showModuleResistances && m.getThermalResistance() ? <div className='l'>{translate('thermres')}: {formats.pct(m.getThermalResistance())}</div> : null } { showModuleResistances && m.getThermalResistance() ? <div className='l'>{translate('thermres')}: {formats.pct(m.getThermalResistance())}</div> : null }
{ m.getIntegrity() ? <div className='l'>{translate('integrity')}: {formats.int(m.getIntegrity())}</div> : null } { m.getIntegrity() ? <div className='l'>{translate('integrity')}: {formats.int(m.getIntegrity())}</div> : null }
{ validMods.length > 0 ? <div className='r' tabIndex="0" ref={ modButton => this.modButton = modButton }><button tabIndex="-1" onClick={this._toggleModifications.bind(this)} onContextMenu={stopCtxPropagation} onMouseOver={termtip.bind(null, 'modifications')} onMouseOut={tooltip.bind(null, null)}><ListModifications /></button></div> : null } { m.getInfo() ? <div className='l'>{translate(m.getInfo())}</div> : null }
{ m.getInfo() ? <div className='r'></div> : validMods.length > 0 ? <div className='r' tabIndex="0" ref={ modButton => this.modButton = modButton }><button tabIndex="-1" onClick={this._toggleModifications.bind(this)} onContextMenu={stopCtxPropagation} onMouseOver={termtip.bind(null, 'modifications')} onMouseOut={tooltip.bind(null, null)}><ListModifications /></button></div> : null }
</div> </div>
</div> </div>
</div> </div>

View File

@@ -209,7 +209,7 @@ export default class StandardSlotSection extends SlotSection {
selected={currentMenu == st[4]} selected={currentMenu == st[4]}
onChange={this.props.onChange} onChange={this.props.onChange}
ship={ship} ship={ship}
warning={m => m instanceof Module ? m.getEnginesCapacity() <= ship.boostEnergy : m.engcap <= ship.boostEnergy} warning={m => m instanceof Module ? m.getEnginesCapacity() < ship.boostEnergy : m.engcap < ship.boostEnergy}
/>; />;
slots[6] = <StandardSlot slots[6] = <StandardSlot

View File

@@ -1,80 +1,80 @@
import TranslatedComponent from './TranslatedComponent'; import TranslatedComponent from './TranslatedComponent';
import React, { PropTypes } from 'react'; import React, { PropTypes } from 'react';
import ContainerDimensions from 'react-container-dimensions'; import ContainerDimensions from 'react-container-dimensions';
import { BarChart, Bar, XAxis, YAxis, LabelList } from 'recharts'; import { BarChart, Bar, XAxis, YAxis, LabelList } from 'recharts';
const CORIOLIS_COLOURS = ['#FF8C0D', '#1FB0FF', '#71A052', '#D5D54D']; const CORIOLIS_COLOURS = ['#FF8C0D', '#1FB0FF', '#71A052', '#D5D54D'];
const LABEL_COLOUR = '#000000'; const LABEL_COLOUR = '#000000';
const AXIS_COLOUR = '#C06400'; const AXIS_COLOUR = '#C06400';
const ASPECT = 1; const ASPECT = 1;
const merge = function(one, two) { const merge = function(one, two) {
return Object.assign({}, one, two); return Object.assign({}, one, two);
}; };
/** /**
* A vertical bar chart * A vertical bar chart
*/ */
export default class VerticalBarChart extends TranslatedComponent { export default class VerticalBarChart extends TranslatedComponent {
static propTypes = { static propTypes = {
data : PropTypes.array.isRequired, data : PropTypes.array.isRequired,
yMax : PropTypes.number yMax : PropTypes.number
}; };
/** /**
* Constructor * Constructor
* @param {Object} props React Component properties * @param {Object} props React Component properties
* @param {Object} context React Component context * @param {Object} context React Component context
*/ */
constructor(props, context) { constructor(props, context) {
super(props); super(props);
this._termtip = this._termtip.bind(this); this._termtip = this._termtip.bind(this);
} }
/** /**
* Render the bar chart * Render the bar chart
* @returns {Object} the markup * @returns {Object} the markup
*/ */
render() { render() {
const { tooltip, termtip } = this.context; const { tooltip, termtip } = this.context;
// Calculate maximum for Y // Calculate maximum for Y
let dataMax = Math.max(...this.props.data.map(d => d.value)); let dataMax = Math.max(...this.props.data.map(d => d.value));
if (dataMax == -Infinity) dataMax = 0; if (dataMax == -Infinity) dataMax = 0;
let yMax = this.props.yMax ? Math.round(this.props.yMax) : 0; let yMax = this.props.yMax ? Math.round(this.props.yMax) : 0;
const localMax = Math.max(dataMax, yMax); const localMax = Math.max(dataMax, yMax);
return ( return (
<ContainerDimensions> <ContainerDimensions>
{ ({ width }) => ( { ({ width }) => (
<div width='100%'> <div width='100%'>
<BarChart width={width} height={width * ASPECT} data={this.props.data} margin={{ top: 5, right: 5, left: 5, bottom: 5 }}> <BarChart width={width} height={width * ASPECT} data={this.props.data} margin={{ top: 5, right: 5, left: 5, bottom: 5 }}>
<XAxis interval={0} fontSize='0.8em' stroke={AXIS_COLOUR} dataKey='label' /> <XAxis interval={0} fontSize='0.8em' stroke={AXIS_COLOUR} dataKey='label' />
<YAxis interval={'preserveStart'} tickCount={11} fontSize='0.8em' stroke={AXIS_COLOUR} type='number' domain={[0, localMax]}/> <YAxis interval={'preserveStart'} tickCount={11} fontSize='0.8em' stroke={AXIS_COLOUR} type='number' domain={[0, localMax]}/>
<Bar dataKey='value' fill={CORIOLIS_COLOURS[0]} isAnimationActive={false} onMouseOver={this._termtip} onMouseOut={tooltip.bind(null, null)}> <Bar dataKey='value' fill={CORIOLIS_COLOURS[0]} isAnimationActive={false} onMouseOver={this._termtip} onMouseOut={tooltip.bind(null, null)}>
<LabelList dataKey='value' position='insideTop'/> <LabelList dataKey='value' position='insideTop'/>
</Bar> </Bar>
</BarChart> </BarChart>
</div> </div>
)} )}
</ContainerDimensions> </ContainerDimensions>
); );
} }
/** /**
* Generate a term tip * Generate a term tip
* @param {Object} d the data * @param {Object} d the data
* @param {number} i the index * @param {number} i the index
* @param {Object} e the event * @param {Object} e the event
* @returns {Object} termtip markup * @returns {Object} termtip markup
*/ */
_termtip(d, i, e) { _termtip(d, i, e) {
if (this.props.data[i].tooltip) { if (this.props.data[i].tooltip) {
return this.context.termtip(this.props.data[i].tooltip, e); return this.context.termtip(this.props.data[i].tooltip, e);
} else { } else {
return null; return null;
} }
} }
} }

View File

@@ -1,16 +1,16 @@
export const formats = { export const formats = {
decimal: ',', decimal: ',',
thousands: '.', thousands: '.',
grouping: [3], grouping: [3],
currency: ['', ' €'], currency: ['', ' €'],
dateTime: '%A, der %e. %B %Y, %X', dateTime: '%A, der %e. %B %Y, %X',
date: '%d.%m.%Y', date: '%d.%m.%Y',
time: '%H:%M:%S', time: '%H:%M:%S',
periods: ['AM', 'PM'], // unused periods: ['AM', 'PM'], // unused
days: ['Sonntag', 'Montag', 'Dienstag', 'Mittwoch', 'Donnerstag', 'Freitag', 'Samstag'], days: ['Sonntag', 'Montag', 'Dienstag', 'Mittwoch', 'Donnerstag', 'Freitag', 'Samstag'],
shortDays: ['So', 'Mo', 'Di', 'Mi', 'Do', 'Fr', 'Sa'], shortDays: ['So', 'Mo', 'Di', 'Mi', 'Do', 'Fr', 'Sa'],
months: ['Januar', 'Februar', 'März', 'April', 'Mai', 'Juni', 'Juli', 'August', 'September', 'Oktober', 'November', 'Dezember'], months: ['Januar', 'Februar', 'März', 'April', 'Mai', 'Juni', 'Juli', 'August', 'September', 'Oktober', 'November', 'Dezember'],
shortMonths: ['Jan', 'Feb', 'Mrz', 'Apr', 'Mai', 'Jun', 'Jul', 'Aug', 'Sep', 'Okt', 'Nov', 'Dez'] shortMonths: ['Jan', 'Feb', 'Mrz', 'Apr', 'Mai', 'Jun', 'Jul', 'Aug', 'Sep', 'Okt', 'Nov', 'Dez']
}; };
export { default as terms } from './de.json'; export { default as terms } from './de.json';

