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20 Commits
develop ... dw2

Author SHA1 Message Date
William Blythe
9abb4f6d05 Merge branch 'develop' into dw2 2019-01-09 09:24:29 +11:00
willyb321
38038fcc32 fix a bug 2018-12-05 07:34:02 +11:00
William Blythe
9fa740f54e more work 2018-12-04 12:01:08 +11:00
William Blythe
d37d69c3a7 add some more guards on ships 2018-11-30 10:59:32 +11:00
William Blythe
78d8779641 add some guards on ships 2018-11-30 10:55:05 +11:00
Willyb321
352023f0fb Start work on roles 2018-11-30 09:08:26 +11:00
willyb321
3ea194d43e Merge branch 'develop' into dw2 2018-11-30 06:56:16 +11:00
willyb321
c6269192f0 mor edw2 2018-11-30 06:52:47 +11:00
willyb321
841e6c3348 More dw2 work, update roles etc 2018-11-30 06:37:09 +11:00
willyb321
0febc581d1 Merge branch 'develop' into dw2 2018-11-30 06:25:41 +11:00
Willyb321
dc6e398526 fighter hangar 2018-11-30 06:23:41 +11:00
Willyb321
cb24c1fc69 more dw2 work 2018-11-30 06:16:21 +11:00
William Blythe
90ad9de831 more dw2 2018-11-28 14:23:01 +11:00
William Blythe
9360b1d574 more dw2 work 2018-11-28 11:31:09 +11:00
William Blythe
08d2573d1f internals 2018-11-28 09:42:21 +11:00
Willyb321
427b9af7de up to shields 2018-11-28 08:25:05 +11:00
William Blythe
318d06d9f9 dw2 build work 2018-11-20 12:18:16 +11:00
William Blythe
1f3c3726f2 Merge branch 'dw2' of github.com:EDCD/coriolis into dw2 2018-11-20 09:29:08 +11:00
William
71beda3a6c Update docker-compose.yml 2018-11-20 08:36:16 +11:00
William
1d6644b531 Update docker-compose.yml 2018-11-20 08:34:53 +11:00
5 changed files with 1160 additions and 450 deletions

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@@ -43,6 +43,9 @@ services:
- "traefik.basic.port=80"
- "traefik.basic.protocol=http"
networks:
web:
external: true

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@@ -20,16 +20,28 @@ export default class StandardSlotSection extends SlotSection {
super(props, context, 'standard', 'core internal');
this._optimizeStandard = this._optimizeStandard.bind(this);
this._selectBulkhead = this._selectBulkhead.bind(this);
this._showDW2Menu = this._showDW2Menu.bind(this);
this._dw2 = this._dw2.bind(this);
this.selectedRefId = null;
this.firstRefId = 'maxjump';
this.lastRefId = 'racer';
this.lastRefId = 'dw2';
this.state = {
showDW2: false,
DW2Tier: -1,
DW2Eng: -1,
DW2Role: '',
DW2Gfsb: false,
DW2Gpp: false,
DW2Fighter: false
};
}
/**
* Handle focus if the component updates
* @param {Object} prevProps React Component properties
*/
componentDidUpdate(prevProps) {
this._handleSectionFocus(prevProps,this.firstRefId, this.lastRefId);
this._handleSectionFocus(prevProps, this.firstRefId, this.lastRefId);
}
/**
@@ -72,6 +84,114 @@ export default class StandardSlotSection extends SlotSection {
this._close();
}
/**
* DW2 Build
*/
_dw2() {
this.selectedRefId = 'dw2';
this.setState({ showDW2: false });
ShipRoles.dw2Build(this.props.ship, this.state.DW2Tier, this.state.DW2Eng, this.state.DW2Role, this.state.DW2Gfsb, this.state.DW2Gpp, this.state.DW2Fighter);
this.props.ship.updateModificationsString();
this.props.onChange();
this.props.onCargoChange(this.props.ship.cargoCapacity);
this.props.onFuelChange(this.props.ship.fuelCapacity);
this._close();
}
_showDW2Menu(translate) {
return (
<div className='select' onClick={(e) => e.stopPropagation()} onContextMenu={stopCtxPropagation}>
<div className='select-group cap'>{translate('Tier')}</div>
<ul id={'tier'}>
<li className={cn({ active: this.state.DW2Tier === 1 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 1 })} onKeyDown={this._keyDown}
>{translate('1 - Max. Jump Range, Unshielded')}</li>
<li className={cn({ active: this.state.DW2Tier === 2 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 2 })} onKeyDown={this._keyDown}
>{translate('2 - Max. Jump Range, Minimal Shields')}</li>
<li className={cn({ active: this.state.DW2Tier === 3 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 3 })} onKeyDown={this._keyDown}
>{translate('3 - Max. Jump Range, Optimal Shields')}</li>
<li className={cn({ active: this.state.DW2Tier === 4 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Tier: 4 })} onKeyDown={this._keyDown}
>{translate('4 - Max. Jump Range, Optimal Shields & Thrusters')}</li>
</ul>
<hr/>
<div className='select-group cap'>{translate('Engineering Level')}</div>
<ul id={'engLevel'}>
<li className={cn({ active: this.state.DW2Eng === 1 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Eng: 1 })} onKeyDown={this._keyDown}
>{translate('No engineering')}</li>
<li className={cn({ active: this.state.DW2Eng === 2 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Eng: 2 })} onKeyDown={this._keyDown}
>{translate('Only Felicity Farseer and Elvira Martuuk')}</li>
<li className={cn({ active: this.state.DW2Eng === 3 }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Eng: 3 })} onKeyDown={this._keyDown}
>{translate('All exploration engineers')}</li>
</ul>
<hr/>
<div className='select-group cap'>{translate('Role')}</div>
<ul id={'role'}>
<li className={cn({ active: this.state.DW2Role === 'exploration' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'exploration' })}
onKeyDown={this._keyDown}
>{translate('Space exploration')}</li>
<li className={cn({ active: this.state.DW2Role === 'surface' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'surface' })}
onKeyDown={this._keyDown}
>{translate('Surface exploration')}</li>
<li className={cn({ active: this.state.DW2Role === 'materialProspector' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'materialProspector' })}
onKeyDown={this._keyDown}
>{translate('Material prospector')}</li>
<li className={cn({ active: this.state.DW2Role === 'propectorMining' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'propectorMining' })}
onKeyDown={this._keyDown}
>{translate('Prospector/Sapper Miner')}</li>
<li className={cn({ active: this.state.DW2Role === 'bigRigMining' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'bigRigMining' })}
onKeyDown={this._keyDown}
>{translate('Big Rig, full mining')}</li>
<li className={cn({ active: this.state.DW2Role === 'fuelRat' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'fuelRat' })} onKeyDown={this._keyDown}
>{translate('Fuel Rat')}</li>
<li className={cn({ active: this.state.DW2Role === 'mechanic' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'mechanic' })} onKeyDown={this._keyDown}
>{translate('Mechanic')}</li>
<li className={cn({ active: this.state.DW2Role === 'trucker' }, 'lc')} tabIndex="0"
onClick={() => this.setState({ DW2Role: 'trucker' })} onKeyDown={this._keyDown}
>{translate('Trucker')}</li>
</ul>
<hr/>
<ul>
<li className={cn({ active: this.state.DW2Gfsb === true }, 'lc')}
onClick={() => this.setState({ DW2Gfsb: this.state.DW2Gfsb !== true })}>
Add Guardian FSD Booster
</li>
</ul>
<ul>
<li className={cn({ active: this.state.DW2Gpp === true }, 'lc')}
onClick={() => this.setState({ DW2Gpp: this.state.DW2Gpp !== true })}>
Add Guardian Power Plant
</li>
</ul>
<ul>
<li className={cn({ active: this.state.DW2Fighter === true }, 'lc')}
onClick={() => this.setState({ DW2Fighter: this.state.DW2Fighter !== true })}>
Add Fighter
</li>
</ul>
<hr/>
<ul>
<li onClick={this._dw2} className={cn('lc')} tabIndex="0"
onKeyDown={this._keyDown}>
<button className="button">Apply</button>
</li>
</ul>
</div>
);
}
/**
* Miner Build
* @param {Boolean} shielded True if shield generator should be included
@@ -177,7 +297,6 @@ export default class StandardSlotSection extends SlotSection {
warning={m => m instanceof Module ? m.getMaxMass() < (ship.unladenMass + cargo + fuel - st[1].m.mass + m.mass) : m.maxmass < (ship.unladenMass + cargo + fuel - st[1].m.mass + m.mass)}
/>;
slots[3] = <StandardSlot
key='fsd'
slot={st[2]}
@@ -232,7 +351,7 @@ export default class StandardSlotSection extends SlotSection {
selected={currentMenu == st[6]}
onChange={this.props.onChange}
ship={ship}
warning= {m => m.fuel < st[2].m.maxfuel} // Show warning when fuel tank is smaller than FSD Max Fuel
warning={m => m.fuel < st[2].m.maxfuel} // Show warning when fuel tank is smaller than FSD Max Fuel
/>;
return slots;
@@ -245,19 +364,34 @@ export default class StandardSlotSection extends SlotSection {
*/
_getSectionMenu(translate) {
let planetaryDisabled = this.props.ship.internal.length < 4;
if (this.state.showDW2 === true) {
return this._showDW2Menu(translate);
}
return <div className='select' onClick={(e) => e.stopPropagation()} onContextMenu={stopCtxPropagation}>
<ul>
<li className='lc' tabIndex="0" onClick={this._optimizeStandard} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['maxjump'] = smRef}>{translate('Maximize Jump Range')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeStandard} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['maxjump'] = smRef}>{translate('Maximize Jump Range')}</li>
</ul>
<div className='select-group cap'>{translate('roles')}</div>
<ul>
<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, false, 0)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['multipurpose'] = smRef}>{translate('Multi-purpose')}</li>
<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, true, 2)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['combat'] = smRef}>{translate('Combat')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeCargo.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['trader'] = smRef}>{translate('Trader')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeExplorer.bind(this, false)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['explorer'] = smRef}>{translate('Explorer')}</li>
<li className={cn('lc', { disabled: planetaryDisabled })} tabIndex={planetaryDisabled ? '' : '0'} onClick={!planetaryDisabled && this._optimizeExplorer.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['planetary'] = smRef}>{translate('Planetary Explorer')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeMiner.bind(this, true)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['miner'] = smRef}>{translate('Miner')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeRacer.bind(this)} onKeyDown={this._keyDown} ref={smRef => this.sectionRefArr['racer'] = smRef}>{translate('Racer')}</li>
<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, false, 0)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['multipurpose'] = smRef}>{translate('Multi-purpose')}</li>
<li className='lc' tabIndex="0" onClick={this._multiPurpose.bind(this, true, 2)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['combat'] = smRef}>{translate('Combat')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeCargo.bind(this, true)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['trader'] = smRef}>{translate('Trader')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeExplorer.bind(this, false)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['explorer'] = smRef}>{translate('Explorer')}</li>
<li className={cn('lc', { disabled: planetaryDisabled })} tabIndex={planetaryDisabled ? '' : '0'}
onClick={!planetaryDisabled && this._optimizeExplorer.bind(this, true)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['planetary'] = smRef}>{translate('Planetary Explorer')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeMiner.bind(this, true)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['miner'] = smRef}>{translate('Miner')}</li>
<li className='lc' tabIndex="0" onClick={this._optimizeRacer.bind(this)} onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['racer'] = smRef}>{translate('Racer')}</li>
<li className='lc' tabIndex="0" onClick={() => this.setState({ showDW2: !this.state.showDW2 })}
onKeyDown={this._keyDown}
ref={smRef => this.sectionRefArr['dw2'] = smRef}>{translate('DW2')}</li>
</ul>
</div>;
}

View File

@@ -164,13 +164,13 @@ export default class ModuleSet {
/**
* Finds the lightest usable Shield Generator
* @param {number} hullMass Ship hull mass
* @return {Object} Thruster
* @param {string} rating The optional rating of the shield
* @return {Object} Shield Generator
*/
lightestShieldGenerator(hullMass) {
lightestShieldGenerator(hullMass, rating) {
let sg = this.internal.sg[0];
for (let s of this.internal.sg) {
if (s.mass < sg.mass && s.maxmass > hullMass) {
if ((!rating || rating === s.rating) && s.mass <= sg.mass && s.maxmass > hullMass) {
sg = s;
}
}

View File

@@ -1,5 +1,7 @@
import * as ModuleUtils from './ModuleUtils';
import { Modifications } from 'coriolis-data/dist';
import { canMount } from '../utils/SlotFunctions';
import { getBlueprint, setPercent } from '../utils/BlueprintFunctions';
/**
* Standard / typical role for multi-purpose or combat (if shielded with better bulkheads)
@@ -14,7 +16,7 @@ export function multiPurpose(ship, shielded, bulkheadIndex) {
.useBulkhead(bulkheadIndex);
if (shielded) {
ship.internal.some(function(slot) {
ship.internal.some(function (slot) {
if (canMount(ship, slot, 'sg')) { // Assuming largest slot can hold an eligible shield
ship.use(slot, ModuleUtils.findInternal('sg', slot.maxClass, 'A'));
ship.setSlotEnabled(slot, true);
@@ -24,6 +26,577 @@ export function multiPurpose(ship, shielded, bulkheadIndex) {
}
}
/**
* Distant Worlds 2 role
* Tiers:
* 1- Max. Jump Range, Unshielded
* 2- Max. Jump Range, Minimal Shields
* 3- Max. Jump Range, Optimal Shields
* 4- Max. Jump Range, Optimal Shields & Thrusters