View File

@@ -26,6 +26,9 @@
"PHRASE_NO_SPECIAL": "No experimental effect", "PHRASE_NO_SPECIAL": "No experimental effect",
"PHRASE_SHOPPING_LIST": "Stations that sell this build", "PHRASE_SHOPPING_LIST": "Stations that sell this build",
"PHRASE_SHOPPING_MATS": "Materials needed for this build", "PHRASE_SHOPPING_MATS": "Materials needed for this build",
"PHRASE_DIFFERENT_ROLLS": "Material requirements will differ, based on the number of rolls per grade, per module.",
"PHRASE_FOR_FINER_CONTROL": "For finer control over rolls per grade/module, a more accurate list of required mats and help in finding those mats, please consider using the export options below to ED Odyssey Materials Helper, or ED Engineer, or use the Crafting Lists feature on inara.cz.",
"PHRASE_ALL_MODULES_ALL_ROLLS": "The list below, assumes standard to G5 Engineered (approx 80% - 90%) with the rolls above, for ALL engineered modules in the build. You can adjust the number of rolls above for each grade, however it will still apply to all engineered modules in the build.",
"PHRASE_REFIT_SHOPPING_LIST": "Stations that sell required modules", "PHRASE_REFIT_SHOPPING_LIST": "Stations that sell required modules",
"PHRASE_TOTAL_EFFECTIVE_SHIELD": "Total amount of damage that can be taken from each damage type, if using all shield cells", "PHRASE_TOTAL_EFFECTIVE_SHIELD": "Total amount of damage that can be taken from each damage type, if using all shield cells",
"PHRASE_TIME_TO_LOSE_SHIELDS": "Shields will hold for", "PHRASE_TIME_TO_LOSE_SHIELDS": "Shields will hold for",
@@ -63,15 +66,17 @@
"TT_SUMMARY_SPEED": "With full fuel tank and 4 pips to ENG", "TT_SUMMARY_SPEED": "With full fuel tank and 4 pips to ENG",
"TT_SUMMARY_SPEED_NONFUNCTIONAL": "Thrusters powered off or over maximum mass with full fuel and cargo loads", "TT_SUMMARY_SPEED_NONFUNCTIONAL": "Thrusters powered off or over maximum mass with full fuel and cargo loads",
"TT_SUMMARY_BOOST": "With full fuel tank and 4 pips to ENG", "TT_SUMMARY_BOOST": "With full fuel tank and 4 pips to ENG",
"TT_SUMMARY_BOOST_INTERVAL": "Time between each boost with 4 pips to ENG", "TT_SUMMARY_SHIP_BOOST_INTERVAL": "Time each boost lasts on this ship",
"TT_SUMMARY_BOOST_INTERVAL": "Time between boosts with 4 pips to ENG",
"TT_SUMMARY_BOOST_INTERVALS": "If DISTRO is less than or equal to SHIP, the ship can boost continuously",
"TT_SUMMARY_BOOST_NONFUNCTIONAL": "Power distributor not able to supply enough power to boost", "TT_SUMMARY_BOOST_NONFUNCTIONAL": "Power distributor not able to supply enough power to boost",
"TT_SUMMARY_SHIELDS": "Raw shield strength, including boosters", "TT_SUMMARY_SHIELDS": "Raw shield strength, including boosters",
"TT_SUMMARY_SHIELDS_SCB": "Raw shield strength, including boosters and SCBs", "TT_SUMMARY_SHIELDS_SCB": "Raw shield strength, including boosters and SCBs",
"TT_SUMMARY_SHIELDS_NONFUNCTIONAL": "No shield generator or shield generator powered off", "TT_SUMMARY_SHIELDS_NONFUNCTIONAL": "No shield generator or shield generator powered off",
"TT_SUMMARY_INTEGRITY": "Ship integrity, including bulkheads and hull reinforcement packages", "TT_SUMMARY_INTEGRITY": "Ship integrity, including bulkheads and hull reinforcement packages",
"TT_SUMMARY_HULL_MASS": "Mass of the hull prior to any modules being installed", "TT_SUMMARY_HULL_MASS": "Mass of the hull prior to any modules being installed",
"TT_SUMMARY_UNLADEN_MASS": "Mass of the hull and modules prior to any fuel or cargo", "TT_SUMMARY_UNLADEN_MASS": "Mass of the hull and modules prior to any cargo or passengers",
"TT_SUMMARY_LADEN_MASS": "Mass of the hull and modules with full fuel and cargo", "TT_SUMMARY_LADEN_MASS": "Mass of the hull and modules with full fuel, cargo, passengers, etc.",
"TT_SUMMARY_DPS": "Damage per second with all weapons firing", "TT_SUMMARY_DPS": "Damage per second with all weapons firing",
"TT_SUMMARY_EPS": "WEP capacitor consumed per second with all weapons firing", "TT_SUMMARY_EPS": "WEP capacitor consumed per second with all weapons firing",
"TT_SUMMARY_TTD": "Time to drain WEP capacitor with all weapons firing and 4 pips to WEP", "TT_SUMMARY_TTD": "Time to drain WEP capacitor with all weapons firing and 4 pips to WEP",
@@ -81,8 +86,10 @@
"TT_SUMMARY_UNLADEN_TOTAL_JUMP": "Farthest possible range with no cargo, a full fuel tank, and jumping as far as possible each time", "TT_SUMMARY_UNLADEN_TOTAL_JUMP": "Farthest possible range with no cargo, a full fuel tank, and jumping as far as possible each time",
"TT_SUMMARY_LADEN_TOTAL_JUMP": "Farthest possible range with full cargo, a full fuel tank, and jumping as far as possible each time", "TT_SUMMARY_LADEN_TOTAL_JUMP": "Farthest possible range with full cargo, a full fuel tank, and jumping as far as possible each time",
"HELP_MODIFICATIONS_MENU": "Click on a number to enter a new value, or drag along the bar for small changes", "HELP_MODIFICATIONS_MENU": "Click on a number to enter a new value, or drag along the bar for small changes",
"PHRASE_FAIL_EDENGINEER": "Failed to send to EDEngineer (Launch EDEngineer and make sure the API is started then refresh the page.)", "PHRASE_ENSURE_EDOMH": "Ensure ED Odyssey Material Helper is installed and registered to handle edomh:// urls, else this button will do nothing!",
"PHRASE_FIREFOX_EDENGINEER": "Sending to EDEngineer is not compatible with Firefox's security settings. Please try again with Chrome.", "PHRASE_FIREFOX_EDENGINEER": "Sending to EDEngineer is not compatible with Firefox's security settings. Please try again with Chrome.",
"PHRASE_FAILED_TO_FIND_EDENGINEER": "Failed to find ED Engineer API. Please ensure it is running and try again.",
"MISSING_MODULES": "Missing Modules",
"am": "Auto Field-Maintenance Unit", "am": "Auto Field-Maintenance Unit",
"bh": "Bulkheads", "bh": "Bulkheads",
"bl": "Beam Laser", "bl": "Beam Laser",
@@ -109,12 +116,15 @@
"kw": "Kill Warrant Scanner", "kw": "Kill Warrant Scanner",
"ls": "Life Support", "ls": "Life Support",
"mc": "Multi-cannon", "mc": "Multi-cannon",
"mh": "Missing Weapon/Utility",
"mm": "Missing Module",
"advmc": "Multi-cannon (Advanced)", "advmc": "Multi-cannon (Advanced)",
"axmc": "AX Multi-cannon", "axmc": "AX Multi-cannon",
"axmce": "AX Multi-cannon (Enhanced)", "axmce": "AX Multi-cannon (Enhanced)",
"ml": "Mining Laser", "ml": "Mining Laser",
"mlc": "Multi Limpet Controller", "mlc": "Multi Limpet Controller",
"mr": "Missile Rack", "mr": "Missile Rack",
"amr": "Missile Rack (Advanced)",
"axmr": "AX Missile Rack", "axmr": "AX Missile Rack",
"axmre": "AX Missile Rack (Enhanced)", "axmre": "AX Missile Rack (Enhanced)",
"ews": "Experimental Weapon Stabilizer", "ews": "Experimental Weapon Stabilizer",
@@ -216,6 +226,7 @@
"boost interval": "Boost interval", "boost interval": "Boost interval",
"total": "Total", "total": "Total",
"ammo": "Ammunition maximum", "ammo": "Ammunition maximum",
"info": "Info",
"boot": "Boot time", "boot": "Boot time",
"hacktime": "Hack time", "hacktime": "Hack time",
"brokenregen": "Broken regeneration rate", "brokenregen": "Broken regeneration rate",
@@ -265,8 +276,10 @@
"thermres": "Thermal resistance", "thermres": "Thermal resistance",
"wepcap": "Weapons capacity", "wepcap": "Weapons capacity",
"weprate": "Weapons recharge rate", "weprate": "Weapons recharge rate",
"minmass": "Minimum mass",
"minmass_sg": "Minimum hull mass", "minmass_sg": "Minimum hull mass",
"optmass_sg": "Optimal hull mass", "optmass_sg": "Optimal hull mass",
"maxmass": "Maximum mass",
"maxmass_sg": "Maximum hull mass", "maxmass_sg": "Maximum hull mass",
"minmul_sg": "Minimum strength", "minmul_sg": "Minimum strength",
"optmul_sg": "Optimal strength", "optmul_sg": "Optimal strength",

View File

@@ -1,16 +1,16 @@
export const formats = { export const formats = {
decimal: '.', decimal: '.',
thousands: ',', thousands: ',',
grouping: [3], grouping: [3],
currency: ['₩', ''], currency: ['₩', ''],
dateTime: '%a %b %e %X %Y', dateTime: '%a %b %e %X %Y',
date: '%Y/%m/%d', date: '%Y/%m/%d',
time: '%H:%M:%S', time: '%H:%M:%S',
periods: ['오전', '오후'], periods: ['오전', '오후'],
days: ['일요일', '월요일', '화요일', '수요일', '목요일', '금요일', '토요일'], days: ['일요일', '월요일', '화요일', '수요일', '목요일', '금요일', '토요일'],
shortDays: ['일', '월', '화', '수', '목', '금', '토'], shortDays: ['일', '월', '화', '수', '목', '금', '토'],
months: ['1월', '2월', '3월', '4월', '5월', '6월', '7월', '8월', '9월', '10월', '11월', '12월'], months: ['1월', '2월', '3월', '4월', '5월', '6월', '7월', '8월', '9월', '10월', '11월', '12월'],
shortMonths: ['1월', '2월', '3월', '4월', '5월', '6월', '7월', '8월', '9월', '10월', '11월', '12월'] shortMonths: ['1월', '2월', '3월', '4월', '5월', '6월', '7월', '8월', '9월', '10월', '11월', '12월']
}; };
export { default as terms } from './ko.json'; export { default as terms } from './ko.json';

View File

@@ -537,11 +537,15 @@
"kw": "Scanner de Registro Criminal", "kw": "Scanner de Registro Criminal",
"ls": "Suporte de Vida", "ls": "Suporte de Vida",
"mc": "Canhão de Repetição", "mc": "Canhão de Repetição",
"advmc": "Canhão de Repetição Avançado",
"axmc": "Canhão de Repetição AX", "axmc": "Canhão de Repetição AX",
"axmce": "Canhão de Repetição AX Melhorado",
"axmr": "Estante de Mísseis AX",
"axmre": "Estante de Mísseis AX Melhorado",
"ntp": "Pilone de Torpedo de Nanite",
"ml": "Laser de Mineração", "ml": "Laser de Mineração",
"mr": "Estante de Mísseis", "mr": "Estante de Mísseis",
"axmr": "Estante de Mísseis AX", "Advanced Missile Rack": "Estante de Mísseis Avançado",
"Advanced Missile Rack": "Estante de Mísseis Av.",
"mrp": "Pacote de Reforço de Módulo", "mrp": "Pacote de Reforço de Módulo",
"nl": "Lança Minas", "nl": "Lança Minas",
"shock mine launcher": "Lança Minas de Impacto", "shock mine launcher": "Lança Minas de Impacto",
@@ -616,6 +620,19 @@
"Operations Multi Limpet Controller": "Controlador de Drones Operacionais", "Operations Multi Limpet Controller": "Controlador de Drones Operacionais",
"Rescue Multi Limpet Controller": "Controlador de Drones de Resgate", "Rescue Multi Limpet Controller": "Controlador de Drones de Resgate",
"Xeno Multi Limpet Controller": "Controlador de Drones Xeno", "Xeno Multi Limpet Controller": "Controlador de Drones Xeno",
"mm": "Módulo Desconhecido",
"mh": "Encaixe Desconhecido",
"Unrecognised Module": "Módulo Desconhecido",
"Unrecognised Utility": "Utilidade Desconhecida",
"Unrecognised Weapon": "Arma Desconhecida",
"Unrecognised Power Plant": "Gerador de Energia Desconhecido",
"Unrecognised Thrusters": "Propulsores Desconhecido",
"Unrecognised Frame Shift Drive": "Motor de Distorção de Fase Desconhecido",
"Unrecognised Life Support": "Suporte de Vida Desconhecido",
"Unrecognised Power Distributor": "Distribuidor de Energia Desconhecido",
"Unrecognised Sensors": "Sensores Desconhecido",
"Unrecognised Fuel Tank": "Tanque de Combustível Desconhecido",
"Not in Coriolis yet. Check GitHub issues. Add Issue if needed.": "Não adicionado ao Coriolis. Verifique Issues existentes ou adicione um no GitHub.",
"Lightweight": "Leve", "Lightweight": "Leve",
"Heavy duty": "Pesado", "Heavy duty": "Pesado",

View File

@@ -33,24 +33,27 @@ export default class AboutPage extends Page {
</h1> </h1>
<p> <p>
This is a clone of the Coriolis project, whose original author is This is now the only active version of the Coriolis project. The original author has handed over the maintenance of the project to the {' '}
currently unable to maintain it. This clone is maintained by the{' '}
<a href="http://edcd.github.io/">EDCD community</a>. <a href="http://edcd.github.io/">EDCD community</a>.
</p> </p>
<h3>Expectations</h3>
<p> <p>
To recover your builds, go to{' '} Although every attempt is made to update the data as soon as possible, following the release of new modules and ships, there may be a delay, of up-to a few days, before the data is available. Wherever possible, the current maintainers aim to keep this delay to a minimum. Please be aware that the project maintainers are volunteers and have real lives to attend to, so please be patient. If you would like to help with the maintenance of the project, please see the link to the EDCD Discord Server below, where you can get involved.
<a href="https://coriolis.io/" target="_blank">
https://coriolis.io/
</a>
, backup your builds (Settings / Backup), copy the text, return here
and import (Settings / Import).
</p> </p>
<p> <p>
The Coriolis project was inspired by{' '} There are, some missing modules from the time where the project was essentially not being maintained. These modules are gradually being added to the Coriolis database as and when the maintainers have the time to do so.
<a href="http://www.edshipyard.com/" target="_blank"> </p>
E:D Shipyard <p>
</a>{' '} Please check the {' '} <a href="https://github.com/EDCD/coriolis/issues/" target="_blank" >Github Issues List</a> for any specific modules you cannot find and see if there is an open request for them. If not, please feel free to open a new issue, however, please note that there is an existing issue open for the addition of pre-engineered modules, so please do not open a new issue for these.
and, of course,{' '} </p>
<h3>Donations</h3>
<p>
If you would like to donate to the project, in order to help with the costs of hosting and maintainence, please see the link to the {' '}
<a href="https://github.com/Brighter-Applications/coriolis" target="_blank">Current Maintainers version of the Git Repository</a> and use the 'Sponsor' button at the top of the page.
</p>
<h3>History</h3>
<p>
The Coriolis project was inspired by 'E:D Shipyard' (Now Defunct) and, of course,{' '}
<a href="http://www.elitedangerous.com" target="_blank"> <a href="http://www.elitedangerous.com" target="_blank">
Elite Dangerous Elite Dangerous
</a> </a>

View File

@@ -33,7 +33,7 @@ export default class ErrorDetails extends React.Component {
<div style={{ marginTop: '2em' }}> <div style={{ marginTop: '2em' }}>
<div><span className='warning'>Browser:</span> {window.navigator.userAgent}</div> <div><span className='warning'>Browser:</span> {window.navigator.userAgent}</div>
<div><span className='warning'>Path:</span> {this.context.route.canonicalPath}</div> <div><span className='warning'>Path:</span> {this.context.route.canonicalPath}</div>
<div><span className='warning'>Error:</span> {error.type || 'Unknown'}</div> <div><span className='warning'>Error:</span> {ed["error"] || 'Unknown'}</div>
<div className='warning'>Details:</div> <div className='warning'>Details:</div>
<div><pre>{typeof ed == 'object' ? Object.keys(ed).map((e) => `${e}: ${ed[e]}\n`) : ed}</pre></div> <div><pre>{typeof ed == 'object' ? Object.keys(ed).map((e) => `${e}: ${ed[e]}\n`) : ed}</pre></div>
</div> </div>
@@ -42,15 +42,67 @@ export default class ErrorDetails extends React.Component {
const importerror = ed && ed.scriptUrl && ed.scriptUrl.indexOf('/import') != -1; const importerror = ed && ed.scriptUrl && ed.scriptUrl.indexOf('/import') != -1;
return <div className='error'> if (ed['error'].match(/URL Length/i)) {
<h1>Jameson, we have a problem..</h1> return <div className='error'>
<h1><small>{error.message}</small></h1> <h1>Jameson, we have a problem..</h1>
<br/> <h1><small>{error.message}</small></h1>
{importerror ? <div>If you are attempting to import a ship from EDDI or EDMC and are seeing a 'Z_BUF_ERROR' it means that the URL has not been provided correctly. This is a common problem when using Microsoft Internet Explorer or Microsoft Edge, and you should use another browser instead.</div> : null } It looks as though you've encountered a URL Length issue for your browser.
<br/>
<div>Please note that this site uses Google Analytics to track performance and usage. If you are blocking cookies, for example using Ghostery, please disable blocking for this site and try again.</div> <br /><br />
<br/>
{content} This is a known issue with Internet Explorer and Edge, as well as Google Chrome, all of which only support 2083 characters and your URL is:
</div>;
<br /><br />
{ed["error"]} characters.
<br /><br />
Please try using another browser first, before reporting an issue, such as Firefox which supports 65,536 characters or Safari, which supports 80,000 characters.
<br /><br />
Don't copy the URL from Explorer, Edge or Chrome, as they will have truncated it and the data string will be incorrect. You'll need to change your default browser settings, so that when you click the link, it opens in the browser you want to use.
<br /><br />
If you're already using Firefox, which supports up to 65,536 characters or Safari, which supports up to 80,000 characters, please see the data output below.
<br/><br />
<h3>Data Output</h3>
{content}
</div>;
}
else {
return <div className='error'>
<h1>Jameson, we have a problem..</h1>
<h1><small>{error.message}</small></h1>
Import Error handling has been improved, but still isn't perfect.
<br /><br />
If you're seeing this page, we may have failed to handle the errors in your import correctly. Please check the common import failures list and then the data output below, specifically the 'scriptUrl:' section if it's there and then if you feel confident enough, please check the github issues page linked below and see if there is a similar issue already logged. If not, please create a new issue with the data below. If you're not confident, please ask for help on the Coriolis Channel of the EDCD Discord server.
<br /><br />
<h3>Common Import Failures</h3>
<ul>
<li>
Previously, most failures were a result of missing modules in Coriolis, although this is rarer now since the import system was improved. If you're using a module in game and you know it isn't in Coriolis, this could be the problem, please check the data output section below.
</li>
<li>
Incorrect import strings generated by third party apps do still occur, please check the data output below and if the import was from something like EDMC, please check you're using the latest version.
</li>
<li>
You've hit a 'maximum URL Length' for your browser. This is a known issue with Internet Explorer and Edge, as well as Google Chrome, all of which only support 2083 characters. Please try using another browser first, before reporting an issue, such as Firefox which supports 65,536 characters or Safari, which supports 80,000 characters. Don't copy the URL from Explorer, Edge or Chrome, as they will have truncated it and the data string will be incorrect. You'll need to change your default browser settings, so that when you click the link, it opens in the browser you want to use.
</li>
<li>
{importerror ? <div>If you are attempting to import a ship from EDDI or EDMC and are seeing a 'Z_BUF_ERROR' it means that the URL has not been understood correctly by the browser. This is a common problem when using Microsoft Internet Explorer or Microsoft Edge, and you should use another browser instead.</div> : null }
</li>
</ul>
<br/>
<div>Please note that this site uses Google Analytics to track performance and usage. If you are blocking cookies, for example using Ghostery, please disable blocking for this site and try again.</div>
<br/>
<h3>Data Output</h3>
{content}
</div>;
}
} }
} }