*
* Engineering level:
* No engineering
* Only Felicity Farseer and Elvira Martuuk
* All exploration related engineers
*
* Role
* Exploration
* Surface exploration
* Big Rig, full mining
* Saper / Prospector mining
* Fuel rat
* Repair rat
* Mechanic
* Trucker
*
* @param ship {Ship} Ship instance
* @param tier {Number}
* @param engineeringLevel {Number}
* @param role {String}
* @param gfsb {Boolean} add Guardian FSD Booster
* @param gpp {Boolean} add Guardian Power Plant
* @param fighter {Boolean} add fighter if supported
*/
export function dw2Build(ship, tier, engineeringLevel, role, gfsb, gpp, fighter) {
ship
.emptyInternal()
.emptyHardpoints()
.emptyUtility();
const fsd = ModuleUtils.findStandard('fsd', ship.standard[2].maxClass, 'A');
ship.use(ship.standard[2], fsd);
ship.use(ship.standard[3], ModuleUtils.findStandard('ls', ship.standard[3].maxClass, 'D'));
ship.use(ship.standard[4], ModuleUtils.findStandard('pd', 1, 'D'));
ship.use(ship.standard[5], ModuleUtils.findStandard('s', ship.standard[5].maxClass, 'D'));
const fuelNeeded = ship.standard[2].m.maxfuel * 2;
const fuelTank = ship.availCS.standard[6]
.filter(e => e.fuel)
.filter(e => e.fuel >= fuelNeeded);
ship.use(ship.standard[6], fuelTank[0]);
ship.useBulkhead(0, false);
if (engineeringLevel === 2) {
const bp = getBlueprint('FSD_LongRange', ship.standard[2]);
bp.grade = 5;
bp.special = Modifications.specials['special_fsd_heavy'];
ship.standard[2].m.blueprint = bp;
setPercent(ship, ship.standard[2].m, 100);
// Sensors G3 LW
const sBP = getBlueprint('Sensor_Sensor_LightWeight', ship.standard[5]);
sBP.grade = 3;
ship.standard[5].m.blueprint = sBP;
setPercent(ship, ship.standard[5].m, 100);
} else if (engineeringLevel === 3) {
// Armour G5 HD + Deep Plating
const armourBP = getBlueprint('Armour_HeavyDuty', ship.bulkheads);
armourBP.grade = 5;
armourBP.special = Modifications.specials['special_armour_chunky'];
ship.bulkheads.m.blueprint = armourBP;
setPercent(ship, ship.bulkheads.m, 100);
// FSD G5 IR + Mass Manager
const fsdBP = getBlueprint('FSD_LongRange', ship.standard[2]);
fsdBP.grade = 5;
fsdBP.special = Modifications.specials['special_fsd_heavy'];
ship.standard[2].m.blueprint = fsdBP;
setPercent(ship, ship.standard[2].m, 100);
// LS G4 LW
const lsBP = getBlueprint('LifeSupport_LightWeight', ship.standard[3]);
lsBP.grade = 4;
ship.standard[3].m.blueprint = lsBP;
setPercent(ship, ship.standard[3].m, 100);
// Sensors G5 LW
const sBP = getBlueprint('Sensor_Sensor_LightWeight', ship.standard[5]);
sBP.grade = 5;
ship.standard[5].m.blueprint = sBP;
setPercent(ship, ship.standard[5].m, 100);
}
if (ship.id === 'imperial_clipper') {
const fs = ModuleUtils.findInternal('fs', 4, 'A');
const slot = ship.internal.filter(a => a.maxClass === 4)[0];
ship.use(slot, fs);
} else if (ship.id === 'imperial_cutter') {
const fs = ModuleUtils.findInternal('fs', 6, 'A');
const slot = ship.internal.filter(a => a.maxClass === 6)[0];
ship.use(slot, fs);
} else if (fsd.class === 2 && fsd.rating === 'A') {
let fs = ModuleUtils.findInternal('fs', 2, 'A');
let slot = ship.internal.filter(a => a.maxClass >= 2).filter(a => a.maxClass >= fs.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (slot.m) {
fs = ModuleUtils.findInternal('fs', 1, 'A');
slot = ship.internal.filter(a => a.maxClass === 1)[0];
ship.use(slot, fs);
} else {
ship.use(slot, fs);
}
} else if (fsd.class === 3 && fsd.rating === 'A') {
let fs = ModuleUtils.findInternal('fs', 3, 'B');
let slot = ship.internal.filter(a => a.maxClass >= 3).filter(a => a.maxClass >= fs.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (slot.m) {
fs = ModuleUtils.findInternal('fs', 2, 'A');
slot = ship.internal.filter(a => a.maxClass === 2)[0];
ship.use(slot, fs);
} else {
ship.use(slot, fs);
}
} else if (fsd.class === 4 && fsd.rating === 'A') {
let fs = ModuleUtils.findInternal('fs', 4, 'b');
let slot = ship.internal.filter(a => a.maxClass >= 4).filter(a => a.maxClass >= fs.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (slot.m) {
fs = ModuleUtils.findInternal('fs', 3, 'A');
slot = ship.internal.filter(a => a.maxClass === 3)[0];
ship.use(slot, fs);
} else {
ship.use(slot, fs);
}
} else if (fsd.class === 5 && fsd.rating === 'A') {
let fs = ModuleUtils.findInternal('fs', 5, 'B');
let slot = ship.internal.filter(a => a.maxClass >= 5).filter(a => a.maxClass >= fs.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (slot.m) {
fs = ModuleUtils.findInternal('fs', 4, 'A');
slot = ship.internal.filter(a => a.maxClass === 4).filter(a => a.maxClass >= fs.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (fs) {
ship.use(slot, fs);
}
} else {
if (fs) {
ship.use(slot, fs);
}
}
} else if (fsd.class === 6 && fsd.rating === 'A') {
let fs = ModuleUtils.findInternal('fs', 6, 'B');
let slot = ship.internal.filter(a => a.maxClass >= 6)
.filter(a => a.maxClass >= fs.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (slot.m) {
fs = ModuleUtils.findInternal('fs', 5, 'A');
slot = ship.internal.filter(a => a.maxClass === 5)[0];
if (fs) {
ship.use(slot, fs);
}
} else {
if (fs) {
ship.use(slot, fs);
}
}
} else if (fsd.class === 7 && fsd.rating === 'A') {
let fs = ModuleUtils.findInternal('fs', 7, 'B');
let slot = ship.internal.filter(a => a.maxClass >= 7).filter(a => a.maxClass >= fs.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (slot && slot.m) {
fs = ModuleUtils.findInternal('fs', 6, 'A');
slot = ship.internal.filter(a => a.maxClass === 6)[0];
if (fs) {
ship.use(slot, fs);
}
} else {
if (fs) {
ship.use(slot, fs);
}
}
}
if (tier !== 1) {
const fuelNeeded = ship.standard[2].m.maxfuel * 3;
const fuelTank = ship.availCS.standard[6]
.filter(e => e.fuel)
.filter(e => e.fuel >= fuelNeeded);
if (fuelTank[0]) {
ship.use(ship.standard[6], fuelTank[0]);
}
}
if (tier === 2) {
if (ship.id === 'alliance_chieftain' || ship.id === 'alliance_crusader' || ship.id === 'federal_gunship' || ship.id === 'vulture') {
const hrp = ModuleUtils.findInternal('hrp', 3, 'D');
const slot = ship.internal.filter(e => e.eligible && e.maxClass === 3);
if (hrp) {
ship.use(slot, hrp);
}
} else {
const sg = ship.getAvailableModules().lightestShieldGenerator(ship.ladenMass);
const slot = ship.internal.filter(a => !a.m)
.filter(a => a.maxClass >= sg.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (sg) {
ship.use(slot, sg);
}
if (engineeringLevel === 2) {
// ELP G3
const shieldBP = getBlueprint('ShieldGenerator_Optimised', ship.findShieldGenerator());
shieldBP.grade = 3;
ship.findShieldGenerator().blueprint = shieldBP;
setPercent(ship, ship.findShieldGenerator(), 100);
} else if (engineeringLevel === 3) {
// ELP G5
const shieldBP = getBlueprint('ShieldGenerator_Optimised', ship.findShieldGenerator());
shieldBP.grade = 5;
ship.findShieldGenerator().blueprint = shieldBP;
setPercent(ship, ship.findShieldGenerator(), 100);
}
// const shieldOrder = [1, 2, 3, 4, 5, 6, 7, 8].reverse();
// const shieldInternals = ship.internal.filter(a => !a.m)
// .filter(a => (!a.eligible) || a.eligible.sg)
// .filter(a => a.maxClass >= sg.class)
// .sort((a, b) => shieldOrder.indexOf(a.maxClass) - shieldOrder.indexOf(b.maxClass));
// for (let i = 0; i < shieldInternals.length; i++) {
// if (canMount(ship, shieldInternals[i], 'sg')) {
// ship.use(shieldInternals[i], sg);
// break;
// }
// }
}
} else if (tier === 3 || tier === 4) {
const sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass, 'A');
const slot = ship.internal.filter(a => !a.m)
.filter(a => a.maxClass >= sg.class)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
if (sg) {
ship.use(slot, sg);
}
if (engineeringLevel === 1) {
// ELP G3
const shieldBP = getBlueprint('ShieldGenerator_Optimised', ship.findShieldGenerator());
shieldBP.grade = 3;
shieldBP.special = Modifications.specials['special_shield_lightweight'];
ship.findShieldGenerator().blueprint = shieldBP;
setPercent(ship, ship.findShieldGenerator(), 100);
} else if (engineeringLevel === 2) {
// ELP G5
const shieldBP = getBlueprint('ShieldGenerator_Optimised', ship.findShieldGenerator());
shieldBP.grade = 5;
shieldBP.special = Modifications.specials['special_shield_lightweight'];
ship.findShieldGenerator().blueprint = shieldBP;
setPercent(ship, ship.findShieldGenerator(), 100);
}
}
if (tier === 4) {
let t;
if (canMount(ship, ship.standard[1], 't', ship.standard[1].maxClass - 1)) {
t = ModuleUtils.findStandard('t', ship.standard[1].maxClass - 1, 'A');
} else {
t = ModuleUtils.findStandard('t', ship.standard[1].maxClass, 'A');
}
if (t) {
ship.use(ship.standard[1], t);
}
if (engineeringLevel === 1) {
// DD G3
const tBP = getBlueprint('Engine_Dirty', ship.standard[1]);
tBP.grade = 3;
tBP.special = Modifications.specials['special_engine_lightweight'];
ship.standard[1].m.blueprint = tBP;
setPercent(ship, ship.standard[1].m, 100);
} else if (engineeringLevel === 2) {
// DD G5
const tBP = getBlueprint('Engine_Dirty', ship.standard[1]);
tBP.grade = 5;
tBP.special = Modifications.specials['special_engine_lightweight'];
ship.standard[1].m.blueprint = tBP;
setPercent(ship, ship.standard[1].m, 100);
}
}
if (tier === 4 || tier === 3) {
if (engineeringLevel === 3) {
const pd = ship.availCS.standard[4]
.filter(d => d.rating === 'D')
.filter(d => (d.engcap * 1.728) >= ship.boostEnergy)
.sort((a, b) => a.class.toString().localeCompare(b.class.toString()))[0];
if (pd) {
ship.use(ship.standard[4], pd);
}
// CE G5
const pdBP = getBlueprint('PowerDistributor_HighFrequency', ship.standard[4]);
pdBP.grade = 5;
pdBP.special = Modifications.specials['special_powerdistributor_capacity'];
ship.standard[4].m.blueprint = pdBP;
setPercent(ship, ship.standard[4].m, 100);
} else {
const pd = ship.availCS.standard[4]
.filter(d => d.rating === 'D')
.sort((a, b) => a.engcap > b.engcap)
[0];
if (pd) {
ship.use(ship.standard[4], pd);
}
}
} else if (tier === 4) {
if (engineeringLevel === 3) {
const pd = ship.availCS.standard[4]
.filter(d => d.rating === 'D')
.sort((a, b) => b.class.toString().localeCompare(a.class.toString()))[0];
if (pd) {
ship.use(ship.standard[4], pd);
}
// CE G5
const pdBP = getBlueprint('PowerDistributor_HighFrequency', ship.standard[4]);
pdBP.grade = 5;
pdBP.special = Modifications.specials['special_powerdistributor_capacity'];
ship.standard[4].m.blueprint = pdBP;
setPercent(ship, ship.standard[4].m, 100);
} else {
const pd = ship.availCS.standard[4]
.filter(d => d.rating === 'D')
.sort((a, b) => b.class.toString().localeCompare(a.class.toString()))[0];
if (pd) {
ship.use(ship.standard[4], pd);
}
}
}
if (ship.fighterHangars && fighter) {
const slot = ship.internal.filter(s => s.maxClass >= 5 && !s.m)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))
[0];
const mod = ModuleUtils.findInternal('fh', 5, 'D');
if (slot && mod) {
ship.use(slot, mod);
}
}
if (tier === 1) {
const pd = ModuleUtils.findStandard('pd', 1, 'D');
if (pd) {
ship.use(ship.standard[4]);
}
}
let dssPriority = 0;
let srvPriority = 0;
let afmu = true;
let cargo = false;
let miningLaserPriority = 0;
let refinery = false;
let collector = false;
let prospector = false;
let miningTools = false;
let refuelLimpets = false;
let repairLimpets = false;
console.log(role);
if (role === 'exploration') {
dssPriority = 2;
afmu = true;
} else if (role === 'surface') {
dssPriority = 2;
srvPriority = 2;
} else if (role === 'materialProspector') {
miningLaserPriority = 2;
srvPriority = 1;
} else if (role === 'propectorMining') {
dssPriority = 1;
prospector = true;
miningLaserPriority = 1;
cargo = true;
miningTools = true;
} else if (role === 'bigRigMining') {
dssPriority = 1;
miningLaserPriority = 2;
cargo = true;
collector = true;
refinery = true;
miningTools = true;
} else if (role === 'fuelRat') {
refuelLimpets = true;
cargo = true;
srvPriority = 1;
} else if (role === 'mechanic') {
repairLimpets = true;
cargo = true;
srvPriority = 1;
} else if (role === 'trucker') {
cargo = true;
}
if (dssPriority === 2) {
const mod = ModuleUtils.findModule('ss', '2i');
const slot = ship.internal.filter(s => !s.m)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
console.log(slot);
console.log(mod);
ship.use(slot, mod);
}
if (srvPriority === 2) {
let mod;
let slot = ship.internal.filter(s => !s.m)
.filter(s => s.maxClass >= 6)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
if (slot) {
mod = ModuleUtils.findModule('pv', 'v2');
ship.use(slot, mod);
} else if (!slot) {
slot = ship.internal.filter(s => !s.m)
.filter(s => s.maxClass >= 4)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
if (slot) {
mod = ModuleUtils.findModule('pv', 'v4');
ship.use(slot, mod);
} else {
slot = ship.internal.filter(s => !s.m)
.filter(s => s.maxClass >= 2)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
if (slot) {
mod = ModuleUtils.findModule('pv', 'v6');
ship.use(slot, mod);
}
}
}
}
if (cargo === true) {
const slot = ship.internal.filter(s => !s.m)
.sort((a, b) => b.maxClass.toString().localeCompare(a.maxClass.toString()))[0];
const mod = ModuleUtils.findInternal('cr', slot.maxClass, 'E');
ship.use(slot, mod);
}
if (refuelLimpets === true) {
const mod = ModuleUtils.findModule('fx', 'F4');
const slot = ship.internal.filter(s => !s.m)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
ship.use(mod, slot);
}
if (repairLimpets === true) {
const slot = ship.internal.filter(s => !s.m)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