View File

@@ -700,7 +700,9 @@ export default class OutfittingPage extends Page {
* Generates the shopping list * Generates the shopping list
*/ */
_genShoppingList() { _genShoppingList() {
this.context.showModal(<ModalShoppingList ship={this.state.ship} />); this.context.showModal(<ModalShoppingList
ship={this.state.ship}
buildName={this.state.buildName} />);
} }
/** /**

View File

@@ -25,7 +25,6 @@ export const ModuleGroupToName = {
pd: 'Power Distributor', pd: 'Power Distributor',
s: 'Sensors', s: 'Sensors',
ft: 'Fuel Tank', ft: 'Fuel Tank',
pas: 'Planetary Approach Suite',
// Internal // Internal
fs: 'Fuel Scoop', fs: 'Fuel Scoop',
@@ -60,6 +59,7 @@ export const ModuleGroupToName = {
sua: 'Supercruise Assist', sua: 'Supercruise Assist',
mlc: "Multi Limpet Controller", mlc: "Multi Limpet Controller",
rpl: "Repair Limpet Controller", rpl: "Repair Limpet Controller",
pas: 'Planetary Approach Suite',
// Hard Points // Hard Points
bl: 'Beam Laser', bl: 'Beam Laser',
@@ -77,11 +77,15 @@ export const ModuleGroupToName = {
nl: 'Mine Launcher', nl: 'Mine Launcher',
ml: 'Mining Laser', ml: 'Mining Laser',
mr: 'Missile Rack', mr: 'Missile Rack',
amr: 'Missile Rack (Advanced)',
axmr: 'AX Missile Rack', axmr: 'AX Missile Rack',
axmre: 'AX Missile Rack (Enhanced)',
pa: 'Plasma Accelerator', pa: 'Plasma Accelerator',
po: 'Point Defence', po: 'Point Defence',
mc: 'Multi-cannon', mc: 'Multi-cannon',
advmc: 'Multi-cannon (Advanced)',
axmc: 'AX Multi-cannon', axmc: 'AX Multi-cannon',
axmce: 'AX Multi-cannon (Enhanced)',
pl: 'Pulse Laser', pl: 'Pulse Laser',
rg: 'Rail Gun', rg: 'Rail Gun',
sb: 'Shield Booster', sb: 'Shield Booster',

View File

@@ -439,6 +439,15 @@ export default class Module {
return this.get('integrity', modified); return this.get('integrity', modified);
} }
/**
* Get the info of this module
* @param {Boolean} [modified=false] Whether to take modifications into account
* @return {String} the info of this module
*/
getInfo(modified = false) {
return (modified && this.getModValue('info')) || this.info;
}
/** /**
* Get the mass of this module * Get the mass of this module
* @param {Boolean} [modified=true] Whether to take modifications into account * @param {Boolean} [modified=true] Whether to take modifications into account
@@ -918,8 +927,9 @@ export default class Module {
const burst = this.get('burst', modified) || 1; const burst = this.get('burst', modified) || 1;
const burstRoF = this.get('burstrof', modified) || 1; const burstRoF = this.get('burstrof', modified) || 1;
const intRoF = this.get('rof', modified); const intRoF = this.get('rof', modified);
const charge = this.get('charge', modified) || 0;
return burst / (((burst - 1) / burstRoF) + 1 / intRoF); return burst / (((burst - 1) / burstRoF) + 1 / intRoF + charge);
} }
/** /**

View File

@@ -140,7 +140,7 @@ export default class Ship {
*/ */
canBoost(cargo, fuel) { canBoost(cargo, fuel) {
return this.canThrust(cargo, fuel) && // Thrusters operational return this.canThrust(cargo, fuel) && // Thrusters operational
this.standard[4].m.getEnginesCapacity() > this.boostEnergy; // PD capacitor is sufficient for boost this.standard[4].m.getEnginesCapacity() >= this.boostEnergy; // PD capacitor is sufficient for boost
} }
/** /**
@@ -1210,12 +1210,11 @@ export default class Ship {
.value(); .value();
// Update global stats // Update global stats
this.unladenMass = unladenMass; this.unladenMass = unladenMass + fuelCapacity;
this.cargoCapacity = cargoCapacity; this.cargoCapacity = cargoCapacity;
this.fuelCapacity = fuelCapacity; this.fuelCapacity = fuelCapacity;
this.passengerCapacity = passengerCapacity; this.passengerCapacity = passengerCapacity;
this.ladenMass = unladenMass + fuelCapacity + cargoCapacity; this.ladenMass = unladenMass + fuelCapacity + cargoCapacity;
return this; return this;
} }

View File

@@ -108,9 +108,9 @@ export class Persist extends EventEmitter {
this.matsPerGrade = matsPerGrade || { this.matsPerGrade = matsPerGrade || {
1: 2, 1: 2,
2: 2, 2: 2,
3: 4, 3: 3,
4: 4, 4: 4,
5: 10 5: 5
}; };
this.cmdrName = cmdrName || { selected: '', cmdrs: [] }; this.cmdrName = cmdrName || { selected: '', cmdrs: [] };
this.tooltipsEnabled = tips === null ? true : tips; this.tooltipsEnabled = tips === null ? true : tips;