let mod;
if (slot.maxClass >= 3) {
mod = ModuleUtils.findModule('rpl', '9e');
} else {
mod = ModuleUtils.findModule('rpl', '9s');
}
ship.use(mod, slot);
}
if (prospector === true) {
const slot = ship.internal.filter(s => !s.m)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
let mod;
if (slot.maxClass >= 3) {
mod = ModuleUtils.findModule('pc', 'P9');
} else {
mod = ModuleUtils.findModule('pc', 'P4');
}
ship.use(mod, slot);
}
if (collector === true) {
const slots = ship.internal.filter(s => !s.m)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()));
if (slots.length >= 2) {
let slot = slots.find(s => s.maxClass >= 5);
let mod;
if (slot) {
mod = ModuleUtils.findInternal('cc', slot.maxClass, 'D');
} else if (slots.find(s => s.maxClass <= 4)) {
slot = slots.find(s => s.maxClass <= 4);
mod = ModuleUtils.findInternal('cc', slot.maxClass, 'D');
}
ship.use(slot, mod);
}
}
if (refinery === true) {
const slots = ship.internal.filter(s => !s.m)
.filter(s => s.maxClass >= 4)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
if (slots) {
const mod = ModuleUtils.findInternal('rf', 4, 'A');
ship.use(slots, mod);
} else {
const slot = ship.internal.filter(s => !s.m)
.filter(s => s.maxClass <= 3)
.sort((a, b) => b.maxClass.toString().localeCompare(a.maxClass.toString()))[0];
const mod = ModuleUtils.findInternal('rf', slot.maxClass, 'A');
ship.use(slots, mod);
}
}
if (dssPriority === 1) {
const slot = ship.internal.filter(s => !s.m)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()))[0];
const dss = ModuleUtils.findInternal('ss', 1, 'C')
if (slot) {
ship.use(slot, dss);
}
}
if (srvPriority === 1) {
const slot = ship.internal.filter(s => !s.m)
.filter(s => s.maxClass >= 2)
.sort((a, b) => a.maxClass.toString().localeCompare(b.maxClass.toString()));
if (slot.find(s => s.maxClass >= 4)) {
const slot = slot.find(s => s.maxClass >= 4);
const srv = ModuleUtils.findInternal('pv', 4, 'G')
ship.use(slot, srv);
} else if (slot.find(s => s.maxClass >= 2)) {
const slot = slot.find(s => s.maxClass >= 2);
const srv = ModuleUtils.findInternal('pv', 2, 'G')
ship.use(slot, srv);
}
}
if (gfsb === true) {
const slots = ship.internal.filter(s => !s.m)
.filter(s => s.maxClass >= 1)
.sort((a, b) => b.maxClass.toString().localeCompare(a.maxClass.toString()));
if (slots.find(s => s.maxClass >= 5)) {
const mod = ModuleUtils.findInternal('gfsb', 5, 'H');
ship.use(slots.find(s => s.maxClass >= 5), mod)
} else if (slots.find(s => s.maxClass >= 4)) {
const mod = ModuleUtils.findInternal('gfsb', 4, 'H');
ship.use(slots.find(s => s.maxClass >= 4), mod)
} else if (slots.find(s => s.maxClass >= 3)) {
const mod = ModuleUtils.findInternal('gfsb', 3, 'H');
ship.use(slots.find(s => s.maxClass >= 3), mod)
} else if (slots.find(s => s.maxClass >= 2)) {
const mod = ModuleUtils.findInternal('gfsb', 2, 'H');
ship.use(slots.find(s => s.maxClass >= 2), mod)
} else if (slots.find(s => s.maxClass >= 1)) {
const mod = ModuleUtils.findInternal('gfsb', 1, 'H');
ship.use(slots.find(s => s.maxClass >= 1), mod)
}
}
// const pp = ship.getAvailableModules().lightestPowerPlant(Math.max(ship.powerRetracted, ship.powerDeployed), 'A');
// const t = ship.getAvailableModules().lightestThruster(ship.ladenMass);
// ship.use(ship.standard[0], pp);
// ship.use(ship.standard[1], t);
// ship.useLightestStandard(standardOpts);
ship.updatePowerGenerated()
.updatePowerUsed()
.recalculateMass()
.updateJumpStats()
.recalculateShield()
.recalculateShieldCells()
.recalculateArmour()
.recalculateDps()
.recalculateEps()
.recalculateHps()
.updateMovement()
.updateModificationsString();
}
/**
* Trader Role
* @param {Ship} ship Ship instance
@@ -36,7 +609,7 @@ export function trader(ship, shielded, standardOpts) {
let sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
ship.useStandard('A')
.use(ship.standard[3], ModuleUtils.standard(3, ship.standard[3].maxClass + 'D')) // D Life Support
.use(ship.standard[1], ModuleUtils.standard(1, ship.standard[1].maxClass + 'D')) // D Life Support
.use(ship.standard[1], ModuleUtils.standard(1, ship.standard[1].maxClass + 'D')) // D Power Plant
.use(ship.standard[4], ModuleUtils.standard(4, ship.standard[4].maxClass + 'D')) // D Life Support
.use(ship.standard[5], ModuleUtils.standard(5, ship.standard[5].maxClass + 'D')); // D Sensors
@@ -45,7 +618,7 @@ export function trader(ship, shielded, standardOpts) {
.filter(a => (!a.eligible) || a.eligible.sg)
.filter(a => a.maxClass >= sg.class)
.sort((a, b) => shieldOrder.indexOf(a.maxClass) - shieldOrder.indexOf(b.maxClass));
shieldInternals.some(function(slot) {
shieldInternals.some(function (slot) {
if (canMount(ship, slot, 'sg')) { // Assuming largest slot can hold an eligible shield
const shield = ModuleUtils.findInternal('sg', slot.maxClass, 'A');
if (shield && shield.maxmass > ship.hullMass) {
@@ -87,11 +660,11 @@ export function trader(ship, shielded, standardOpts) {
*/
export function explorer(ship, planetary) {
let standardOpts = { ppRating: 'A' },
heatSinkCount = 2, // Fit 2 heat sinks if possible
usedSlots = [],
sgSlot,
fuelScoopSlot,
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
heatSinkCount = 2, // Fit 2 heat sinks if possible
usedSlots = [],
sgSlot,
fuelScoopSlot,
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
if (!planetary) { // Non-planetary explorers don't really need to boost
standardOpts.pd = '1D';
@@ -216,9 +789,9 @@ export function explorer(ship, planetary) {
export function miner(ship, shielded) {
shielded = true;
let standardOpts = { ppRating: 'A' },
miningLaserCount = 2,
usedSlots = [],
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
miningLaserCount = 2,
usedSlots = [],
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
// Cargo hatch should be enabled
ship.setSlotEnabled(ship.cargoHatch, true);
@@ -269,7 +842,7 @@ export function miner(ship, shielded) {
// Dual mining lasers of highest possible class; remove anything else
const miningLaserOrder = [2, 3, 4, 1, 0];
const miningLaserHardpoints = ship.hardpoints.concat().sort(function(a, b) {
const miningLaserHardpoints = ship.hardpoints.concat().sort(function (a, b) {
return miningLaserOrder.indexOf(a.maxClass) - miningLaserOrder.indexOf(b.maxClass);
});
for (let s of miningLaserHardpoints) {
@@ -283,7 +856,7 @@ export function miner(ship, shielded) {
// Number of collector limpets required to be active is a function of the size of the ship and the power of the lasers
const miningLaserDps = ship.hardpoints.filter(h => h.m != null)
.reduce(function(a, b) {
.reduce(function (a, b) {
return a + b.m.getDps();
}, 0);
// Find out how many internal slots we have, and their potential cargo size