View File

@@ -1,435 +1,458 @@
import React from 'react'; import React from 'react';
import { Modifications } from 'coriolis-data/dist'; import { Modifications } from 'coriolis-data/dist';
import { STATS_FORMATTING } from '../shipyard/StatsFormatting'; import { STATS_FORMATTING } from '../shipyard/StatsFormatting';
/** /**
* Generate a tooltip with details of a blueprint's specials * Generate a tooltip with details of a blueprint's specials
* @param {Object} translate The translate object * @param {Object} translate The translate object
* @param {Object} blueprint The blueprint at the required grade * @param {Object} blueprint The blueprint at the required grade
* @param {string} grp The group of the module * @param {string} grp The group of the module
* @param {Object} m The module to compare with * @param {Object} m The module to compare with
* @param {string} specialName The name of the special * @param {string} specialName The name of the special
* @returns {Object} The react components * @returns {Object} The react components
*/ */
export function specialToolTip(translate, blueprint, grp, m, specialName) { export function specialToolTip(translate, blueprint, grp, m, specialName) {
const effects = []; const description = [];
if (!blueprint || !blueprint.features) { const effects = [];
return undefined; if (!blueprint || !blueprint.features) {
} return undefined;
if (m) { }
// We also add in any benefits from specials that aren't covered above if (m) {
if (m.blueprint) { // We also add in any benefits from specials that aren't covered above
for (const feature in Modifications.modifierActions[specialName]) { if (m.blueprint) {
// if (!blueprint.features[feature] && !m.mods.feature) { if (specialName) {
const featureDef = Modifications.modifications[feature]; if (Modifications.specials[specialName].description) {
if (featureDef && !featureDef.hidden) { description.push(
let symbol = ''; <div className={'success'} style={{ maxWidth: 350, padding: 5, marginBottom: 10 }}>
if (feature === 'jitter') { {Modifications.specials[specialName].description}
symbol = '°'; </div>
} else if (featureDef.type === 'percentage') { );
symbol = '%'; }
} }
let current = m.getModValue(feature) - m.getModValue(feature, true); for (const feature in Modifications.modifierActions[specialName]) {
if (featureDef.type === 'percentage') { // if (!blueprint.features[feature] && !m.mods.feature) {
current = Math.round(current / 10) / 10; const featureDef = Modifications.modifications[feature];
} else if (featureDef.type === 'numeric') { if (featureDef && !featureDef.hidden) {
current /= 100; let symbol = '';
} if (feature === 'jitter') {
const currentIsBeneficial = isValueBeneficial(feature, current); symbol = '°';
} else if (featureDef.type === 'percentage') {
effects.push( symbol = '%';
<tr key={feature + '_specialTT'}> }
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td> let current = m.getModValue(feature) - m.getModValue(feature, true);
<td>&nbsp;</td> if (featureDef.type === 'percentage') {
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} current = Math.round(current / 10) / 10;
style={{ textAlign: 'right' }}>{current}{symbol}</td> } else if (featureDef.type === 'numeric') {
<td>&nbsp;</td> current /= 100;
</tr> }
); const currentIsBeneficial = isValueBeneficial(feature, current);
}
} effects.push(
} <tr key={feature + '_specialTT'}>
} <td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
<td>&nbsp;</td>
return ( <td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'}
<div> style={{ textAlign: 'right' }}>{current}{symbol}</td>
<table width='100%'> <td>&nbsp;</td>
<tbody> </tr>
{effects} );
</tbody> }
</table> }
</div> }
); }
}
return (
/** <div>
* Generate a tooltip with details of a blueprint's effects {description}
* @param {Object} translate The translate object <table width='100%'>
* @param {Object} blueprint The blueprint at the required grade <tbody>
* @param {Array} engineers The engineers supplying this blueprint {effects}
* @param {string} grp The group of the module </tbody>
* @param {Object} m The module to compare with </table>
* @returns {Object} The react components </div>
*/ );
export function blueprintTooltip(translate, blueprint, engineers, grp, m) { }
const effects = [];
if (!blueprint || !blueprint.features) { /**
return undefined; * Generate a tooltip with details of a blueprint's effects
} * @param {Object} translate The translate object
for (const feature in blueprint.features) { * @param {Object} blueprint The blueprint at the required grade
const featureIsBeneficial = isBeneficial(feature, blueprint.features[feature]); * @param {Array} engineers The engineers supplying this blueprint
const featureDef = Modifications.modifications[feature]; * @param {string} grp The group of the module
if (!featureDef.hidden) { * @param {Object} m The module to compare with
let symbol = ''; * @returns {Object} The react components
if (feature === 'jitter') { */
symbol = '°'; export function blueprintTooltip(translate, blueprint, engineers, grp, m) {
} else if (featureDef.type === 'percentage') { const effects = [];
symbol = '%'; if (!blueprint || !blueprint.features) {
} return undefined;
let lowerBound = blueprint.features[feature][0]; }
let upperBound = blueprint.features[feature][1]; for (const feature in blueprint.features) {
if (featureDef.type === 'percentage') { const featureIsBeneficial = isBeneficial(feature, blueprint.features[feature]);
lowerBound = Math.round(lowerBound * 1000) / 10; const featureDef = Modifications.modifications[feature];
upperBound = Math.round(upperBound * 1000) / 10; if (!featureDef.hidden) {
} let symbol = '';
const lowerIsBeneficial = isValueBeneficial(feature, lowerBound); if (feature === 'jitter') {
const upperIsBeneficial = isValueBeneficial(feature, upperBound); symbol = '°';
if (m) { } else if (featureDef.type === 'percentage') {
// We have a module - add in the current value symbol = '%';
let current = m.getModValue(feature); }
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') { let lowerBound = blueprint.features[feature][0];
current = Math.round(current / 10) / 10; let upperBound = blueprint.features[feature][1];
} else if (featureDef.type === 'numeric') { if (featureDef.type === 'percentage') {
current /= 100; lowerBound = Math.round(lowerBound * 1000) / 10;
} upperBound = Math.round(upperBound * 1000) / 10;
const currentIsBeneficial = isValueBeneficial(feature, current); }
effects.push( const lowerIsBeneficial = isValueBeneficial(feature, lowerBound);
<tr key={feature}> const upperIsBeneficial = isValueBeneficial(feature, upperBound);
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td> if (m) {
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td> // We have a module - add in the current value
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td> let current = m.getModValue(feature);
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td> if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
</tr> current = Math.round(current / 10) / 10;
); } else if (featureDef.type === 'numeric') {
} else { current /= 100;
// We do not have a module, no value }
effects.push( const currentIsBeneficial = isValueBeneficial(feature, current);
<tr key={feature}> effects.push(
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td> <tr key={feature}>
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td> <td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td> <td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
</tr> <td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
); <td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
} </tr>
} );
} } else {
if (m) { // We do not have a module, no value
// Because we have a module add in any benefits that aren't part of the primary blueprint effects.push(
for (const feature in m.mods) { <tr key={feature}>
if (!blueprint.features[feature]) { <td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
const featureDef = Modifications.modifications[feature]; <td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
if (featureDef && !featureDef.hidden) { <td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
let symbol = ''; </tr>
if (feature === 'jitter') { );
symbol = '°'; }
} else if (featureDef.type === 'percentage') { }
symbol = '%'; }
} if (m) {
let current = m.getModValue(feature); // Because we have a module add in any benefits that aren't part of the primary blueprint
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') { for (const feature in m.mods) {
current = Math.round(current / 10) / 10; if (!blueprint.features[feature]) {
} else if (featureDef.type === 'numeric') { const featureDef = Modifications.modifications[feature];
current /= 100; if (featureDef && !featureDef.hidden) {
} let symbol = '';
const currentIsBeneficial = isValueBeneficial(feature, current); if (feature === 'jitter') {
effects.push( symbol = '°';
<tr key={feature}> } else if (featureDef.type === 'percentage') {
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td> symbol = '%';
<td>&nbsp;</td> }
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td> let current = m.getModValue(feature);
<td>&nbsp;</td> if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
</tr> current = Math.round(current / 10) / 10;
); } else if (featureDef.type === 'numeric') {
} current /= 100;
} }
} const currentIsBeneficial = isValueBeneficial(feature, current);
effects.push(
// We also add in any benefits from specials that aren't covered above <tr key={feature}>
if (m.blueprint && m.blueprint.special) { <td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
for (const feature in Modifications.modifierActions[m.blueprint.special.edname]) { <td>&nbsp;</td>
if (!blueprint.features[feature] && !m.mods.feature) { <td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
const featureDef = Modifications.modifications[feature]; <td>&nbsp;</td>
if (featureDef && !featureDef.hidden) { </tr>
let symbol = ''; );
if (feature === 'jitter') { }
symbol = '°'; }
} else if (featureDef.type === 'percentage') { }
symbol = '%';
} // We also add in any benefits from specials that aren't covered above
let current = m.getModValue(feature); if (m.blueprint && m.blueprint.special) {
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') { for (const feature in Modifications.modifierActions[m.blueprint.special.edname]) {
current = Math.round(current / 10) / 10; if (!blueprint.features[feature] && !m.mods.feature) {
} else if (featureDef.type === 'numeric') { const featureDef = Modifications.modifications[feature];
current /= 100; if (featureDef && !featureDef.hidden) {
} let symbol = '';
const currentIsBeneficial = isValueBeneficial(feature, current); if (feature === 'jitter') {
effects.push( symbol = '°';
<tr key={feature}> } else if (featureDef.type === 'percentage') {
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td> symbol = '%';
<td>&nbsp;</td> }
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td> let current = m.getModValue(feature);
<td>&nbsp;</td> if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
</tr> current = Math.round(current / 10) / 10;
); } else if (featureDef.type === 'numeric') {
} current /= 100;
} }
} const currentIsBeneficial = isValueBeneficial(feature, current);
} effects.push(
} <tr key={feature}>
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
let components; <td>&nbsp;</td>
if (!m) { <td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
components = []; <td>&nbsp;</td>
for (const component in blueprint.components) { </tr>
components.push( );
<tr key={component}> }
<td style={{ textAlign: 'left' }}>{translate(component)}</td> }
<td style={{ textAlign: 'right' }}>{blueprint.components[component]}</td> }
</tr> }
); }
}
} let components;
if (!m) {
let engineersList; components = [];
if (engineers) { for (const component in blueprint.components) {
engineersList = []; components.push(
for (const engineer of engineers) { <tr key={component}>
engineersList.push( <td style={{ textAlign: 'left' }}>{translate(component)}</td>
<tr key={engineer}> <td style={{ textAlign: 'right' }}>{blueprint.components[component]}</td>
<td style={{ textAlign: 'left' }}>{engineer}</td> </tr>
</tr> );
); }
} }
}
let engineersList;
return ( if (engineers) {
<div> engineersList = [];
<table width='100%'> for (const engineer of engineers) {
<thead> engineersList.push(
<tr> <tr key={engineer}>
<td>{translate('feature')}</td> <td style={{ textAlign: 'left' }}>{engineer}</td>
<td>{translate('worst')}</td> </tr>
{m ? <td>{translate('current')}</td> : null } );
<td>{translate('best')}</td> }
</tr> }
</thead>
<tbody> return (
{effects} <div>
</tbody> <table width='100%'>
</table> <thead>
{ components ? <table width='100%'> <tr>
<thead> <td>{translate('feature')}</td>
<tr> <td>{translate('worst')}</td>
<td>{translate('component')}</td> {m ? <td>{translate('current')}</td> : null }
<td>{translate('amount')}</td> <td>{translate('best')}</td>
</tr> </tr>
</thead> </thead>
<tbody> <tbody>
{components} {effects}
</tbody> </tbody>
</table> : null } </table>
{ engineersList ? <table width='100%'> { components ? <table width='100%'>
<thead> <thead>
<tr> <tr>
<td>{translate('engineers')}</td> <td>{translate('component')}</td>
</tr> <td>{translate('amount')}</td>
</thead> </tr>
<tbody> </thead>
{engineersList} <tbody>
</tbody> {components}
</table> : null } </tbody>
</div> </table> : null }
); { engineersList ? <table width='100%'>
} <thead>
<tr>
/** <td>{translate('engineers')}</td>
* Is this blueprint feature beneficial? </tr>
* @param {string} feature The name of the feature </thead>
* @param {array} values The value of the feature <tbody>
* @returns {boolean} True if this feature is beneficial {engineersList}
*/ </tbody>
export function isBeneficial(feature, values) { </table> : null }
const fact = (values[0] < 0 || (values[0] === 0 && values[1] < 0)); </div>
if (Modifications.modifications[feature].higherbetter) { );
return !fact; }
} else {
return fact; /**
} * Is this blueprint feature beneficial?
} * @param {string} feature The name of the feature
* @param {array} values The value of the feature
/** * @returns {boolean} True if this feature is beneficial
* Is this feature value beneficial? */
* @param {string} feature The name of the feature export function isBeneficial(feature, values) {
* @param {number} value The value of the feature const fact = (values[0] < 0 || (values[0] === 0 && values[1] < 0));
* @returns {boolean} True if this value is beneficial if (Modifications.modifications[feature].higherbetter) {
*/ return !fact;
export function isValueBeneficial(feature, value) { } else {
if (Modifications.modifications[feature].higherbetter) { return fact;
return value > 0; }
} else { }
return value < 0;
} /**
} * Is this feature value beneficial?
* @param {string} feature The name of the feature
/** * @param {number} value The value of the feature
* Is the change as shown beneficial? * @returns {boolean} True if this value is beneficial
* @param {string} feature The name of the feature */
* @param {number} value The value of the feature as percentage change export function isValueBeneficial(feature, value) {
* @returns True if the value is beneficial if (Modifications.modifications[feature].higherbetter) {
*/ return value > 0;
export function isChangeValueBeneficial(feature, value) { } else {
let changeHigherBetter = STATS_FORMATTING[feature].higherbetter; return value < 0;
if (changeHigherBetter === undefined) { }
return isValueBeneficial(feature, value); }
}
/**
if (changeHigherBetter) { * Is the change as shown beneficial?
return value > 0; * @param {string} feature The name of the feature
} else { * @param {number} value The value of the feature as percentage change
return value < 0; * @returns True if the value is beneficial
} */
} export function isChangeValueBeneficial(feature, value) {
let changeHigherBetter = STATS_FORMATTING[feature].higherbetter;
/** if (changeHigherBetter === undefined) {
* Get a blueprint with a given name and an optional module return isValueBeneficial(feature, value);
* @param {string} name The name of the blueprint }
* @param {Object} module The module for which to obtain this blueprint
* @returns {Object} The matching blueprint if (changeHigherBetter) {
*/ return value > 0;
export function getBlueprint(name, module) { } else {
// Start with a copy of the blueprint return value < 0;
const findMod = val => Object.keys(Modifications.blueprints).find(elem => elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_|persecond)/igm, '')) >= 0); }
const found = Modifications.blueprints[findMod(name)]; }
if (!found || !found.fdname) {
return {}; /**
} * Get a blueprint with a given name and an optional module
const blueprint = JSON.parse(JSON.stringify(found)); * @param {string} name The name of the blueprint
return blueprint; * @param {Object} module The module for which to obtain this blueprint
} * @returns {Object} The matching blueprint
*/
/** export function getBlueprint(name, module) {
* Provide 'percent' primary modifications // Special case for multi-cannons. Conflicting 'Weapon_Overcharged' Blueprints exist due to FD's naming conventions. If this blueprint is for a multi-cannon, we need to use the correct blueprint.
* @param {Object} ship The ship for which to perform the modifications if (name === 'weapon_overcharged') {
* @param {Object} m The module for which to perform the modifications if (module.symbol.match(/MultiCannon/i)) {
* @param {Number} percent The percent to set values to of full. name = 'mc_overcharged';
*/ }
export function setPercent(ship, m, percent) { }
ship.clearModifications(m); else if (name === 'Weapon_Overcharged') {
// Pick given value as multiplier if (module.symbol.match(/MultiCannon/i)) {
const mult = percent / 100; name = 'MC_Overcharged';
setQualityCB(m.blueprint, mult, (featureName, value) => ship.setModification(m, featureName, value)); }
} }
// Start with a copy of the blueprint
/** const findMod = val => Object.keys(Modifications.blueprints).find(elem => elem.toString().toLowerCase().search(val.toString().toLowerCase().replace(/(OutfittingFieldType_|persecond)/igm, '')) >= 0);
* Sets the blueprint quality and fires a callback for each property affected. const found = Modifications.blueprints[findMod(name)];
* @param {Object} blueprint The ship for which to perform the modifications if (!found || !found.fdname) {
* @param {Number} quality The quality to apply - float number 0 to 1. console.error('Blueprint not found:', name);
* @param {Function} cb The Callback to run for each property. Function (featureName, value) return {};
*/ }
export function setQualityCB(blueprint, quality, cb) { const blueprint = JSON.parse(JSON.stringify(found));
// Pick given value as multiplier return blueprint;
const features = blueprint.grades[blueprint.grade].features; }
for (const featureName in features) {
let value; /**
if (Modifications.modifications[featureName].higherbetter) { * Provide 'percent' primary modifications
// Higher is better, but is this making it better or worse? * @param {Object} ship The ship for which to perform the modifications
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) { * @param {Object} m The module for which to perform the modifications
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * quality); * @param {Number} percent The percent to set values to of full.
} else { */
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * quality); export function setPercent(ship, m, percent) {
} ship.clearModifications(m);
} else { // Pick given value as multiplier
// Higher is worse, but is this making it better or worse? const mult = percent / 100;
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) { setQualityCB(m.blueprint, mult, (featureName, value) => ship.setModification(m, featureName, value));
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * quality); }
} else {
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * quality); /**
} * Sets the blueprint quality and fires a callback for each property affected.
} * @param {Object} blueprint The ship for which to perform the modifications
* @param {Number} quality The quality to apply - float number 0 to 1.
if (Modifications.modifications[featureName].type == 'percentage') { * @param {Function} cb The Callback to run for each property. Function (featureName, value)
value = value * 10000; */
} else if (Modifications.modifications[featureName].type == 'numeric') { export function setQualityCB(blueprint, quality, cb) {
value = value * 100; // Pick given value as multiplier
} const features = blueprint.grades[blueprint.grade].features;
for (const featureName in features) {
cb(featureName, value); let value;
} if (Modifications.modifications[featureName].higherbetter) {
} // Higher is better, but is this making it better or worse?
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
/** value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * quality);
* Provide 'random' primary modifications } else {
* @param {Object} ship The ship for which to perform the modifications value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * quality);
* @param {Object} m The module for which to perform the modifications }
*/ } else {
export function setRandom(ship, m) { // Higher is worse, but is this making it better or worse?
// Pick a single value for our randomness if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
setPercent(ship, m, Math.random() * 100); value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * quality);
} } else {
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * quality);
/** }
* Provide 'percent' primary query }
* @param {Object} m The module for which to perform the query
* @returns {Number} percent The percentage indicator of current applied values. if (Modifications.modifications[featureName].type == 'percentage') {
*/ value = value * 10000;
export function getPercent(m) { } else if (Modifications.modifications[featureName].type == 'numeric') {
let result = null; value = value * 100;
const features = m.blueprint.grades[m.blueprint.grade].features; }
for (const featureName in features) {
if (features[featureName][0] === features[featureName][1]) { cb(featureName, value);
continue; }
} }
let value = _getValue(m, featureName); /**
let mult; * Provide 'random' primary modifications
if (Modifications.modifications[featureName].higherbetter) { * @param {Object} ship The ship for which to perform the modifications
// Higher is better, but is this making it better or worse? * @param {Object} m The module for which to perform the modifications
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) { */
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100); export function setRandom(ship, m) {
} else { // Pick a single value for our randomness
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100); setPercent(ship, m, Math.random() * 100);
} }
} else {
// Higher is worse, but is this making it better or worse? /**
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) { * Provide 'percent' primary query
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100); * @param {Object} m The module for which to perform the query
} else { * @returns {Number} percent The percentage indicator of current applied values.
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100); */
} export function getPercent(m) {
} let result = null;
const features = m.blueprint.grades[m.blueprint.grade].features;
if (result && result != mult) { for (const featureName in features) {
return null; if (features[featureName][0] === features[featureName][1]) {
} else if (result != mult) { continue;
result = mult; }
}
} let value = _getValue(m, featureName);
let mult;
return result; if (Modifications.modifications[featureName].higherbetter) {
} // Higher is better, but is this making it better or worse?
if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
/** mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
* Query a feature value } else {
* @param {Object} m The module for which to perform the query mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
* @param {string} featureName The feature being queried }
* @returns {number} The value of the modification as a % } else {
*/ // Higher is worse, but is this making it better or worse?
function _getValue(m, featureName) { if (features[featureName][0] < 0 || (features[featureName][0] === 0 && features[featureName][1] < 0)) {
if (Modifications.modifications[featureName].type == 'percentage') { mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
return m.getModValue(featureName, true) / 10000; } else {
} else if (Modifications.modifications[featureName].type == 'numeric') { mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
return m.getModValue(featureName, true) / 100; }
} else { }
return m.getModValue(featureName, true);
} if (result && result != mult) {
} return null;
} else if (result != mult) {
result = mult;
}
}
return result;
}
/**
* Query a feature value
* @param {Object} m The module for which to perform the query
* @param {string} featureName The feature being queried
* @returns {number} The value of the modification as a %
*/
function _getValue(m, featureName) {
if (Modifications.modifications[featureName].type == 'percentage') {
return m.getModValue(featureName, true) / 10000;
} else if (Modifications.modifications[featureName].type == 'numeric') {
return m.getModValue(featureName, true) / 100;
} else {
return m.getModValue(featureName, true);
}
}