@@ -314,7 +887,7 @@ export function miner(ship, shielded) {
// Power distributor to power the mining lasers indefinitely
const wepRateRequired = ship.hardpoints.filter(h => h.m != null)
.reduce(function(a, b) {
.reduce(function (a, b) {
return a + b.m.getEps();
}, 0);
standardOpts.pd = ship.getAvailableModules().matchingPowerDist({ weprate: wepRateRequired }).id;
@@ -336,9 +909,9 @@ export function miner(ship, shielded) {
*/
export function racer(ship) {
let standardOpts = {},
usedSlots = [],
sgSlot,
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
usedSlots = [],
sgSlot,
sg = ship.getAvailableModules().lightestShieldGenerator(ship.hullMass);
// Cargo hatch can be disabled
ship.setSlotEnabled(ship.cargoHatch, false);

View File

@@ -1,417 +1,417 @@
import React from 'react';
import { Modifications } from 'coriolis-data/dist';
/**
* Generate a tooltip with details of a blueprint's specials
* @param {Object} translate The translate object
* @param {Object} blueprint The blueprint at the required grade
* @param {string} grp The group of the module
* @param {Object} m The module to compare with
* @param {string} specialName The name of the special
* @returns {Object} The react components
*/
export function specialToolTip(translate, blueprint, grp, m, specialName) {
const effects = [];
if (!blueprint || !blueprint.features) {
return undefined;
}
if (m) {
// We also add in any benefits from specials that aren't covered above
if (m.blueprint) {
for (const feature in Modifications.modifierActions[specialName]) {
// if (!blueprint.features[feature] && !m.mods.feature) {
const featureDef = Modifications.modifications[feature];
if (featureDef && !featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let current = m.getModValue(feature) - m.getModValue(feature, true);
if (featureDef.type === 'percentage') {
current = Math.round(current / 10) / 10;
} else if (featureDef.type === 'numeric') {
current /= 100;
}
const currentIsBeneficial = isValueBeneficial(feature, current);
effects.push(
<tr key={feature + '_specialTT'}>
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
<td>&nbsp;</td>
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'}
style={{ textAlign: 'right' }}>{current}{symbol}</td>
<td>&nbsp;</td>
</tr>
);
}
}
}
}
return (
<div>
<table width='100%'>
<tbody>
{effects}
</tbody>
</table>
</div>
);
}
/**
* Generate a tooltip with details of a blueprint's effects
* @param {Object} translate The translate object
* @param {Object} blueprint The blueprint at the required grade
* @param {Array} engineers The engineers supplying this blueprint
* @param {string} grp The group of the module
* @param {Object} m The module to compare with
* @returns {Object} The react components
*/
export function blueprintTooltip(translate, blueprint, engineers, grp, m) {
const effects = [];
if (!blueprint || !blueprint.features) {
return undefined;
}
for (const feature in blueprint.features) {
const featureIsBeneficial = isBeneficial(feature, blueprint.features[feature]);
const featureDef = Modifications.modifications[feature];
if (!featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let lowerBound = blueprint.features[feature][0];
let upperBound = blueprint.features[feature][1];
if (featureDef.type === 'percentage') {
lowerBound = Math.round(lowerBound * 1000) / 10;
upperBound = Math.round(upperBound * 1000) / 10;
}
const lowerIsBeneficial = isValueBeneficial(feature, lowerBound);
const upperIsBeneficial = isValueBeneficial(feature, upperBound);
if (m) {
// We have a module - add in the current value
let current = m.getModValue(feature);
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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>
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
<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 {
// We do not have a module, no value
effects.push(
<tr key={feature}>
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
</tr>
);
}
}
}
if (m) {
// Because we have a module add in any benefits that aren't part of the primary blueprint
for (const feature in m.mods) {
if (!blueprint.features[feature]) {
const featureDef = Modifications.modifications[feature];
if (featureDef && !featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let current = m.getModValue(feature);
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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>
<td>&nbsp;</td>
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
<td>&nbsp;</td>
</tr>
);
}
}
}
// We also add in any benefits from specials that aren't covered above
if (m.blueprint && m.blueprint.special) {
for (const feature in Modifications.modifierActions[m.blueprint.special.edname]) {
if (!blueprint.features[feature] && !m.mods.feature) {
const featureDef = Modifications.modifications[feature];
if (featureDef && !featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let current = m.getModValue(feature);
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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>
<td>&nbsp;</td>
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
<td>&nbsp;</td>
</tr>
);
}
}
}
}
}
let components;
if (!m) {
components = [];
for (const component in blueprint.components) {
components.push(
<tr key={component}>
<td style={{ textAlign: 'left' }}>{translate(component)}</td>
<td style={{ textAlign: 'right' }}>{blueprint.components[component]}</td>
</tr>
);
}
}
let engineersList;
if (engineers) {
engineersList = [];
for (const engineer of engineers) {
engineersList.push(
<tr key={engineer}>
<td style={{ textAlign: 'left' }}>{engineer}</td>
</tr>
);
}
}
return (
<div>
<table width='100%'>
<thead>
<tr>
<td>{translate('feature')}</td>
<td>{translate('worst')}</td>
{m ? <td>{translate('current')}</td> : null }
<td>{translate('best')}</td>
</tr>
</thead>
<tbody>
{effects}
</tbody>
</table>
{ components ? <table width='100%'>
<thead>
<tr>
<td>{translate('component')}</td>
<td>{translate('amount')}</td>
</tr>
</thead>
<tbody>
{components}
</tbody>
</table> : null }
{ engineersList ? <table width='100%'>
<thead>
<tr>
<td>{translate('engineers')}</td>
</tr>
</thead>
<tbody>
{engineersList}
</tbody>
</table> : null }
</div>
);
}
/**
* 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
*/
export function isBeneficial(feature, values) {
const fact = (values[0] < 0 || (values[0] === 0 && values[1] < 0));
if (Modifications.modifications[feature].higherbetter) {
return !fact;
} else {
return fact;
}
}
/**
* Is this feature value beneficial?
* @param {string} feature The name of the feature
* @param {number} value The value of the feature