View File

@@ -14,6 +14,8 @@ export const SHIP_FD_NAME_TO_CORIOLIS_NAME = {
'BelugaLiner': 'beluga', 'BelugaLiner': 'beluga',
'CobraMkIII': 'cobra_mk_iii', 'CobraMkIII': 'cobra_mk_iii',
'CobraMkIV': 'cobra_mk_iv', 'CobraMkIV': 'cobra_mk_iv',
'CobraMkV': 'cobramkv',
'Corsair': 'imperial_corsair',
'Cutter': 'imperial_cutter', 'Cutter': 'imperial_cutter',
'DiamondBackXL': 'diamondback_explorer', 'DiamondBackXL': 'diamondback_explorer',
'DiamondBack': 'diamondback', 'DiamondBack': 'diamondback',
@@ -31,6 +33,7 @@ export const SHIP_FD_NAME_TO_CORIOLIS_NAME = {
'Independant_Trader': 'keelback', 'Independant_Trader': 'keelback',
'Krait_MkII': 'krait_mkii', 'Krait_MkII': 'krait_mkii',
'Mamba': 'mamba', 'Mamba': 'mamba',
'Mandalay': 'mandalay',
'Krait_Light': 'krait_phantom', 'Krait_Light': 'krait_phantom',
'Orca': 'orca', 'Orca': 'orca',
'Python': 'python', 'Python': 'python',
@@ -38,6 +41,7 @@ export const SHIP_FD_NAME_TO_CORIOLIS_NAME = {
'SideWinder': 'sidewinder', 'SideWinder': 'sidewinder',
'Type6': 'type_6_transporter', 'Type6': 'type_6_transporter',
'Type7': 'type_7_transport', 'Type7': 'type_7_transport',
'Type8': 'type_8_transport',
'Type9': 'type_9_heavy', 'Type9': 'type_9_heavy',
'Type9_Military': 'type_10_defender', 'Type9_Military': 'type_10_defender',
'TypeX': 'alliance_chieftain', 'TypeX': 'alliance_chieftain',

View File

@@ -6,6 +6,22 @@ import { Modules } from 'coriolis-data/dist';
import { Modifications } from 'coriolis-data/dist'; import { Modifications } from 'coriolis-data/dist';
import { getBlueprint, setQualityCB } from './BlueprintFunctions'; import { getBlueprint, setQualityCB } from './BlueprintFunctions';
/**
* Check if an imported module is valid
* @param {Object} module the module to check
* @param {Object} moduleType the type of module to check
* @return {boolean} true if the module is valid
*/
function _isValidImportedModule(module, moduleType) {
// First of all, has the _moduleFromFdName function returned 'null'?
if (!module){
return false
}
else {
return true
}
}
/** /**
* Obtain a module given its FD Name * Obtain a module given its FD Name
* @param {string} fdname the FD Name of the module * @param {string} fdname the FD Name of the module
@@ -98,49 +114,90 @@ export function shipFromLoadoutJSON(json) {
if (module.Engineering) _addModifications(ship.bulkheads.m, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect); if (module.Engineering) _addModifications(ship.bulkheads.m, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect);
break; break;
case 'powerplant': case 'powerplant':
const powerplant = _moduleFromFdName(module.Item); let powerplant = _moduleFromFdName(module.Item);
// Check the powerplant returned is valid
if (!_isValidImportedModule(powerplant, 'powerplant'))
{
powerplant = _moduleFromFdName('Int_Missing_Powerplant');
module.Engineering = null;
}
ship.use(ship.standard[0], powerplant, true); ship.use(ship.standard[0], powerplant, true);
ship.standard[0].enabled = module.On; ship.standard[0].enabled = module.On;
ship.standard[0].priority = module.Priority; ship.standard[0].priority = module.Priority;
if (module.Engineering) _addModifications(powerplant, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect); if (module.Engineering) _addModifications(powerplant, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect);
break; break;
case 'mainengines': case 'mainengines':
const thrusters = _moduleFromFdName(module.Item); let thrusters = _moduleFromFdName(module.Item);
// Check the thrusters returned is valid
if (!_isValidImportedModule(thrusters, 'thrusters'))
{
thrusters = _moduleFromFdName('Int_Missing_Engine');
module.Engineering = null;
}
ship.use(ship.standard[1], thrusters, true); ship.use(ship.standard[1], thrusters, true);
ship.standard[1].enabled = module.On; ship.standard[1].enabled = module.On;
ship.standard[1].priority = module.Priority; ship.standard[1].priority = module.Priority;
if (module.Engineering) _addModifications(thrusters, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect); if (module.Engineering) _addModifications(thrusters, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect);
break; break;
case 'frameshiftdrive': case 'frameshiftdrive':
const frameshiftdrive = _moduleFromFdName(module.Item); let frameshiftdrive = _moduleFromFdName(module.Item);
// Check the frameshiftdrive returned is valid
if (!_isValidImportedModule(frameshiftdrive, 'frameshiftdrive'))
{
frameshiftdrive = _moduleFromFdName('Int_Missing_Hyperdrive');
module.Engineering = null;
}
ship.use(ship.standard[2], frameshiftdrive, true); ship.use(ship.standard[2], frameshiftdrive, true);
ship.standard[2].enabled = module.On; ship.standard[2].enabled = module.On;
ship.standard[2].priority = module.Priority; ship.standard[2].priority = module.Priority;
if (module.Engineering) _addModifications(frameshiftdrive, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect); if (module.Engineering) _addModifications(frameshiftdrive, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect);
break; break;
case 'lifesupport': case 'lifesupport':
const lifesupport = _moduleFromFdName(module.Item); let lifesupport = _moduleFromFdName(module.Item);
// Check the lifesupport returned is valid
if (!_isValidImportedModule(lifesupport, 'lifesupport'))
{
lifesupport = _moduleFromFdName('Int_Missing_LifeSupport');
module.Engineering = null;
}
ship.use(ship.standard[3], lifesupport, true); ship.use(ship.standard[3], lifesupport, true);
ship.standard[3].enabled = module.On === true; ship.standard[3].enabled = module.On === true;
ship.standard[3].priority = module.Priority; ship.standard[3].priority = module.Priority;
if (module.Engineering) _addModifications(lifesupport, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect); if (module.Engineering) _addModifications(lifesupport, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect);
break; break;
case 'powerdistributor': case 'powerdistributor':
const powerdistributor = _moduleFromFdName(module.Item); let powerdistributor = _moduleFromFdName(module.Item);
// Check the powerdistributor returned is valid
if (!_isValidImportedModule(powerdistributor, 'powerdistributor'))
{
powerdistributor = _moduleFromFdName('Int_Missing_PowerDistributor');
module.Engineering = null;
}
ship.use(ship.standard[4], powerdistributor, true); ship.use(ship.standard[4], powerdistributor, true);
ship.standard[4].enabled = module.On; ship.standard[4].enabled = module.On;
ship.standard[4].priority = module.Priority; ship.standard[4].priority = module.Priority;
if (module.Engineering) _addModifications(powerdistributor, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect); if (module.Engineering) _addModifications(powerdistributor, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect);
break; break;
case 'radar': case 'radar':
const sensors = _moduleFromFdName(module.Item); let sensors = _moduleFromFdName(module.Item);
// Check the sensors returned is valid
if (!_isValidImportedModule(sensors, 'sensors'))
{
sensors = _moduleFromFdName('Int_Missing_Sensors');
module.Engineering = null;
}
ship.use(ship.standard[5], sensors, true); ship.use(ship.standard[5], sensors, true);
ship.standard[5].enabled = module.On; ship.standard[5].enabled = module.On;
ship.standard[5].priority = module.Priority; ship.standard[5].priority = module.Priority;
if (module.Engineering) _addModifications(sensors, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect); if (module.Engineering) _addModifications(sensors, module.Engineering.Modifiers, module.Engineering.Quality, module.Engineering.BlueprintName, module.Engineering.Level, module.Engineering.ExperimentalEffect);
break; break;
case 'fueltank': case 'fueltank':
const fueltank = _moduleFromFdName(module.Item); let fueltank = _moduleFromFdName(module.Item);
// Check the fueltank returned is valid
if (!_isValidImportedModule(fueltank, 'fueltank'))
{
fueltank = _moduleFromFdName('Int_Missing_FuelTank');
}
ship.use(ship.standard[6], fueltank, true); ship.use(ship.standard[6], fueltank, true);
ship.standard[6].enabled = true; ship.standard[6].enabled = true;
ship.standard[6].priority = 0; ship.standard[6].priority = 0;
@@ -170,10 +227,27 @@ export function shipFromLoadoutJSON(json) {
// This can happen with old imports that don't contain new hardpoints // This can happen with old imports that don't contain new hardpoints
} else { } else {
hardpoint = _moduleFromFdName(hardpointSlot.Item); hardpoint = _moduleFromFdName(hardpointSlot.Item);
ship.use(ship.hardpoints[hardpointArrayNum], hardpoint, true); // Check the hardpoint module returned is valid
ship.hardpoints[hardpointArrayNum].enabled = hardpointSlot.On; if (!_isValidImportedModule(hardpoint, 'hardpoint')){
ship.hardpoints[hardpointArrayNum].priority = hardpointSlot.Priority; // Check if it's a Utility or Hardpoint
modsToAdd.push({ coriolisMod: hardpoint, json: hardpointSlot }); if (hardpointSlot.Slot.toLowerCase().search(/tiny/))
{
// Use the missing_hardpoint module 'Missing Hardpoint' which will inform the user that the module is missing
hardpoint = _moduleFromFdName('Hpt_Missing_Hardpoint');
}
else {
// Use the missing_hardpoint module 'Missing Utility' which will inform the user that the module is missing
hardpoint = _moduleFromFdName('Hpt_Missing_Utility');
}
ship.use(ship.hardpoints[hardpointArrayNum], hardpoint, true);
ship.hardpoints[hardpointArrayNum].enabled = hardpointSlot.On;
ship.hardpoints[hardpointArrayNum].priority = hardpointSlot.Priority;
} else {
ship.use(ship.hardpoints[hardpointArrayNum], hardpoint, true);
ship.hardpoints[hardpointArrayNum].enabled = hardpointSlot.On;
ship.hardpoints[hardpointArrayNum].priority = hardpointSlot.Priority;
modsToAdd.push({ coriolisMod: hardpoint, json: hardpointSlot });
}
} }
hardpointArrayNum++; hardpointArrayNum++;
} }
@@ -187,13 +261,17 @@ export function shipFromLoadoutJSON(json) {
continue; continue;
} }
const isMilitary = isNaN(shipTemplate.slots.internal[i]) ? shipTemplate.slots.internal[i].name == 'Military' : false; const isMilitary = isNaN(shipTemplate.slots.internal[i]) ? shipTemplate.slots.internal[i].name == 'Military' : false;
const isPlanetary = isNaN(shipTemplate.slots.internal[i]) ? shipTemplate.slots.internal[i].name == 'PlanetaryApproachSuite' : false;
// The internal slot might be a standard or a military slot. Military slots have a different naming system // The internal slot might be a standard or a military slot, or a planetary slot. Military and Planetary slots have a different naming system
let internalSlot = null; let internalSlot = null;
if (isMilitary) { if (isMilitary) {
const internalName = 'Military0' + militarySlotNum; const internalName = 'Military0' + militarySlotNum;
internalSlot = json.Modules.find(elem => elem.Slot.toLowerCase() === internalName.toLowerCase()); internalSlot = json.Modules.find(elem => elem.Slot.toLowerCase() === internalName.toLowerCase());
militarySlotNum++; militarySlotNum++;
} else if (isPlanetary) {
const internalName = 'PlanetaryApproachSuite';
internalSlot = json.Modules.find(elem => elem.Slot.toLowerCase() === internalName.toLowerCase());
} else { } else {
// Slot numbers are not contiguous so handle skips. // Slot numbers are not contiguous so handle skips.
for (; internalSlot === null && internalSlotNum < 99; internalSlotNum++) { for (; internalSlot === null && internalSlotNum < 99; internalSlotNum++) {
@@ -212,11 +290,22 @@ export function shipFromLoadoutJSON(json) {
// This can happen with old imports that don't contain new slots // This can happen with old imports that don't contain new slots
} else { } else {
const internalJson = internalSlot; const internalJson = internalSlot;
const internal = _moduleFromFdName(internalJson.Item); let internal = _moduleFromFdName(internalJson.Item);
ship.use(ship.internal[i], internal, true); // Check the internal module returned is valid
ship.internal[i].enabled = internalJson.On === true; if (!_isValidImportedModule(internal, 'internal'))
ship.internal[i].priority = internalJson.Priority; {
modsToAdd.push({ coriolisMod: internal, json: internalSlot }); internal = _moduleFromFdName('Int_Missing_Module');
ship.use(ship.internal[i], internal, true);
ship.internal[i].enabled = internalJson.On === true;
ship.internal[i].priority = internalJson.Priority;
//throw 'Unknown internal module: "' + module.Item + '"';
}
else {
ship.use(ship.internal[i], internal, true);
ship.internal[i].enabled = internalJson.On === true;
ship.internal[i].priority = internalJson.Priority;
modsToAdd.push({ coriolisMod: internal, json: internalSlot });
}
} }
} }
@@ -260,6 +349,7 @@ function _addModifications(module, modifiers, quality, blueprint, grade, special
// Add the blueprint definition, grade and special // Add the blueprint definition, grade and special
if (blueprint) { if (blueprint) {
module.blueprint = getBlueprint(blueprint, module); module.blueprint = getBlueprint(blueprint, module);
if (grade) { if (grade) {
module.blueprint.grade = Number(grade); module.blueprint.grade = Number(grade);
} }