* @returns {boolean} True if this value is beneficial
*/
export function isValueBeneficial(feature, value) {
if (Modifications.modifications[feature].higherbetter) {
return value > 0;
} else {
return value < 0;
}
}
/**
* Get a blueprint with a given name and an optional module
* @param {string} name The name of the blueprint
* @param {Object} module The module for which to obtain this blueprint
* @returns {Object} The matching blueprint
*/
export function getBlueprint(name, module) {
// 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);
const found = Modifications.blueprints[findMod(name)];
if (!found || !found.fdname) {
return {};
}
const blueprint = JSON.parse(JSON.stringify(found));
return blueprint;
}
/**
* Provide 'percent' primary modifications
* @param {Object} ship The ship for which to perform the modifications
* @param {Object} m The module for which to perform the modifications
* @param {Number} percent The percent to set values to of full.
*/
export function setPercent(ship, m, percent) {
ship.clearModifications(m);
// Pick given value as multiplier
const mult = percent / 100;
const features = m.blueprint.grades[m.blueprint.grade].features;
for (const featureName in features) {
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]) * mult);
} else {
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
}
} 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)) {
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
} else {
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * mult);
}
}
_setValue(ship, m, featureName, value);
}
}
/**
* Provide 'random' primary modifications
* @param {Object} ship The ship for which to perform the modifications
* @param {Object} m The module for which to perform the modifications
*/
export function setRandom(ship, m) {
// Pick a single value for our randomness
setPercent(ship, m, Math.random() * 100);
}
/**
* Set a modification feature value
* @param {Object} ship The ship for which to perform the modifications
* @param {Object} m The module for which to perform the modifications
* @param {string} featureName The feature being set
* @param {number} value The value being set for the feature
*/
function _setValue(ship, m, featureName, value) {
if (Modifications.modifications[featureName].type == 'percentage') {
ship.setModification(m, featureName, value * 10000);
} else if (Modifications.modifications[featureName].type == 'numeric') {
ship.setModification(m, featureName, value * 100);
} else {
ship.setModification(m, featureName, value);
}
}
/**
* 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.
*/
export function getPercent(m) {
let result = null;
const features = m.blueprint.grades[m.blueprint.grade].features;
for (const featureName in features) {
if (features[featureName][0] === features[featureName][1]) {
continue;
}
let value = _getValue(m, featureName);
let mult;
if (featureName == 'shieldboost') {
mult = ((1 + value) * (1 + m.shieldboost)) - 1 - m.shieldboost;
} else 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);
} else {
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 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)) {
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
} else {
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
}
}
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);
}
}
import React from 'react';
import { Modifications } from 'coriolis-data/dist';
/**
* Generate a tooltip with details of a blueprint's specials
* @param {Object} translate The translate object
* @param {Object} blueprint The blueprint at the required grade
* @param {string} grp The group of the module
* @param {Object} m The module to compare with
* @param {string} specialName The name of the special
* @returns {Object} The react components
*/
export function specialToolTip(translate, blueprint, grp, m, specialName) {
const effects = [];
if (!blueprint || !blueprint.features) {
return undefined;
}
if (m) {
// We also add in any benefits from specials that aren't covered above
if (m.blueprint) {
for (const feature in Modifications.modifierActions[specialName]) {
// if (!blueprint.features[feature] && !m.mods.feature) {
const featureDef = Modifications.modifications[feature];
if (featureDef && !featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let current = m.getModValue(feature) - m.getModValue(feature, true);
if (featureDef.type === 'percentage') {
current = Math.round(current / 10) / 10;
} else if (featureDef.type === 'numeric') {
current /= 100;
}
const currentIsBeneficial = isValueBeneficial(feature, current);
effects.push(
<tr key={feature + '_specialTT'}>
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
<td>&nbsp;</td>
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'}
style={{ textAlign: 'right' }}>{current}{symbol}</td>
<td>&nbsp;</td>
</tr>
);
}
}
}
}
return (
<div>
<table width='100%'>
<tbody>
{effects}
</tbody>
</table>
</div>
);
}
/**
* Generate a tooltip with details of a blueprint's effects
* @param {Object} translate The translate object
* @param {Object} blueprint The blueprint at the required grade
* @param {Array} engineers The engineers supplying this blueprint
* @param {string} grp The group of the module
* @param {Object} m The module to compare with
* @returns {Object} The react components
*/
export function blueprintTooltip(translate, blueprint, engineers, grp, m) {
const effects = [];
if (!blueprint || !blueprint.features) {
return undefined;
}
for (const feature in blueprint.features) {
const featureIsBeneficial = isBeneficial(feature, blueprint.features[feature]);
const featureDef = Modifications.modifications[feature];
if (!featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let lowerBound = blueprint.features[feature][0];
let upperBound = blueprint.features[feature][1];
if (featureDef.type === 'percentage') {
lowerBound = Math.round(lowerBound * 1000) / 10;
upperBound = Math.round(upperBound * 1000) / 10;
}
const lowerIsBeneficial = isValueBeneficial(feature, lowerBound);
const upperIsBeneficial = isValueBeneficial(feature, upperBound);
if (m) {
// We have a module - add in the current value
let current = m.getModValue(feature);
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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>
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
<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 {
// We do not have a module, no value
effects.push(
<tr key={feature}>
<td style={{ textAlign: 'left' }}>{translate(feature, grp)}</td>
<td className={lowerBound === 0 ? '' : lowerIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{lowerBound}{symbol}</td>