View File

@@ -183,4 +183,5 @@ footer {
.announcement { .announcement {
border: 1px @secondary solid; border: 1px @secondary solid;
padding: 10px; padding: 10px;
} margin: 5px;
}

View File

@@ -9,6 +9,12 @@
} }
} }
ul {
padding: 0;
margin: 0;
text-align: left;
}
pre { pre {
white-space: pre-wrap; white-space: pre-wrap;
white-space: -moz-pre-wrap; white-space: -moz-pre-wrap;

View File

@@ -41,24 +41,67 @@
h2 { h2 {
margin: 0; margin: 0;
} }
}
textarea { h4 {
background: @primary-bg; text-transform: uppercase;
border: none; font-family: @fStandard;
outline: none; font-weight: normal;
color: @primary-disabled; font-size: 1em;
margin: 1em;
&.json { color: @warning;
display:block;
width:100%;
min-height: 10em;
resize: vertical;
user-select: text;
margin:2em 0;
} }
}
.dismiss { p {
background-color: @primary-bg; margin: 1em;
} text-wrap: pretty;
}
button {
clear: bottom;
margin: 5px;
}
hr {
clear: both;
margin: 15px, 10px, 15px, 10px;
padding: top, 5;
}
select {
clear: bottom;
margin: 10px;
width: 50%;
}
label {
clear: bottom;
margin: 20px;
color: @primary;
}
.groll {
width: 6%;
margin: 5px;
text-align: center;
}
textarea {
background: @primary-bg;
border: none;
outline: none;
color: @primary-disabled;
&.json {
display:block;
width:100%;
min-height: 10em;
resize: vertical;
user-select: text;
margin:1em 0;
}
}
.dismiss {
background-color: @primary-bg;
}
}

View File

@@ -5,6 +5,7 @@ const path = require('path');
const CopyWebpackPlugin = require('copy-webpack-plugin'); const CopyWebpackPlugin = require('copy-webpack-plugin');
const MiniCssExtractPlugin = require('mini-css-extract-plugin'); const MiniCssExtractPlugin = require('mini-css-extract-plugin');
const { InjectManifest } = require('workbox-webpack-plugin'); const { InjectManifest } = require('workbox-webpack-plugin');
const { max } = require('lodash');
module.exports = merge(common, { module.exports = merge(common, {
// devtool: 'source-map', // devtool: 'source-map',
@@ -18,9 +19,9 @@ module.exports = merge(common, {
plugins: [ plugins: [
new CopyWebpackPlugin({ new CopyWebpackPlugin({
patterns: [ patterns: [
'src/.htaccess', 'src/.htaccess',
'src/iframe.html', 'src/iframe.html',
'src/xdLocalStoragePostMessageApi.min.js', 'src/xdLocalStoragePostMessageApi.min.js',
{ from: 'src/schemas', to: 'schemas' }, { from: 'src/schemas', to: 'schemas' },
{ {
from: 'src/images/logo/*', from: 'src/images/logo/*',
@@ -42,11 +43,11 @@ module.exports = merge(common, {
// overwrite: true, // overwrite: true,
// appVersion: `${pkgJson.version}-${buildDate.toISOString()}` // appVersion: `${pkgJson.version}-${buildDate.toISOString()}`
// }), // }),
new InjectManifest({ new InjectManifest({
swSrc: './src/sw.js', swSrc: './src/sw.js',
swDest: 'service-worker.js' swDest: 'service-worker.js'
}), }),
] ]
}); });