<td className={upperBound === 0 ? '' : upperIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{upperBound}{symbol}</td>
</tr>
);
}
}
}
if (m) {
// Because we have a module add in any benefits that aren't part of the primary blueprint
for (const feature in m.mods) {
if (!blueprint.features[feature]) {
const featureDef = Modifications.modifications[feature];
if (featureDef && !featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let current = m.getModValue(feature);
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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>
<td>&nbsp;</td>
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
<td>&nbsp;</td>
</tr>
);
}
}
}
// We also add in any benefits from specials that aren't covered above
if (m.blueprint && m.blueprint.special) {
for (const feature in Modifications.modifierActions[m.blueprint.special.edname]) {
if (!blueprint.features[feature] && !m.mods.feature) {
const featureDef = Modifications.modifications[feature];
if (featureDef && !featureDef.hidden) {
let symbol = '';
if (feature === 'jitter') {
symbol = '°';
} else if (featureDef.type === 'percentage') {
symbol = '%';
}
let current = m.getModValue(feature);
if (featureDef.type === 'percentage' || featureDef.name === 'burst' || featureDef.name === 'burstrof') {
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>
<td>&nbsp;</td>
<td className={current === 0 ? '' : currentIsBeneficial ? 'secondary' : 'warning'} style={{ textAlign: 'right' }}>{current}{symbol}</td>
<td>&nbsp;</td>
</tr>
);
}
}
}
}
}
let components;
if (!m) {
components = [];
for (const component in blueprint.components) {
components.push(
<tr key={component}>
<td style={{ textAlign: 'left' }}>{translate(component)}</td>
<td style={{ textAlign: 'right' }}>{blueprint.components[component]}</td>
</tr>
);
}
}
let engineersList;
if (engineers) {
engineersList = [];
for (const engineer of engineers) {
engineersList.push(
<tr key={engineer}>
<td style={{ textAlign: 'left' }}>{engineer}</td>
</tr>
);
}
}
return (
<div>
<table width='100%'>
<thead>
<tr>
<td>{translate('feature')}</td>
<td>{translate('worst')}</td>
{m ? <td>{translate('current')}</td> : null }
<td>{translate('best')}</td>
</tr>
</thead>
<tbody>
{effects}
</tbody>
</table>
{ components ? <table width='100%'>
<thead>
<tr>
<td>{translate('component')}</td>
<td>{translate('amount')}</td>
</tr>
</thead>
<tbody>
{components}
</tbody>
</table> : null }
{ engineersList ? <table width='100%'>
<thead>
<tr>
<td>{translate('engineers')}</td>
</tr>
</thead>
<tbody>
{engineersList}
</tbody>
</table> : null }
</div>
);
}
/**
* 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
*/
export function isBeneficial(feature, values) {
const fact = (values[0] < 0 || (values[0] === 0 && values[1] < 0));
if (Modifications.modifications[feature].higherbetter) {
return !fact;
} else {
return fact;
}
}
/**
* Is this feature value beneficial?
* @param {string} feature The name of the feature
* @param {number} value The value of the feature
* @returns {boolean} True if this value is beneficial
*/
export function isValueBeneficial(feature, value) {
if (Modifications.modifications[feature].higherbetter) {
return value > 0;
} else {
return value < 0;
}
}
/**
* Get a blueprint with a given name and an optional module
* @param {string} name The name of the blueprint
* @param {Object} module The module for which to obtain this blueprint
* @returns {Object} The matching blueprint
*/
export function getBlueprint(name, module) {
// 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);
const found = Modifications.blueprints[findMod(name)];
if (!found || !found.fdname) {
return {};
}
const blueprint = JSON.parse(JSON.stringify(found));
return blueprint;
}
/**
* Provide 'percent' primary modifications
* @param {Object} ship The ship for which to perform the modifications
* @param {Object} m The module for which to perform the modifications
* @param {Number} percent The percent to set values to of full.
*/
export function setPercent(ship, m, percent) {
ship.clearModifications(m);
// Pick given value as multiplier
const mult = percent / 100;
const features = m.blueprint.grades[m.blueprint.grade].features;
for (const featureName in features) {
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]) * mult);
} else {
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
}
} 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)) {
value = features[featureName][0] + ((features[featureName][1] - features[featureName][0]) * mult);
} else {
value = features[featureName][1] + ((features[featureName][0] - features[featureName][1]) * mult);
}
}
_setValue(ship, m, featureName, value);
}
}
/**
* Provide 'random' primary modifications
* @param {Object} ship The ship for which to perform the modifications
* @param {Object} m The module for which to perform the modifications
*/
export function setRandom(ship, m) {
// Pick a single value for our randomness
setPercent(ship, m, Math.random() * 100);
}
/**
* Set a modification feature value
* @param {Object} ship The ship for which to perform the modifications
* @param {Object} m The module for which to perform the modifications
* @param {string} featureName The feature being set
* @param {number} value The value being set for the feature
*/
function _setValue(ship, m, featureName, value) {
if (Modifications.modifications[featureName].type == 'percentage') {
ship.setModification(m, featureName, value * 10000);
} else if (Modifications.modifications[featureName].type == 'numeric') {
ship.setModification(m, featureName, value * 100);
} else {
ship.setModification(m, featureName, value);
}
}
/**
* 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.
*/
export function getPercent(m) {
let result = null;
const features = m.blueprint.grades[m.blueprint.grade].features;
for (const featureName in features) {
if (features[featureName][0] === features[featureName][1]) {
continue;
}
let value = _getValue(m, featureName);
let mult;
if (featureName == 'shieldboost') {
mult = ((1 + value) * (1 + m.shieldboost)) - 1 - m.shieldboost;
} else 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);
} else {
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 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)) {
mult = Math.round((value - features[featureName][0]) / (features[featureName][1] - features[featureName][0]) * 100);
} else {
mult = Math.round((value - features[featureName][1]) / (features[featureName][0] - features[featureName][1]) * 100);
}
}
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);
}
}